SPARK (LWOTC)

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
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for more information.
| Rank | Ability | ||
Squire |
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty. |
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis. |
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. |
|---|---|---|---|
Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor. |
This unit is immune to fire and poison damage. |
Attempt to remotely breach security on a network access point with your GREMLIN/BIT. | |
| Future Combat | Mechanical Superiority | War Machine | |
Aspirant |
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. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
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 |
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. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
You do one additional point of base damage when using guns. |
Cavalier |
The BIT can equip and fire heavy weapons. |
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability. |
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 |
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. |
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. |
Your primary weapon attacks shred armor. |
Paladin |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
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. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
Champion |
Grants the Rainmakerand Salvo abilities, increasing heavy weapon damage, area of effect and allowing them to be used without ending the turn. |
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK. |
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 |
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. |
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
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 |
A targeted enemy receives -20 aim and -50 critical chance against the soldier. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
When this unit is attacked, the squad gains +10 aim against that target on the following turn. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
This unit can only take 40% of their max HP per turn. Damage per turn above this limit is reduced by 75%. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
If you fail a hack, you prevent any negative effects from occurring. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
This soldier has significantly reduced infiltration times while on missions. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Increases the SPARK's hack stat by 20. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Gain 40 dodge against attacks within four tiles. |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
If you score one or more kills on your turn, you are granted a single bonus move. |
When targeted by an attack, the enemy has a chance to panic. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Grants 15 defense and an armor point when in overwatch. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Shots fired with your primary weapon pierce 3 armor. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
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. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
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. |
Your grazing attacks are automatically upgraded to normal hits. |
When in overwatch, you may take two reaction shots. | |||||
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
4 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | |
Hacking |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
4 | 7 | 10 | 12 | 14 | 16 | 18 | 20 | |
Hacking |
5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | |
Sample Builds
See Also
| XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
| Starting |
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| Unlockable |
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| Faction |
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