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Templar (TJ)

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Templar
Templar
The Templar is a wild-trained Psionic warrior that gets stronger as combat continues.

Class Overview

The Templars are a melee-focused psionic soldier that wields their psionic abilities in very unique ways. They require "focus" in order to use their abilities but each carry strong and unique effects and holding onto focus no longer grants any bonuses. To gain focus, they must use Rend, which is now aim-based instead of guaranteed, to attack an enemy regardless of whether they hit, miss or kill their targets unlike the base game which required a kill. Further focus generation can be gained through the perks they can obtain as they promote and can increase their max focus with each upgrade of their gauntlets. After using Rend, they gain a Momentum action which allows for movement or to deploy their shield. Instead of Parry/Deflect, Templars now deploy a psionic shield that grants them temporary shield HP until the next turn that allows them to absorb attacks.

The Templar can concentrate more into their psiblades to further enhance their melee capabilties to deal great damage to a single target or to a group of them.

The Templar can gain more psionic abilities to disrupt enemies, assist their allies or to deal great damage.

The Templar can become a shield, greatly increasing their defenses and can take great damage with little to no injuries.

Weapons

Primary: Templar Gauntlet

Secondary: None

Abilities

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

Rank Ability
Initiate
Initiate
Volt
Template:Volt(LWOTC)/Info
A non-turn ending AOE attack that makes its targets easier to hit. Costs 1 Focus.
Rend
*Using Rend is the Templar's primary method for generating Focus. *After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking. *Rend has a 5% chance to Stun. Stunned targets will also be knocked back. *Rend has a 10% chance to Disorient.
Melee attack with a chance to stun or disorient the target. Triggers Momentum, and generates Focus on attacks.
Templar Shield
* The Shield will grant 5/8/12 shield HP when used. * The Shield grants 20 crit resistance when active.
Use your shard gauntlets to generate a psionic shield and gain Shield HP and crit resistance that will last until the start of your next turn. Can be used with Momentum actions.
Focus
*Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels. *Focus is gained by attacking enemies with Rend (even misses count).
Gain Focus during missions, increasing stats, damage, and ability effectiveness. Focus can be spent on powerful abilities.
Momentum
*After using Rend, gain a bonus movement action.
After using Rend, gain a bonus movement action.
Greater Padding
* Greater Padding reduces the number of hit points a soldier must heal after being wounded in battle by 1. * It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Reduce wound recovery times for this soldier by 1 HP. Doesn't work if the soldier bleeds out.
Psiblade Dynamo Sage
Acolyte
Acolyte
Invert
*Invert costs 1 action, is non-turn ending, costs 1 focus and has a 5-turn cooldown *Can target both ally and enemy units but cannot target large units or the Chosen.
Switch locations with a unit. Costs 1 Focus.
Stun Strike
*Stun Strike has a 85% chance to hit, increased by 5% for each Focus level. *Stun Strike has a 100% chance to stun the target if successful. *Stun Strike does not end the Templar's turn. *Stun Strike has a 3 turn cooldown. *Stun Strike cannot be used against targets that take more space than 1 tile.
Strike an enemy with Psionic force, stunning them. Costs 1 Focus.
Indomitable
*Once per turn, gain 1 focus when you're attacked. *Applies to both melee and ranged attacks.
Once per turn, gain 1 focus when you're attacked.
Adept
Adept
Meditation
* Adds 1 point of Focus to the soldier. * Requires 1 action and does not end the soldier's turn. * Has a 0-turn cooldown. * Starts with 0 charges, and gains 1 charge for each kill the Templar makes. 1 charge is needed to use Meditation, and only 1 charge can be stored at any given time.
Adds up to 1 focus to the soldier. Requires 1 charge. Gain 1 charge ever time the soldier gets a kill. Only 1 charge can be stored at any given time.
Overcharge
* Each point of focus provides +10 aim and +15 crit chance. * Based on the current focus, not max focus.
Gain bonus aim and crit chance for each point of focus the Templar has.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Disciple
Disciple
Soul Shot
* This ability has +20 aim. * This ability costs 1 action, is non-turn ending, costs 1 focus and has no cooldown.
A powerful aim-based ranged attack that can crit and does not end turn. Costs 1 Focus.
Superior Aptitude
*Rend grants an additional focus point.
Rend grants an additional focus point.
Reflex
*The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning. *Reflex can only be triggered once per turn.
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
Mystic
Mystic
Amplify
* Amplify will last for three damage instances. * This ability is a free action, costs 1 focus and has a 3-turn cooldown.
Mark a single target with a Psionic lens, causing them to take an additional 50% damage from the next 3 attacks. Costs 1 Focus, free action.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Warlock
Warlock
Void Conduit
* Void Conduit will deal 1 damage initially, then drain 3 health per enemy action. * Void Conduit locks the target for 1 turn. * Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.
Trap a humanoid in a Psionic prison, immobilizing them for multiple actions and transferring their health to the Templar. Costs 1 Focus. 3-turn cooldown.
Arc Wave
*Arc Wave does not affect the target of the original Rend attack. *Arc Wave deals 4/7/10 damage depending on weapon tier and ignores armor. *Arc Wave travels through environmental objects.
Rend generates a wave of Psionic energy in the direction of the attack. Damage increases with Gauntlet tier.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Magus
Magus
Terrorize
* Volt can now panic the enemy. * The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1.
Templar Fleche
* You can trigger the Fleche ability by placing the movement cursor over an enemy. * A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. * Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.
Rend and Arc Wave deal +1 damage for every 4 tiles between your starting position and your target.
Hardened Shields
* Reduces damage taken by up to 50%. * Can't reduce damage by more than 50% of current shield.
Shields on the Templar reduce damage taken.
Master
Master
Ionic Storm
*Ionic Storm's radius increases at higher Focus levels. *Ionic Storm deals double damage to Psionic units. *Ionic Storm has a 5 turn cooldown.
Summon lightning to strike all nearby enemies. Damage increases with Focus level. Costs all Focus.
Apotheosis
*A free action that makes the Templar substantially more powerful for two turns. *Increases damage by 50% for each point of focus above 2. *Increases Dodge by 20 for each point of focus above 2. *Increases mobility by 2 for each point of focus above 2. *Requires a minimum of 3 focus. *Consumes all focus. *5 Turn Cooldown
Become a god, massively increasing your dodge, Rend damage and mobility. Requires a minimum of 3 focus and consumes it all.
Ghost
*Ghosts start with Focus equal to the Templar's Focus level when created minus 1. *Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0. *Rend costs 1 Focus when used by Ghosts. *Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice. *Ghost has a 5 turn cooldown. *Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.
Create a duplicate of the Templar from the body of a fallen humanoid. The Ghost disappears when it loses all Focus. Costs 2 Focus.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
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.
Vigilance
* Adds 1 focus to the soldier when an enemy pod scampers. * Only triggers if the pod has at least 3 units in it. * If you are already at max focus, the focus gain is wasted.
Gain 1 focus whenever your squad activates an enemy pod of size 3 or more.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Pillar
*The pillar will last for a number of turns equal to the Templar's Focus level when summoned. *Pillar is a free action. *Can be used after Rend. *Pillar has a 4 turn cooldown.
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Sustain
*Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis. *Wound reduction does not work if the soldier entered a bleeding out state during the mission.
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP.
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.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Storm Force
* This ability grants 40% bonus damage to Volt, Ionic Storm and similar abilities.
Psionic lightning based attacks such as Volt do 40% more damage.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
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.
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.
Fortress
*A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.
The soldier is immune to fire, poison, acid, and explosive damage.
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.
Thunderdome
* Both the attacking soldier and the enemy unit must be inside the Thunderdome in order to receive the Action Point refund. * Allies can benefit from Action Point refund only once: True. * 6.7 Tile cast range. * 6 Turn cooldown.
Mark an area with a 6.7 Tile radius. Until the end of turn, killing enemies in that area refunds Action Points for you and your squad members.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Phase Walk
*Temporarily phase out of existence to teleport to a nearby location. *The targeted tile must be visible (works with squadsight). *Phase Walk requires one action and does not end your turn. *Phase Walk has a 2 turn cooldown. *Phase Walk has a radius of 17 tiles. *Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.
Temporarily phase out of existence to teleport to a nearby location.
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.
High Voltage
* Gain 1-tile bonus radius for Volt.
Gain 1-tile bonus radius for Volt.
Reblossom
* When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them.
When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Channel
*Enemies have a 20% chance to drop Psionic loot. *Psionic enemies have a 50% chance to drop Psionic loot.
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level.
Fracture
* Gain +20 aim and 1/2/2/3/3 shred.
Your assigned weapon attacks against mechanical units have bonus Aim and shred armor.
Last Stand
* You can still take damage, but it will never reduce you below 1 hp. * You can't be knocked unconscious, disoriented, or otherwise incapacitated.
Once per mission, become immune to death and incapacitation until the end of your next turn.
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.
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.
Solace
*Solace cleanses disorientation, mind control, panic and stun effects. *Solace requires one action and does not end your turn. *Solace has a 3 turn cooldown.
The Psi Operative may immediately extinguish mental impairments for a squadmate.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
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.
Static Shock
* Effective against robotic foes. * Has a 4 turn Cooldown.
Lightning crackles wildly and strikes a random foe. May chain to an additional target. Free Action.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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.
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.
Corpore Sano
* Has 2 charges. * The heal scales with psi offense. * The heal has a base of 4-6 and a max of 9-11.
Psionically heal an ally from moderate range.
Fuse
* This ability costs 1 action, is non-turn ending and has no cooldown.
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
Snake Blood
* Your Dodge is increased by 20 and you are immune to poison.
Your Dodge is increased by 20 and you are immune to poison.
Psi Reanimation
* A soldier cannot use Psi Reanimation while using Mind Control or Soul Merge. * If the soldier dies or becomes incapacitated, the raised zombie will die. * You can control several zombies at the same time.
Raise a dead soldier, civilian, or ADVENT soldier as a Psionic zombie.
Null Ward
*Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed. *Null Ward grants 3 ablative hit points. *Improved Psi Amps grant additional bonuses to ablative hit points. *Null Ward requires one action and does not end your turn. *Null Ward has a 5 turn cooldown. *Null Ward has a radius of 8 tiles. *The ablative hit points granted by Null Ward persist for the next 3 enemy turns
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
Soul Mania
* If an enemy begins their turn within 2 tiles, Soul Mania will trigger if that enemy tries to attack the soldier. * If an enemy does not begin their turn within 2 tiles, then Soul Mania will trigger when that enemy moves into that range. * Soul Mania deals the same base Psionic damage as Soulfire and similarly cannot target robots, but does NOT ignore armor or shields like Soulfire does. * Soul Mania is guaranteed to hit, but is still considered a reaction attack and thus won't target units that have Shadowstep. * Will not trigger during the soldier's own turn.
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep.
Null Lance
*Null Lance has a 4 turn cooldown. *Null Lance ignores armor. *Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
Mind Merge
*Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge. *Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative. *Also grants the ally +1 critical chance per 5 psi offense score of the Psi Operative. *Effect lasts until the Psi Operative's next turn. *Mind Merge has a 4 turn cooldown. *Mind Merge requires one action and does not end your turn. *Only visible allies may be targeted. *Improved Psi Amps grant additional bonuses to these effects. *If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn.

Stat Progression

Rank Initiate Acolyte Adept Disciple Mystic Warlock Magus Master
Per Level Health
Health
0 1 0 1 0 0 1 0
Aim
Aim
3 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 2 3 3
Aim
Aim
3 5 7 9 11 13 15 17
Will
Will
5 10 10 10 10 10 10 10

Sample Builds

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound