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		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120083</id>
		<title>Psionic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120083"/>
		<updated>2024-10-28T01:24:23Z</updated>

		<summary type="html">&lt;p&gt;Kolective: /* A guide to using Psi abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; &lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:20px 15px;&amp;quot; &lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both; padding-top: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi-abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Level&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Target Will&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%;&amp;quot; | Rank &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 84%;&amp;quot; | Psionic Ability&lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 1&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Countercharge (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:28%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Fray (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 2&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 35&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Panic (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Kinetic Blast (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Inspire (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 3&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Empath&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Merge (LWR)|text=1}} &#039;&#039;&#039;Required to use Gollop Chamber&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 4&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 45&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Inner Fire (LWR)|text=1}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Telekinetic Field (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 50&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Mastery (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Volunteer Only&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Enlightened&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Rift (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Distortion (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Psi Surge (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance ===&lt;br /&gt;
&lt;br /&gt;
Psi abilities that target an enemy go through a will test to see if they hit. They start with a base 50% chance to hit. The will of the attacker is added to this and the will of the defender is subtracted from this. The final hit chance is then clamped between 0 and 100. Sometimes the will of the attacker is modified (e.g. Psi Panic would multiply the will of the attacker by 66%).&lt;br /&gt;
&lt;br /&gt;
Psi Hit Chance Formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 630px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hit Chance = Clamp(50 + (Attacker_Will * modifier) - Defender_Will, 0, 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
After unlocking [[Research (LWR)#Xenology|Xenopsionics]], psionic training will be available to certain biosoldiers that have acquired the minimum psi xp.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
If the Super Soldiers second wave option is enabled, acquiring &#039;&#039;Neural Dampening&#039;&#039; will prevent becoming psionic (and cannot be selected after becoming psionic). Additionally, if the player chooses the Deus Ex start and combines it with Super Soldiers, if a soldier is already psionic when &#039;&#039;Neural Dampening&#039;&#039; is acquired randomly after choosing &#039;&#039;Smart Macrophages&#039;&#039;, it will prevent training any future psi abilities. Abilities that have already been trained are unaffected, however.&lt;br /&gt;
&lt;br /&gt;
===Psionic Links===&lt;br /&gt;
&lt;br /&gt;
Each unit can only be psionically linked to 1 other unit. Many psionic abilities create a psionic link to targets that they affect. When linked, these units will be unable to be targeted by or immune to some psionic abilities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Psi Inspiration&#039;&#039;: Psionically linked units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.&lt;br /&gt;
* &#039;&#039;Mind Merge&#039;&#039;: A psionically linked unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered psionically linked for the duration of the effect.&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: A unit with an active outstanding Psi Panic effect is considered psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: A unit with an active outstanding Mind Control effect is considered Psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Fray&#039;&#039;: A unit that is mind frayed and the unit doing the mind fray will establish a psionic link.&lt;br /&gt;
* &#039;&#039;Distortion&#039;&#039;: Units in a distortion field may be psionically linked.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
After researching [[Research (LWR)#Xenology|Xenopsionics]], the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is &#039;&#039;&#039;Enlightened&#039;&#039;&#039; powers, which can only be acquired by the volunteer on the final mission. The volunteer will also gain every single psi ability for the final mission.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are more effective based on the will score of the caster.&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers also gain access to special armors and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
After [[Research (LWR)#Xenology|Xenopsionics]] is researched, soldiers will begin accruing &#039;&#039;&#039;[[Experience_(LWR)#Sources_of_Psi_Experience|Psi XP]]&#039;&#039;&#039; by going on missions. &lt;br /&gt;
&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester&#039;s will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Training Time ===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s will and the level of the ability. Bonus attributes from country starts are not considered for Psi Training unless specifically indicated.&lt;br /&gt;
The base time to train a psionic soldier is 15 days.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If the target will for the level is equal to the soldier&#039;s will, the chance is 100% and it will take 15 days to train. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each psionic ability has a target_will from 1st level to last: 40, 35, 40, 45, and 50.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
 For every point of will under the target_will the chance decreases by 10%. &lt;br /&gt;
 For every point of will over the target_will the training time decreases by 1 day. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The minimum chance to succeed is always at least 10% and the minimum time is 1 day.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example Table&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; max-width: 1000px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 15%; padding: 8px;&amp;quot; | Level 1&amp;lt;br/&amp;gt;(Awakened)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 2&amp;lt;br/&amp;gt;(Adept)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 3&amp;lt;br/&amp;gt;(Empath)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 4&amp;lt;br/&amp;gt;(Psion)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 5&amp;lt;br/&amp;gt;(Master)&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 100px; padding: 6px;&amp;quot; | &amp;lt;b&amp;gt;Soldier Will&amp;lt;/b&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  35&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  40&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  45&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  50&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  55&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  60&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  65&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  70&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
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&lt;br /&gt;
==A guide to using Psi abilities==&lt;br /&gt;
&lt;br /&gt;
The Psionic ability tree has a variety of options that will affect the way you will play on tactical level. Once an ability has been selected for training, your choice can not be reverted. However, all options provide significant benefits, so it is difficult to choose truly poor options. All offensive powers use &#039;&#039;Will&#039;&#039; for calculating activation and hit chances, so prioritize higher will soldiers for offensive Psionic abilities. The game has a multitude of armors and items that boost &#039;&#039;Will&#039;&#039;, and alongside officer bonuses to will, you can make some truly terrifying soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1 - Awakened: Countercharge vs Mindfray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the entry abilities to Psionics and will also unlock the ability to use Psi items and armors. Training takes 15 days on soldiers that have the expected will value. Refer to table above for case-by-case calculations. Soldiers with a will value lower than the recommended amount may also fail the training entirely. Do not mindlessly force soldiers to undergo Psionic training unless you have sufficient soldiers in the barracks to handle tactical missions. Soldiers will not be usable until training is complete, even in potentially catastrophic situations such as the Base Defense mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countercharge&#039;&#039;&#039; is a passive ability that will deal a small amount of Psionic damage depending on will to a single alien in sight range along with disorienting the target. Countercharge has a chance to trigger every time a non-mechanical unit takes an action within sight range. The higher the will of your soldier, the more often the ability will trigger. Importantly, your soldier has to be [https://www.ufopaedia.org/index.php?title=Other_Abilities_(LWR)#Idle &#039;&#039;&#039;Idle&#039;&#039;&#039;] for Countercharge to activate. This means that soldiers performing end-of-turn actions such as suppression and overwatch will be unable to activate Countercharge and may be poor choices for this training. Bio-tanks are ideal choices as they are often put in situations where they see a high number of enemies, giving more options for Countercharge to activate. Additionally, Countercharge does not activate outside of default visual range even with squadsight.&lt;br /&gt;
&lt;br /&gt;
Countercharge is a good option for soldiers with lower will that still want to be Psionically trained. It is not an active ability that will interfere with other actions your soldiers may want to perform, making it an exceptionally powerful tool that the player can simply set and forget. Additionally, it functions independently of enemy will and disorients, dealing full damage through distortion and lowering the &#039;&#039;Will&#039;&#039; value of even the most powerful of aliens such as Sectoid Commanders and Ethereals. It is a very useful option that should never be overlooked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindfray&#039;&#039;&#039; is an exceptional alternative option for high &#039;&#039;Will&#039;&#039; soldiers. It comes with risk unlike Countercharge, given that it takes an action to perform and ends the unit&#039;s turn after use without the Psi Mastery perk, meaning you can waste a soldier&#039;s turn if the Mindfray fails. Mindfray has major bonuses as an active skill however, as you can directly target aliens to inflict an immensely powerful debuff that can entirely disable an alien&#039;s combat effectiveness. Some aliens have low &#039;&#039;Will&#039;&#039; (Thinmen, Mutons, Berserkers, Floaters, etc.) which makes Mindfray easy to capitalize on with these units. Some units are more difficult to Mindfray such as Chryssalids and Mechtoids. Enemy units with high will values (Sectoids, Sectoid Commanders, Ethereals) are particularly difficult to Mindfray but can be very rewarding for doing so. Increasing your &#039;&#039;Will&#039;&#039; with other Psionic powers can make landing Mindfray easier, alongside disorienting targets with Countercharge or Concussion/Psi Grenades. Alien leaders also gain additional &#039;&#039;Will&#039;&#039;, making them more difficult to target. &lt;br /&gt;
&lt;br /&gt;
Autopsy research on Sectoid Commanders unlock the &#039;&#039;Psi Frayer&#039;&#039; item, which removes the cooldown on Mindfray and makes it exceptionally easy to abuse on low Will foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 2 - Adept: Psi Panic vs Kinetic Blast vs Psi Inspire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bit faster to train then Level 1, so usually can pick these up in midgame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; is really strong active ability that panics alien for up to 4 turns. It can for example disable fat HP Berserker in crucial moments and turn the tide of battle on its own. Chance to hit is reduced for this ability to balance its strong effect, so you usually pick this one on your  highest &#039;&#039;Will&#039;&#039; soldiers, like Annette. It is natural extension to &#039;&#039;&#039;Mind fray&#039;&#039;&#039; - mindfrayed target will have reduced &#039;&#039;Will&#039;&#039;, so you can panic it afterwards. Similiar to Mindfray, if you hurt aliens enough, flashbang them, boost your soldier, you can panic anyone in the game. It does have long 4 turn cooldown and it does not deal any damage on its own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Blast&#039;&#039;&#039; is nice AOE damage ability that goes through walls and will deal 5-6 damage usually, ignores &#039;&#039;Damage Reduction&#039;&#039;! Radius of 3 tiles is also pretty nice. Downsides are range of 10 tiles, which is not that much, grenades you can usually throw farther. And it is not Psi damage so it will just do 1 damage to Commanders and Ethereals. But it hits always. It does have 2 second cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi inspire&#039;&#039;&#039; in good strong defensive ability with enough range to cover most of XCOM squad. It can remove some of the worst debufs and save the squad on its own, or you can use it to up the &#039;&#039;Defense&#039;&#039; and &#039;&#039;Will&#039;&#039; to protect everyone ahead of time. Also reduces psionic damage, good when encountering alien psi enemies. The best thing about this ability is it does not require &#039;&#039;Will&#039;&#039; checks, you can give it to anyone, even low &#039;&#039;Will&#039;&#039; soldiers will have strong skill to use. If unsure what to pick, you can&#039;t go wrong with this one. Cooldown is 4 turn so it cannot be spammed just like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 3 - Empath: Mind Merge&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Takes a bit to train like entry level. It is not game breaking ability so you don&#039;t have to rush to get it. But pretty good to pick it up earlier if you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; you already know from Sectoids, it is strong ability that XCOM gets quite a bit late compared to aliens. It does not require any &#039;&#039;Will&#039;&#039; checks and it will apply variety of buffs to target. You get more damage and accuracy to shoot, more mobility to position your unit, you even get 50% graze chance - might want to use that to protect tank or MEC. It boosts &#039;&#039;Will&#039;&#039; by +25 so it may be a boost to panic or mindfray especially tough target. It has hefty cooldown of 5 turns so try to use it wisely. Targets that are already affected by Psi abilities cannot be mind merged and this is a bit wonky how it works, sometimes you just can&#039;t mind merge soldier you want. But not like you have choice, this is the only ability at this level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 4 - Psion: Inner Fire vs  Telekinetic Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In endgame you get access to these strong abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Fire&#039;&#039;&#039; is very strong ability that boost soldier in variety of ways. Good for pretty much anyone, but it is boosting only the soldier it uses it. Shooting classes prefers it a bit more since they can use the bonuses better. Overwatch builds benefit a lot from additional shot so it is mandatory for them. There is no cooldown, it is passive and always works. Wonderful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is large AOE shield, that Sectoid Commanders sometimes use. It is teamwide ability that almost guarantees that noone will be hit that turn since it boosts &#039;&#039;Defense&#039;&#039; a lot. Offensively it can be used to hurt mechanical enemies, but be warned that vertical targeting is limited. Field looks like a bubble, but it seems to damage aliens up to one floor of height so Drones or Cyberdisk might just be above it. A bit frustrating, but something that cannot be fixed. For the most part, use of this skill is of defensive nature. Good to pick up on supports. It has 4 turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 5 - Master - Psi Mastery&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Only a few soldiers will get this far. Skill is simple and strong, using psi abilities cost only 1 AP so you can do something else with another action. You could mindfray + panic, double mindfray with &#039;&#039;Psi Frayer&#039;&#039; or buff the allies and hide. There are probably more uses for creative players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 6 - Volunteer only - Enlightened&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is last level of psi abilities, the one you only get in very last mission and can use only for that mission. As such, it is super powerful and fun. You get total of four new abilies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rift&#039;&#039;&#039; - purple vortex of death, you may have seen this thrown by Ethereals against your squad. Yes, you get access to this one as well. Really strong, has big AOE, will hit twice and even hurt mechanical units. You will want to use this skill to kill Sectoid Commander and hurt Ethereal, works nicely vs them. Cooldown is only 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distortion&#039;&#039;&#039; - is that protective bubble around Sectoid Commanders and Ethereals that makes your hits vs them quite pathetic. Very strong protection for Volunteer, but psi attacks like Mind Fray will go through it. Best to hide Volunteer anyway, if he gets hit he will share damage around. Plus he cannot be healed (that is one downside of &#039;&#039;&#039;Distortion&#039;&#039;&#039;) and you want him unharmed and with lots of HP so you can heal the team. Newest addition is that it prevents Mind Control! But as said, don&#039;t expose Volunteer to Sectoid Commander and Ethereal if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Surge&#039;&#039;&#039; - is super strong AOE buff and heal that makes your squad going for final win. It will strip your volunteer of 5 HP so he cannot use it too many times. Volunteer can&#039;t be healed, remember. Gives couple of extra more buffs (&#039;&#039;Will&#039;&#039;, &#039;&#039;Defense&#039;&#039;) to make it even better. &#039;&#039;Enrage&#039;&#039; is especially strong, but you may not count to get that one due to RNG. Uber Ethereal will fire his psychic attacks often  and &#039;&#039;&#039;Psi Surge&#039;&#039;&#039; will help heal back that HP. To get the best use of this ability try to make sure that volunteer has as much HP as possible during the entire mission.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Kolective</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120082</id>
		<title>Psionic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120082"/>
		<updated>2024-10-28T01:17:30Z</updated>

		<summary type="html">&lt;p&gt;Kolective: /* A guide to using Psi abilities */&lt;/p&gt;
&lt;hr /&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
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		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
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		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;clear:both; padding-top: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi-abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Level&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Target Will&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%;&amp;quot; | Rank &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 84%;&amp;quot; | Psionic Ability&lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 1&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Countercharge (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:28%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Fray (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 2&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 35&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Panic (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Kinetic Blast (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Inspire (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 3&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Empath&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Merge (LWR)|text=1}} &#039;&#039;&#039;Required to use Gollop Chamber&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 4&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 45&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Inner Fire (LWR)|text=1}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Telekinetic Field (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 50&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Mastery (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Volunteer Only&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Enlightened&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Rift (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Distortion (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Psi Surge (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance ===&lt;br /&gt;
&lt;br /&gt;
Psi abilities that target an enemy go through a will test to see if they hit. They start with a base 50% chance to hit. The will of the attacker is added to this and the will of the defender is subtracted from this. The final hit chance is then clamped between 0 and 100. Sometimes the will of the attacker is modified (e.g. Psi Panic would multiply the will of the attacker by 66%).&lt;br /&gt;
&lt;br /&gt;
Psi Hit Chance Formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 630px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hit Chance = Clamp(50 + (Attacker_Will * modifier) - Defender_Will, 0, 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
After unlocking [[Research (LWR)#Xenology|Xenopsionics]], psionic training will be available to certain biosoldiers that have acquired the minimum psi xp.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
If the Super Soldiers second wave option is enabled, acquiring &#039;&#039;Neural Dampening&#039;&#039; will prevent becoming psionic (and cannot be selected after becoming psionic). Additionally, if the player chooses the Deus Ex start and combines it with Super Soldiers, if a soldier is already psionic when &#039;&#039;Neural Dampening&#039;&#039; is acquired randomly after choosing &#039;&#039;Smart Macrophages&#039;&#039;, it will prevent training any future psi abilities. Abilities that have already been trained are unaffected, however.&lt;br /&gt;
&lt;br /&gt;
===Psionic Links===&lt;br /&gt;
&lt;br /&gt;
Each unit can only be psionically linked to 1 other unit. Many psionic abilities create a psionic link to targets that they affect. When linked, these units will be unable to be targeted by or immune to some psionic abilities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Psi Inspiration&#039;&#039;: Psionically linked units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.&lt;br /&gt;
* &#039;&#039;Mind Merge&#039;&#039;: A psionically linked unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered psionically linked for the duration of the effect.&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: A unit with an active outstanding Psi Panic effect is considered psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: A unit with an active outstanding Mind Control effect is considered Psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Fray&#039;&#039;: A unit that is mind frayed and the unit doing the mind fray will establish a psionic link.&lt;br /&gt;
* &#039;&#039;Distortion&#039;&#039;: Units in a distortion field may be psionically linked.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
After researching [[Research (LWR)#Xenology|Xenopsionics]], the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is &#039;&#039;&#039;Enlightened&#039;&#039;&#039; powers, which can only be acquired by the volunteer on the final mission. The volunteer will also gain every single psi ability for the final mission.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are more effective based on the will score of the caster.&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers also gain access to special armors and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
After [[Research (LWR)#Xenology|Xenopsionics]] is researched, soldiers will begin accruing &#039;&#039;&#039;[[Experience_(LWR)#Sources_of_Psi_Experience|Psi XP]]&#039;&#039;&#039; by going on missions. &lt;br /&gt;
&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester&#039;s will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Training Time ===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s will and the level of the ability. Bonus attributes from country starts are not considered for Psi Training unless specifically indicated.&lt;br /&gt;
The base time to train a psionic soldier is 15 days.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If the target will for the level is equal to the soldier&#039;s will, the chance is 100% and it will take 15 days to train. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each psionic ability has a target_will from 1st level to last: 40, 35, 40, 45, and 50.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
 For every point of will under the target_will the chance decreases by 10%. &lt;br /&gt;
 For every point of will over the target_will the training time decreases by 1 day. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The minimum chance to succeed is always at least 10% and the minimum time is 1 day.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example Table&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; max-width: 1000px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 15%; padding: 8px;&amp;quot; | Level 1&amp;lt;br/&amp;gt;(Awakened)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 2&amp;lt;br/&amp;gt;(Adept)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 3&amp;lt;br/&amp;gt;(Empath)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 4&amp;lt;br/&amp;gt;(Psion)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 5&amp;lt;br/&amp;gt;(Master)&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 100px; padding: 6px;&amp;quot; | &amp;lt;b&amp;gt;Soldier Will&amp;lt;/b&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  35&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  40&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  45&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  50&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
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| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
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| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
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| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  55&lt;br /&gt;
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&lt;br /&gt;
==A guide to using Psi abilities==&lt;br /&gt;
&lt;br /&gt;
The Psionic ability tree has a variety of options that will affect the way you will play on tactical level. Once an ability has been selected for training, your choice can not be reverted. However, all options provide significant benefits, so it is difficult to choose truly poor options. All offensive powers use &#039;&#039;Will&#039;&#039; for calculating activation and hit chances, so prioritize higher will soldiers for offensive Psionic abilities. The game has a multitude of armors and items that boost &#039;&#039;Will&#039;&#039;, and alongside officer bonuses to will, you can make some truly terrifying soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1 - Awakened: Countercharge vs Mindfray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the entry abilities to Psionics and will also unlock the ability to use Psi items and armors. Training takes 15 days on soldiers that have the expected will value. Unless the soldier has significantly higher will than recommended for Psionic training, expect training to take significant time. Refer to table above for case-by-case calculations. Do not mindlessly force soldiers to undergo Psionic training unless you have sufficient soldiers in the barracks to handle tactical missions. Soldiers will not be usable until training is complete, even in potentially catastrophic situations such as the Base Defense mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countercharge&#039;&#039;&#039; is a passive ability that will deal a small amount of Psionic damage depending on will to a single alien in sight range along with disorienting the target. Countercharge has a chance to trigger every time a non-mechanical unit takes an action within sight range. The higher the will of your soldier, the more often the ability will trigger. Importantly, your soldier has to be [https://www.ufopaedia.org/index.php?title=Other_Abilities_(LWR)#Idle &#039;&#039;&#039;Idle&#039;&#039;&#039;] for Countercharge to activate. This means that soldiers performing end-of-turn actions such as suppression and overwatch will be unable to activate Countercharge and may be poor choices for this training. Bio-tanks are ideal choices as they are often put in situations where they see a high number of enemies, giving more options for Countercharge to activate. Additionally, Countercharge does not activate outside of default visual range even with squadsight.&lt;br /&gt;
&lt;br /&gt;
Countercharge is a good option for soldiers with lower will that still want to be Psionically trained. It is not an active ability that will interfere with other actions your soldiers may want to perform, making it an exceptionally powerful tool that the player can simply set and forget. Additionally, it functions independently of enemy will and disorients, dealing full damage through distortion and lowering the &#039;&#039;Will&#039;&#039; value of even the most powerful of aliens such as Sectoid Commanders and Ethereals. It is a very useful option that should never be overlooked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindfray&#039;&#039;&#039; is an exceptional alternative option for high &#039;&#039;Will&#039;&#039; soldiers. It comes with risk unlike Countercharge, given that it takes an action to perform and ends the unit&#039;s turn after use without the Psi Mastery perk, meaning you can waste a soldier&#039;s turn if the Mindfray fails. Mindfray has major bonuses as an active skill however, as you can directly target aliens to inflict an immensely powerful debuff that can entirely disable an alien&#039;s combat effectiveness. Some aliens have low &#039;&#039;Will&#039;&#039; (Thinmen, Mutons, Berserkers, Floaters, etc.) which makes Mindfray easy to capitalize on with these units. Some units are more difficult to Mindfray such as Chryssalids and Mechtoids. Enemy units with high will values (Sectoids, Sectoid Commanders, Ethereals) are particularly difficult to Mindfray but can be very rewarding for doing so. Increasing your &#039;&#039;Will&#039;&#039; with other Psionic powers can make landing Mindfray easier, alongside disorienting targets with Countercharge or Concussion/Psi Grenades. Alien leaders also gain additional &#039;&#039;Will&#039;&#039;, making them more difficult to target. &lt;br /&gt;
&lt;br /&gt;
Autopsy research on Sectoid Commanders unlock the &#039;&#039;Psi Frayer&#039;&#039; item, which removes the cooldown on Mindfray and makes it exceptionally easy to abuse on low Will foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 2 - Adept: Psi Panic vs Kinetic Blast vs Psi Inspire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bit faster to train then Level 1, so usually can pick these up in midgame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; is really strong active ability that panics alien for up to 4 turns. It can for example disable fat HP Berserker in crucial moments and turn the tide of battle on its own. Chance to hit is reduced for this ability to balance its strong effect, so you usually pick this one on your  highest &#039;&#039;Will&#039;&#039; soldiers, like Annette. It is natural extension to &#039;&#039;&#039;Mind fray&#039;&#039;&#039; - mindfrayed target will have reduced &#039;&#039;Will&#039;&#039;, so you can panic it afterwards. Similiar to Mindfray, if you hurt aliens enough, flashbang them, boost your soldier, you can panic anyone in the game. It does have long 4 turn cooldown and it does not deal any damage on its own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Blast&#039;&#039;&#039; is nice AOE damage ability that goes through walls and will deal 5-6 damage usually, ignores &#039;&#039;Damage Reduction&#039;&#039;! Radius of 3 tiles is also pretty nice. Downsides are range of 10 tiles, which is not that much, grenades you can usually throw farther. And it is not Psi damage so it will just do 1 damage to Commanders and Ethereals. But it hits always. It does have 2 second cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi inspire&#039;&#039;&#039; in good strong defensive ability with enough range to cover most of XCOM squad. It can remove some of the worst debufs and save the squad on its own, or you can use it to up the &#039;&#039;Defense&#039;&#039; and &#039;&#039;Will&#039;&#039; to protect everyone ahead of time. Also reduces psionic damage, good when encountering alien psi enemies. The best thing about this ability is it does not require &#039;&#039;Will&#039;&#039; checks, you can give it to anyone, even low &#039;&#039;Will&#039;&#039; soldiers will have strong skill to use. If unsure what to pick, you can&#039;t go wrong with this one. Cooldown is 4 turn so it cannot be spammed just like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 3 - Empath: Mind Merge&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Takes a bit to train like entry level. It is not game breaking ability so you don&#039;t have to rush to get it. But pretty good to pick it up earlier if you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; you already know from Sectoids, it is strong ability that XCOM gets quite a bit late compared to aliens. It does not require any &#039;&#039;Will&#039;&#039; checks and it will apply variety of buffs to target. You get more damage and accuracy to shoot, more mobility to position your unit, you even get 50% graze chance - might want to use that to protect tank or MEC. It boosts &#039;&#039;Will&#039;&#039; by +25 so it may be a boost to panic or mindfray especially tough target. It has hefty cooldown of 5 turns so try to use it wisely. Targets that are already affected by Psi abilities cannot be mind merged and this is a bit wonky how it works, sometimes you just can&#039;t mind merge soldier you want. But not like you have choice, this is the only ability at this level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 4 - Psion: Inner Fire vs  Telekinetic Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In endgame you get access to these strong abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Fire&#039;&#039;&#039; is very strong ability that boost soldier in variety of ways. Good for pretty much anyone, but it is boosting only the soldier it uses it. Shooting classes prefers it a bit more since they can use the bonuses better. Overwatch builds benefit a lot from additional shot so it is mandatory for them. There is no cooldown, it is passive and always works. Wonderful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is large AOE shield, that Sectoid Commanders sometimes use. It is teamwide ability that almost guarantees that noone will be hit that turn since it boosts &#039;&#039;Defense&#039;&#039; a lot. Offensively it can be used to hurt mechanical enemies, but be warned that vertical targeting is limited. Field looks like a bubble, but it seems to damage aliens up to one floor of height so Drones or Cyberdisk might just be above it. A bit frustrating, but something that cannot be fixed. For the most part, use of this skill is of defensive nature. Good to pick up on supports. It has 4 turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 5 - Master - Psi Mastery&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Only a few soldiers will get this far. Skill is simple and strong, using psi abilities cost only 1 AP so you can do something else with another action. You could mindfray + panic, double mindfray with &#039;&#039;Psi Frayer&#039;&#039; or buff the allies and hide. There are probably more uses for creative players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 6 - Volunteer only - Enlightened&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is last level of psi abilities, the one you only get in very last mission and can use only for that mission. As such, it is super powerful and fun. You get total of four new abilies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rift&#039;&#039;&#039; - purple vortex of death, you may have seen this thrown by Ethereals against your squad. Yes, you get access to this one as well. Really strong, has big AOE, will hit twice and even hurt mechanical units. You will want to use this skill to kill Sectoid Commander and hurt Ethereal, works nicely vs them. Cooldown is only 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distortion&#039;&#039;&#039; - is that protective bubble around Sectoid Commanders and Ethereals that makes your hits vs them quite pathetic. Very strong protection for Volunteer, but psi attacks like Mind Fray will go through it. Best to hide Volunteer anyway, if he gets hit he will share damage around. Plus he cannot be healed (that is one downside of &#039;&#039;&#039;Distortion&#039;&#039;&#039;) and you want him unharmed and with lots of HP so you can heal the team. Newest addition is that it prevents Mind Control! But as said, don&#039;t expose Volunteer to Sectoid Commander and Ethereal if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Surge&#039;&#039;&#039; - is super strong AOE buff and heal that makes your squad going for final win. It will strip your volunteer of 5 HP so he cannot use it too many times. Volunteer can&#039;t be healed, remember. Gives couple of extra more buffs (&#039;&#039;Will&#039;&#039;, &#039;&#039;Defense&#039;&#039;) to make it even better. &#039;&#039;Enrage&#039;&#039; is especially strong, but you may not count to get that one due to RNG. Uber Ethereal will fire his psychic attacks often  and &#039;&#039;&#039;Psi Surge&#039;&#039;&#039; will help heal back that HP. To get the best use of this ability try to make sure that volunteer has as much HP as possible during the entire mission.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Kolective</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120081</id>
		<title>Psionic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(LWR)&amp;diff=120081"/>
		<updated>2024-10-28T00:56:38Z</updated>

		<summary type="html">&lt;p&gt;Kolective: /* A guide to using Psi abilities */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
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		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
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		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
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		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;clear:both; padding-top: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi-abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Level&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 4%; padding:5px;&amp;quot; | Target Will&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%;&amp;quot; | Rank &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 84%;&amp;quot; | Psionic Ability&lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 1&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Countercharge (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:28%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:28%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Fray (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 2&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 35&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Panic (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Kinetic Blast (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Inspire (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 3&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 40&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Empath&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Mind Merge (LWR)|text=1}} &#039;&#039;&#039;Required to use Gollop Chamber&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 4&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 45&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Inner Fire (LWR)|text=1}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Telekinetic Field (LWR)|text=1}}&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 50&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Psi Mastery (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Volunteer Only&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Enlightened&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Rift (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Distortion (LWR)|text=1}} &amp;lt;br&amp;gt; {{ Psi Surge (LWR)|text=1}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance ===&lt;br /&gt;
&lt;br /&gt;
Psi abilities that target an enemy go through a will test to see if they hit. They start with a base 50% chance to hit. The will of the attacker is added to this and the will of the defender is subtracted from this. The final hit chance is then clamped between 0 and 100. Sometimes the will of the attacker is modified (e.g. Psi Panic would multiply the will of the attacker by 66%).&lt;br /&gt;
&lt;br /&gt;
Psi Hit Chance Formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 630px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hit Chance = Clamp(50 + (Attacker_Will * modifier) - Defender_Will, 0, 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
After unlocking [[Research (LWR)#Xenology|Xenopsionics]], psionic training will be available to certain biosoldiers that have acquired the minimum psi xp.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
If the Super Soldiers second wave option is enabled, acquiring &#039;&#039;Neural Dampening&#039;&#039; will prevent becoming psionic (and cannot be selected after becoming psionic). Additionally, if the player chooses the Deus Ex start and combines it with Super Soldiers, if a soldier is already psionic when &#039;&#039;Neural Dampening&#039;&#039; is acquired randomly after choosing &#039;&#039;Smart Macrophages&#039;&#039;, it will prevent training any future psi abilities. Abilities that have already been trained are unaffected, however.&lt;br /&gt;
&lt;br /&gt;
===Psionic Links===&lt;br /&gt;
&lt;br /&gt;
Each unit can only be psionically linked to 1 other unit. Many psionic abilities create a psionic link to targets that they affect. When linked, these units will be unable to be targeted by or immune to some psionic abilities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Psi Inspiration&#039;&#039;: Psionically linked units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.&lt;br /&gt;
* &#039;&#039;Mind Merge&#039;&#039;: A psionically linked unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered psionically linked for the duration of the effect.&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: A unit with an active outstanding Psi Panic effect is considered psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: A unit with an active outstanding Mind Control effect is considered Psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;Mind Fray&#039;&#039;: A unit that is mind frayed and the unit doing the mind fray will establish a psionic link.&lt;br /&gt;
* &#039;&#039;Distortion&#039;&#039;: Units in a distortion field may be psionically linked.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
After researching [[Research (LWR)#Xenology|Xenopsionics]], the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is &#039;&#039;&#039;Enlightened&#039;&#039;&#039; powers, which can only be acquired by the volunteer on the final mission. The volunteer will also gain every single psi ability for the final mission.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are more effective based on the will score of the caster.&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers also gain access to special armors and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
After [[Research (LWR)#Xenology|Xenopsionics]] is researched, soldiers will begin accruing &#039;&#039;&#039;[[Experience_(LWR)#Sources_of_Psi_Experience|Psi XP]]&#039;&#039;&#039; by going on missions. &lt;br /&gt;
&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester&#039;s will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Training Time ===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s will and the level of the ability. Bonus attributes from country starts are not considered for Psi Training unless specifically indicated.&lt;br /&gt;
The base time to train a psionic soldier is 15 days.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If the target will for the level is equal to the soldier&#039;s will, the chance is 100% and it will take 15 days to train. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each psionic ability has a target_will from 1st level to last: 40, 35, 40, 45, and 50.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
 For every point of will under the target_will the chance decreases by 10%. &lt;br /&gt;
 For every point of will over the target_will the training time decreases by 1 day. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The minimum chance to succeed is always at least 10% and the minimum time is 1 day.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example Table&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; max-width: 1000px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 15%; padding: 8px;&amp;quot; | Level 1&amp;lt;br/&amp;gt;(Awakened)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 2&amp;lt;br/&amp;gt;(Adept)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 3&amp;lt;br/&amp;gt;(Empath)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 4&amp;lt;br/&amp;gt;(Psion)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; | Level 5&amp;lt;br/&amp;gt;(Master)&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 100px; padding: 6px;&amp;quot; | &amp;lt;b&amp;gt;Soldier Will&amp;lt;/b&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | % chance&lt;br /&gt;
! style=&amp;quot;font-size: 0.8em;&amp;quot; | day(s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  35&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  40&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  45&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 50%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  50&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#c0c0c0;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  55&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  60&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  65&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; |  70&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;font-size: 0.9em;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A guide to using Psi abilities==&lt;br /&gt;
&lt;br /&gt;
The Psionic ability tree has a variety of options that will affect the way you will play on tactical level. Once an ability has been selected for training, your choice can not be reverted. However, all options provide significant benefits, so it is difficult to choose truly poor options. All offensive powers use &#039;&#039;Will&#039;&#039; for calculating activation and hit chances, so prioritize higher will soldiers for offensive Psionic abilities. The game has a multitude of armors and items that boost &#039;&#039;Will&#039;&#039;, and alongside officer bonuses to will, you can make some truly terrifying soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1 - Awakened: Countercharge vs Mindfray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the entry abilities to Psionics and will also unlock the ability to use Psi items and armors. Training takes 15 days on soldiers that have the expected will value. Unless the soldier has significantly higher will than recommended for Psionic training, expect training to take significant time. Refer to table above for case-by-case calculations. Do not mindlessly force soldiers to undergo Psionic training unless you have sufficient soldiers in the barracks to handle tactical missions. Soldiers will not be usable until training is complete, even in potentially catastrophic situations such as the Base Defense mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countercharge&#039;&#039;&#039; is a passive ability that will deal a small amount of Psionic damage depending on will to a single alien in sight range along with disorienting the target. Countercharge has a chance to trigger every time a non-mechanical unit takes an action within sight range. The higher the will of your soldier, the more often the ability will trigger. Importantly, your soldier has to be [https://www.ufopaedia.org/index.php?title=Other_Abilities_(LWR)#Idle &#039;&#039;&#039;Idle&#039;&#039;&#039;] for Countercharge to activate. This means that soldiers performing end-of-turn actions such as suppression and overwatch will be unable to activate Countercharge and may be poor choices for this training. Bio-tanks are ideal choices as they are often put in situations where they see a high number of enemies, giving more options for Countercharge to activate. Additionally, Countercharge does not activate outside of default visual range even with squadsight.&lt;br /&gt;
&lt;br /&gt;
Countercharge is a good option for soldiers with lower will that still want to be Psionically trained. It is not an active ability that will interfere with other actions your soldiers may want to perform, making it an exceptionally powerful tool that the player can simply set and forget. Additionally, it functions independently of enemy will and disorients, dealing full damage through distortion and lowering the &#039;&#039;Will&#039;&#039; value of even the most powerful of aliens such as Sectoid Commanders and Ethereals. It is an exceptionally powerful option that should never be overlooked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindfray&#039;&#039;&#039; is an exceptional alternative option for high &#039;&#039;Will&#039;&#039; soldiers. It comes with risk unlike Countercharge, given that it takes an action to perform ends the unit&#039;s turn after use without the Psi Mastery perk, meaning you can waste a soldier&#039;s turn if the Mindfray fails. Mindfray has major bonuses as an active skill however, as you can directly target aliens to inflict an immensely powerful debuff that can entirely disable an alien&#039;s combat effectiveness. Some aliens have particularly low &#039;&#039;Will&#039;&#039; (Thinmen, Mutons, Berserkers, Floaters, etc.) which makes Mindfray exceptionally easy to capitalize on with these units. Some units are more difficult to Mindfray such as Chryssalids and Mechtoids. Enemy units with high will values (Sectoids, Sectoid Commanders, Ethereals) are particularly difficult to Mindfray but can be particularly rewarding for doing so. Increasing your &#039;&#039;Will&#039;&#039; with other Psionic powers can make landing Mindfray much easier, alongside disorienting targets with Countercharge or Concussion/Psi Grenades. Alien leaders also gain additional &#039;&#039;Will&#039;&#039;, making them more difficult to target. &lt;br /&gt;
&lt;br /&gt;
Autopsy research on Sectoid Commanders unlock the &#039;&#039;Psi Frayer&#039;&#039; item, which removes the cooldown on Mindfray and makes it exceptionally easy to abuse on low Will foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 2 - Adept: Psi Panic vs Kinetic Blast vs Psi Inspire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bit faster to train then Level 1, so usually can pick these up in midgame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; is really strong active ability that panics alien for up to 4 turns. It can for example disable fat HP Berserker in crucial moments and turn the tide of battle on its own. Chance to hit is reduced for this ability to balance its strong effect, so you usually pick this one on your  highest &#039;&#039;Will&#039;&#039; soldiers, like Annette. It is natural extension to &#039;&#039;&#039;Mind fray&#039;&#039;&#039; - mindfrayed target will have reduced &#039;&#039;Will&#039;&#039;, so you can panic it afterwards. Similiar to Mindfray, if you hurt aliens enough, flashbang them, boost your soldier, you can panic anyone in the game. It does have long 4 turn cooldown and it does not deal any damage on its own.&lt;br /&gt;
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&#039;&#039;&#039;Kinetic Blast&#039;&#039;&#039; is nice AOE damage ability that goes through walls and will deal 5-6 damage usually, ignores &#039;&#039;Damage Reduction&#039;&#039;! Radius of 3 tiles is also pretty nice. Downsides are range of 10 tiles, which is not that much, grenades you can usually throw farther. And it is not Psi damage so it will just do 1 damage to Commanders and Ethereals. But it hits always. It does have 2 second cooldown.&lt;br /&gt;
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&#039;&#039;&#039;Psi inspire&#039;&#039;&#039; in good strong defensive ability with enough range to cover most of XCOM squad. It can remove some of the worst debufs and save the squad on its own, or you can use it to up the &#039;&#039;Defense&#039;&#039; and &#039;&#039;Will&#039;&#039; to protect everyone ahead of time. Also reduces psionic damage, good when encountering alien psi enemies. The best thing about this ability is it does not require &#039;&#039;Will&#039;&#039; checks, you can give it to anyone, even low &#039;&#039;Will&#039;&#039; soldiers will have strong skill to use. If unsure what to pick, you can&#039;t go wrong with this one. Cooldown is 4 turn so it cannot be spammed just like that.&lt;br /&gt;
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*&#039;&#039;&#039;Level 3 - Empath: Mind Merge&#039;&#039;&#039;&lt;br /&gt;
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Takes a bit to train like entry level. It is not game breaking ability so you don&#039;t have to rush to get it. But pretty good to pick it up earlier if you can.&lt;br /&gt;
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&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; you already know from Sectoids, it is strong ability that XCOM gets quite a bit late compared to aliens. It does not require any &#039;&#039;Will&#039;&#039; checks and it will apply variety of buffs to target. You get more damage and accuracy to shoot, more mobility to position your unit, you even get 50% graze chance - might want to use that to protect tank or MEC. It boosts &#039;&#039;Will&#039;&#039; by +25 so it may be a boost to panic or mindfray especially tough target. It has hefty cooldown of 5 turns so try to use it wisely. Targets that are already affected by Psi abilities cannot be mind merged and this is a bit wonky how it works, sometimes you just can&#039;t mind merge soldier you want. But not like you have choice, this is the only ability at this level.&lt;br /&gt;
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*&#039;&#039;&#039;Level 4 - Psion: Inner Fire vs  Telekinetic Field&#039;&#039;&#039;&lt;br /&gt;
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In endgame you get access to these strong abilities.&lt;br /&gt;
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&#039;&#039;&#039;Inner Fire&#039;&#039;&#039; is very strong ability that boost soldier in variety of ways. Good for pretty much anyone, but it is boosting only the soldier it uses it. Shooting classes prefers it a bit more since they can use the bonuses better. Overwatch builds benefit a lot from additional shot so it is mandatory for them. There is no cooldown, it is passive and always works. Wonderful.&lt;br /&gt;
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&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is large AOE shield, that Sectoid Commanders sometimes use. It is teamwide ability that almost guarantees that noone will be hit that turn since it boosts &#039;&#039;Defense&#039;&#039; a lot. Offensively it can be used to hurt mechanical enemies, but be warned that vertical targeting is limited. Field looks like a bubble, but it seems to damage aliens up to one floor of height so Drones or Cyberdisk might just be above it. A bit frustrating, but something that cannot be fixed. For the most part, use of this skill is of defensive nature. Good to pick up on supports. It has 4 turn cooldown.&lt;br /&gt;
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*&#039;&#039;&#039;Level 5 - Master - Psi Mastery&#039;&#039;&#039;:&lt;br /&gt;
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Only a few soldiers will get this far. Skill is simple and strong, using psi abilities cost only 1 AP so you can do something else with another action. You could mindfray + panic, double mindfray with &#039;&#039;Psi Frayer&#039;&#039; or buff the allies and hide. There are probably more uses for creative players.&lt;br /&gt;
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*&#039;&#039;&#039;Level 6 - Volunteer only - Enlightened&#039;&#039;&#039;:&lt;br /&gt;
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This is last level of psi abilities, the one you only get in very last mission and can use only for that mission. As such, it is super powerful and fun. You get total of four new abilies.&lt;br /&gt;
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&#039;&#039;&#039;Rift&#039;&#039;&#039; - purple vortex of death, you may have seen this thrown by Ethereals against your squad. Yes, you get access to this one as well. Really strong, has big AOE, will hit twice and even hurt mechanical units. You will want to use this skill to kill Sectoid Commander and hurt Ethereal, works nicely vs them. Cooldown is only 2 turns.&lt;br /&gt;
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&#039;&#039;&#039;Distortion&#039;&#039;&#039; - is that protective bubble around Sectoid Commanders and Ethereals that makes your hits vs them quite pathetic. Very strong protection for Volunteer, but psi attacks like Mind Fray will go through it. Best to hide Volunteer anyway, if he gets hit he will share damage around. Plus he cannot be healed (that is one downside of &#039;&#039;&#039;Distortion&#039;&#039;&#039;) and you want him unharmed and with lots of HP so you can heal the team. Newest addition is that it prevents Mind Control! But as said, don&#039;t expose Volunteer to Sectoid Commander and Ethereal if possible.&lt;br /&gt;
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&#039;&#039;&#039;Psi Surge&#039;&#039;&#039; - is super strong AOE buff and heal that makes your squad going for final win. It will strip your volunteer of 5 HP so he cannot use it too many times. Volunteer can&#039;t be healed, remember. Gives couple of extra more buffs (&#039;&#039;Will&#039;&#039;, &#039;&#039;Defense&#039;&#039;) to make it even better. &#039;&#039;Enrage&#039;&#039; is especially strong, but you may not count to get that one due to RNG. Uber Ethereal will fire his psychic attacks often  and &#039;&#039;&#039;Psi Surge&#039;&#039;&#039; will help heal back that HP. To get the best use of this ability try to make sure that volunteer has as much HP as possible during the entire mission.&lt;br /&gt;
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==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Kolective</name></author>
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