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SPARK (LWOTC)

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SPARK
SPARK
These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.

Class Overview

The SPARK is the spiritual successor to the S.H.I.V. and MEC Troopers of Long War 1. Fully robotic, yet able to level up like normal soldiers, and expensive to produce. To build SPARKs, you need to have completed the Shen's Last Gift DLC missions or the Mechanized Warfare project. SPARKs have their own armor and weapons, and they do not have utility slots like regular soldiers. Through their perks and armor, they can gain an ammo slot and/or a heavy weapon slot, but they are completely unable to equip most utility items, including platings and vests. SPARKs are more expensive for infiltration. They also can't become Haven advisors, Officers, or participate in Covert Actions. Similar to other XCOM soldiers, they have the ability to learn additional abilities through the XCOM row but always have average combat intelligence thus limiting their AP to a max of 42. The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN.

"Future Combat" type Sparks focuses on gaining various abilities to further improve their utility to support allies or disrupt enemies.

"Mechanical Superiority" type Sparks specialize in extreme durability and absorbing attacks for allies.

"War Machine" type Sparks improves their firing capabilities and fully utilizing their large rifle to wreck havoc.

Weapons

Primary: SPARK Rifles

Secondary: SPARK BIT

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squire
Squire
Overdrive
*A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active. *Overdrive has no cost to activate, but has a 5 turn cooldown.
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
Kinetic Strike
*You can trigger the Kinetic Strike ability by placing the movement cursor over an enemy. *The SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy. *Kinetic Strike will do 7/9.5/12 damage, depending on the equipped chassis. *Kinetic Strike's chance to hit is based off the SPARK's aim with a +15 boost. *Learning the Assault Servos ability will grant +2 damage and an extra +10 aim to all Kinetic Strike attacks.
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis.
Reboot
*The SPARK will be put into Stasis the first time each mission that its health hits zero. *Without the Redundant Systems ability, the SPARK is crippled after rebooting from catastrophic damage, suffering massive penatlies to aim, mobility, and hacking. *Because of there drawbacks, in combination with the SPARK's already low hull integrity at the time of a Reboot, it is recommended rebooted SPARKs be withdrawn from the battlefield via Skyranger when possible. *Thanks to a complex network of redundant plating, reactivation circuits, and a single-charge shield projector, the SPARK can take one for the team secure in the knowledge that it will live to punch another day.
If the SPARK takes enough damage to be killed, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once every mission, and afterwards the SPARK is crippled.
Repair
* Repair will restore 4/6/8 HP based on BIT tier * Repair has 1 charge per mission and gains an additional charge with the Enhanced Repair Systems ability. * Using Repair as your first action will end your turn without the Rapid Repair ability. * Repair has a 1-turn cooldown (cannot be used multiple times per turn).
Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor.
Mechanical Chassis
*This unit is immune to fire and poison damage.
This unit is immune to fire and poison damage.
Hack
*Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
Future Combat Mechanical Superiority War Machine
Aspirant
Aspirant
Neutralize Protocol
* Send the BIT to release a short-range jamming pulse that overloads weapon systems. Forces targets to reload their primary weapon. * Targeted enemies can use Reload to unjam their weapon. Enemies may choose to get by with just one action point of movement and shooting to work with, or they may forgo a reload and resort to secondary weapon systems. * Neutralize Protocol costs 1 action, is non-turn ending, targets a 3x3 area and has a 3-turn cooldown.
Launch the BIT to a location, disabling enemy weapons in a small radius and forcing them to reload. Costs 1 action and does not end the turn.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
Knight
Knight
Enhanced Repair Systems
*Rapid Repair makes Repair non turn ending. Redundant Systems means the SPARK will not suffer any stat penalties after Rebooting. The SPARK will automatically use Repair when rebooting.
Grants the Rapid Repair and Redundant Systems abilities, making it no longer end the turn and removing the stat debuffs associated with Reboot. The SPARK will automatically use Repair when rebooting. Additionally grant one additional charge to Repair.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Cavalier
Cavalier
Arsenal
*Arsenal allows the SPARK to equip heavy weapons in their loadout.
The BIT can equip and fire heavy weapons.
Assault Servos
*Learning the Assault Servos ability will grant +2 damage and an extra +10 aim to all Kinetic Strike attacks.
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability.
Enhanced Targeting Systems
*Grants the Adaptive Aim and Holo Targeting abilities, improving the SPARK's ability to take multiple shots while Overdrive is active and improving the squad's ability to hit targets the SPARK shoots.
Grants the Adaptive Aim and Holo Targeting abilities, improving the SPARK's ability to take multiple shots while Overdrive is active and improving the squad's ability to hit targets the SPARK shoots.
Vanguard
Vanguard
Enhanced Defensive Systems
* The SPARK gains +10 defense and +1 armor while Sacrifice is active. * Sacrifice has a 5-turn cooldown. * Each point of energy channeled by Channeling Field increases the damage of the next primary weapon attack by 1.
Grants the Sacrifice and Channeling Field abilities, allowing the SPARK to redirect attacks from nearby allies towards itself, and increasing the SPARK's damage after being targeted by any attack.
Counterstrike
* If an enemy begins their turn in an adjacent tile, Counterstrike will trigger if that enemy moves to another adjacent tile or tries to attack the SPARK. * If an enemy does not begin their turn in an adjacent tile, then Counterstrike will trigger when that enemy moves into melee range. * If an enemy begins their turn in an adjacent tile, Counterstrike will NOT trigger if that enemy moves directly away from the SPARK. * Counterstrike deals half damage compared to the regular Kinetic Strike attack, and gains +1 damage from Assault Servos. * Cannot activate on the SPARK's own turn.
The SPARK can throw free half-damage Strike attacks at any enemies who enter or attack from melee range. Does not require the Kinetic Strike ability. Cannot activate on the unit's own turn.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Paladin
Paladin
Bombard
*Bombard can be fired at any location within squadsight. *Upgrading your BIT will lead to more Bombard damage.
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
Concussive Strike
* Concussive Strike cannot target robotic units, as their processing centers aren't as squishy as brains. * The damage of Concussive Strike without Assault Servos is 3/4.75/6 depending on equipped chassis. * The damage of Concussive Strike with Assault Servos is 4/5.75/7 depending on equipped chassis. * The SPARK's improved melee abilities also reduce the cooldown of the main Kinetic Strike ability by 1.
A special Strike attack that does half damage but stuns the target for two action points. Cannot target robotic units. 4-turn cooldown. Also reduces the cooldown of Kinetic Strike by 1.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Champion
Champion
Blastmaster
* Grants the Rainmaker and Salvo abilities, increasing heavy weapon damage, area of effect and allowing them to be used without ending the turn.
Grants the Rainmakerand Salvo abilities, increasing heavy weapon damage, area of effect and allowing them to be used without ending the turn.
Nova
*Nova has no action point cost and no cooldown. *This ability deals 6 damage and ignores armor. *The first Nova attack each mission will deal 0 damage to the SPARK. *All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
Collateral Damage
* Fire a barrage of primary weapon rounds to a location, destroying cover within a 1.8 tile radius area. * Deals high environmental damage to all objects in the area of effect. * Collateral Damage does 40% of base weapon damage to enemies within the area of effect. * Costs 2 ammo and has a 4-turn cooldown.
Fire a barrage of primary weapon rounds to a location, destroying cover within the area. Deals a small amount of damage to enemies. 4-turn cooldown and uses 2 ammo.
Templar
Templar
Prep For War
* Gain an additional use of equipped Heavy Weapons and Bombard. The extra use of Bombard is only granted if the Bombard ability is taken. If the SPARK has learned Assault Servos, provides an additional +2 damage to Strike attacks and decreases Kinetic Strike cooldown by 1. If Enhanced Targeting Systems is taken, the SPARK gains +10 aim and the Avenger ability. The +10 aim applies to all attacks, including melee.
Gain an additional use of equipped Heavy Weapons and Bombard. If the SPARK has learned Assault Servos, provides an additional +2 damage to Strike attacks and decreases Kinetic Strike cooldown by 1. If Enhanced Targeting Systems is taken, the SPARK gains +10 aim and the Avenger ability.
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Body Shield
*A targeted enemy receives -20 aim and -50 critical chance against the soldier. *This is a free action. *Body Shield has a 2 turn cooldown.
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Triangulate
Template:Triangulate (LWOTC)/Info
When this unit is attacked, the squad gains +10 aim against that target on the following turn.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Enhanced Layered Armor (XCOM)
* The damage cap resets at the start of each turn.
This unit can only take 40% of their max HP per turn. Damage per turn above this limit is reduced by 75%.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Failsafe
*If you fail a hack, you prevent any negative effects from occurring.
If you fail a hack, you prevent any negative effects from occurring.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Apex Predator
* Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies. * The chance to panic is 125% and is negatively affected by target's Will.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Advanced Logic
Template:Advanced Logic (LWOTC)/Info
Increases the SPARK's hack stat by 20.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Impact Fields
*Activate a force field that reduces incoming damage by 33% for two turns. *Six-turn cooldown (including the turn in which it was activated). *Uses one action and doesn't automatically end your turn. *Armor-Piercing weapons do not mitigate this effect.
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Intimidate
*Intimidate's chance to panic the attacker increases with higher tier SPARK armors. *Intimidate can be triggered by melee and area of effect attacks. *Intimidate will not trigger when targeted by Overwatch fire.
When targeted by an attack, the enemy has a chance to panic.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Combat Awareness
*Gain 15 defense and an armor point when in overwatch. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired. *This ability goes into effect if the unit uses suppression.
Grants 15 defense and an armor point when in overwatch.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Focused Defense
* The bonus doesn't apply against melee attacks. * If multiple enemies are equally distant, you get the bonus against all of them.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Stat Progression

Rank Squire Aspirant Knight Cavalier Vanguard Paladin Champion Templar
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
4 3 3 2 2 2 2 2
Hacking
Hacking
5 5 5 5 5 5 5 5
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 7 10 12 14 16 18 20
Hacking
Hacking
5 10 15 20 25 30 35 40

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar