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[[TedJam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Arsonist.png|center|frameless|96px|Arsonist|link=]]<div style="text-align: center;">'''''Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.'''''</div>
[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Arsonist.png|center|frameless|96px|Arsonist|link=]]<div style="text-align: center;">'''''Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.'''''</div>


== Class Overview ==
== Class Overview ==
Line 44: Line 44:


=== XCOM Abilities ===
=== XCOM Abilities ===
{{XCOM Tree (LWOTC)
{{XCOM Tree 7x10 (LWOTC)
|Tier1A={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1A={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Stalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Fumigate (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Lick Your Wounds (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Incandescence (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I={{Stalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I=
|Tier1J={{Biggest Booms (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1J=
|Tier1K={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Fumigate (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1L={{Drive Out (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Incandescence (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1M={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1N={{Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Adrenaline (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Volatile Mix (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Frag Grenade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I=
|Tier2F={{Take Down (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J=
|Tier2G={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Tis But A Scratch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I={{Return Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J={{Pyromaniac (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2K={{Lick Your Wounds (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2L={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Take Down (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2M={{Survivor (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2N={{Medispray (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Thousands To Go (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Needle Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{Survivor (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{Adrenaline (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{Medispray (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3K={{Anatomy (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3L={{Bull Rush (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3M={{Combat Fitness (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3N={{Mad Bomber (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Valley of Death (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Phosphorus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Rapid Reaction (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Junkyard IEDs (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Jingoistic (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{EMP Grenade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4H={{Pyromaniac (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4I=
|Tier4J=
|Tier5A={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5B={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5C={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5D={{Rock Em Sock Em (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5E={{Crusader's Rage (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5F={{Combat Fitness (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5G={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5H=
|Tier5I=
|Tier5J=
|Tier6A={{Thousands To Go (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6B={{Total Combat (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6C={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6D={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6E={{Corrosive Scraps (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6F={{Anatomy (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6G={{Mad Bomber (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6H=
|Tier6I=
|Tier6J=
|Tier7A={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7B={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7C={{Flammable Materials (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7D={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7E={{Valley of Death (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7F={{Rapid Reaction (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7G={{Double Time (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7H=
|Tier7I=
|Tier7J=
}}
}}




==Stat Progression==
==Stat Progression==
Arsonists get +1 mobility at squaddie in addition to the following stat growth.


{| class="wikitable" style="text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;"  
{| class="wikitable" style="text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;"  
Line 112: Line 132:
| style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }}
| style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }}
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="3"; | Per Level
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="4"; | Per Level
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
Line 133: Line 153:
| style="border-color: #7dc2d2;" | 1
| style="border-color: #7dc2d2;" | 1
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2;" | 4
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2;" | 4
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Mobility.png|36px|Mobility|link=]]<br/>Mobility
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
Line 143: Line 173:
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="3"; | Total
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="4"; | Total
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color: #7dc2d2; background-color: #232428;" | 0
| style="border-color: #7dc2d2; background-color: #232428;" | 0
Line 164: Line 194:
| style="border-color: #7dc2d2; background-color: #232428;" | 13
| style="border-color: #7dc2d2; background-color: #232428;" | 13
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; background-color: #232428;" | 4
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 8
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Mobility.png|36px|Mobility|link=]]<br/>Mobility
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
|}
|}



Latest revision as of 21:01, 20 December 2025

Back To Main Page

Long War of the Chosen Main Page
Arsonist
Arsonist
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.

Class Overview

The Arsonist is a dedicated front-liner specializing in the use of Chemthrowers and their accompanying Canisters. Their greatest strengths in the field are crowd control and engaging stubborn foes dug in behind full cover.

Weapons

Primary: Chemthrowers

Secondary: Canisters

Abilities

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

Rank Ability
Squaddie
Squaddie
Chemthrower Suppression
* Will guaranteed burn all targets in the cone immediately. * Suppression costs 2 ammo points to use, but has no cooldown. * The reaction does not require any additional ammo. * Suppression will be canceled if the suppressing unit is damaged. * Will damage multiple targets in a cone, if they're nearby when the primary target moves. * Bonus effects from chemthrowers are applied immediately. * The reaction shot has reduced penalties from enemy cover, making it a good choice to use against entrenched foes.
Pins down a target with continuous fire from the soldier's Chemthrower, granting reaction fire against it if it moves, and imposing a -25 penalty to the target's aim.
Roving Chemist
* Gain a momentum action point after activating a Canister's special ability. * Can be used to move into a more opportune location, such as into the smoke from a Smoke Canister.
Gain a momentum action point after activating a Canister's special ability.
Scorched Earth Slaughter Intensity
Lance Corporal
Lance Corporal
Expanded Canister
* Grants 2 bonus uses to the ability the canister grants the soldier's Chemthrower. * The medical canister also grants 1 additional uses of Medispray.
Increase the number of times a canister's ability can be activated.
Viscous Accelerant
* Chemthrower attacks apply a stacking debuff that increases damage from all 'damage over time' effects. * The effect lasts for 2 rounds. * The bonus damage is +1 per stack.
Chemthrower attacks apply a stacking debuff that increases damage from all damage over time effects.
Tank
* A Dragoon with Tank and an EXO or WAR suit can absorb truly ridiculous amounts of damage, especially if combined with a Plated Vest or Reinforced Vest. * The shield from Shield Protocol doesn't benefit from armor directly, but any excess damage that isn't absorbed by the shield will be reduced by armor. Armor can completely protect against small amounts of damage as long as at least one point gets blocked by the shield. * Light and medium armors provide one extra point of Armor, while heavy armor provides two extra points of Armor.
You gain additional Armor points based on your equipped armor.
Corporal
Corporal
Accurate Reaction
* Increases accuracy with all reaction fire by 15.
Increases accuracy with all reaction fire by 15.
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.
Nightmare Fuel
* Has a 25% chance to panic.
Chemthrower attacks have a chance to cause panic.
Sergeant
Sergeant
Fulmination
* Special Chemthrower blast deals explosive damage, regardless of what kind of chemthrower used. * Deals 100% of the chemthrower's base damage as Explosive damage. * Detonates explosives carried by enemies. * Detonates explosive enviromental objects, like cars and fuel tanks. * Fulmination uses 2 ammo. * Fulmination has a 4 turn cooldown.
Explosive Chemthrower blast that causes any other explosives in the vicinity to detonate.
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.
Corroding Compounds
* Pierces 2 armour and also shreds 1 armour.
Chemthrower attacks pierce and shred a small amount of armour.
Staff Sergeant
Staff Sergeant
Pressure Blast
* Knocks back enemies up to 9 meters (6 tiles). * This attack is 20% more likely to result in a critical hit. * Deals 20% increased base damage. * Costs 2 Ammo. * Has a 3 round cooldown.
Expel a high pressure blast from the chemthrower that damages and knocks back everything in a cone.
Roaring Flames
* Enables all reaction fire by this soldier to crit if they have a chemthrower equipped. * Chemthrower reaction fire gains 20% critical chance.
Chemthrower reaction fire has a 20% increased chance to crit.
Burning Rush
* Immediately grants a bonus action point that can be used for movement. * Chemthrower basic attacks will not end the turn on the turn this is activated. * Has a 5 round cooldown. * Costs 1 Ammo. * Can only be activated if the soldier will still have enough ammo to fire after moving.
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn.
Tech Sergeant
Tech Sergeant
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Salt In The Wound
* All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. * Applies to all sources of damage caused by you. * If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased. * Damage bonus will not stack against targets suffering from multiple of these effects.
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
Oppressive Heat
Template:Oppressive Heat(TJ)/Info
Pressure Blast, Chemthrower Suppression and Overwatch disorient foes.
Gunnery Sergeant
Gunnery Sergeant
Hotshot
* Quickburn is an activated free action on a 5 turn cooldown that will make your next use of any ONE of these actions free -- your standard Chemthrower attack, or the Chemical Storm, Pressure Blast or Fulmination abilities. * Fine Control will ensure your Chemthrower's offensive actions never affect friendlies, and will also ensure the Medispray and Fumigate abilities never affect enemies.
Your ability to handle a Chemthrower is nothing short of unnatural. Gain the Quickburn and Fine Control abilities.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
Master Sergeant
Master Sergeant
Chemical Storm
* Unlock a special Chemthrower attack that affects a complete circle around the soldier's position. * Costs 3 Ammo. * Has a 6 round cooldown. * Has a range of 6.67 tiles.
Unlock a special Chemthrower attack that affects a complete circle around the soldier's position.
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.
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.

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
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.
Fumigate
* Fumigate uses 1 ammo and is turn ending. * If the soldier also has 'Smells Like Team Spirit' Fumigate removes mental afflictions. * If the soldier also has 'Thermal Bulwark' the effects apply to Fumigate Targets with a 30% chance to deflect attacks.
Spray cleansing chemicals, removing environmental ailments from targets in a cone.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Hidden Reserves
* Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Once per mission, as a free action, set all your cooldowns on abilities back to zero.
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.
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.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Incandescence
* The effect lasts for 2 rounds. * Gives allies a +15% crit chance bonus.
Chemthrower attacks illuminate foes, making them easier for allies to crit.
Tis But A Scratch
* Tis But A Scratch - Reduces Wound Timers by 3 HP.
Reduces Wound Timers by 3 HP.
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.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Total Combat
*Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed. *Removes the cooldown for grenades. *Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
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.
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.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
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.
Flammable Materials
* Adds 3 Incendiary Grenades to your inventory. * Upgrades to Incendiary Bombs once Incendiary Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 3 Incendiary Grenades to your inventory.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Rock Em Sock Em
* Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
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.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Phosphorus
*Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity. *Flamethrower attacks shred 1 armor per gauntlet tier.
Your flamethrower's base damage can now ignore fire immunities, and shred armor.
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.
Corrosive Scraps
* Adds 3 Acid Grenades to your inventory. * Upgrades to Acid Bombs once Acid Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 3 Acid Grenades to your inventory.
Valley of Death
* There is no limit to the amount of Valley Of Death shots a soldier can take outside of ammo counts. * Each Valley Of Death shot damages multiple targets in a cone, making it extremely effective against swarming enemies. * Valley of Death has a 6 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Each attack can hit multiple targets.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
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.
Take Down
* This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill. * Take Down can be used once per turn, and can be used with a dash only if used as the first action. * Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown.
Junkyard IEDs
* Adds 3 Frag Grenades to your inventory. * Upgrades to Plasma Grenade once Plasma Grenades are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
"Adds 3 Frag Grenades to your inventory.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
EMP Grenade
* Adds 1 EMP Grenade to your inventory. * Upgrades to EMP Bomb once EMP Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 1 EMP Grenade to your inventory.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.
Mad Bomber
* The free grenade is chosen at the start of each mission. * Can get a frag, incendiary, gas, acid, or emp grenade.
Grants 2 random free grenade items to your inventory.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Frag Grenade
* Adds 1 Frag Grenade to your inventory. * Upgrades to Plasma Grenade once Plasma Grenades are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 1 Frag Grenade to your inventory.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Survivor
* Makes the first check for bleeding out each mission an automatic success. * Reduces the number of hit points a soldier must heal after being wounded in battle by 1. * Reduced wound recovery will not trigger if this soldier suffered killing wounds and is stabilized from bleeding out.
Ensures the first killing blow in a mission will not lead to instant death. Also reduces this soldier's wound recovery time.
Medispray
* Has 1 charge per mission and is turn ending. * Gains additional charges for each medikit carried and is also affected by Field Medic. * If the soldier also has 'Smells Like Team Spirit' gains 1 additional charge. * If the soldier also has 'Thermal Bulwark', that ability's effects apply to medispray targets with a 30% chance to deflect attacks, but only if the unit was actually healed.
Spray regenerative chemicals, healing targets in a cone. Gains additional charges for each medikit.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 1 1 1
Will
Will
4 4 0 0 0 0 0 0
Mobility
Mobility
1 0 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 11 12 13
Will
Will
4 8 8 8 8 8 8 8
Mobility
Mobility
1 1 1 1 1 1 1 1

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