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== Abilities ==
== Abilities ==
{{SPARK Tree (LW2)
{{SPARK Tree (LWOTC)
|Squire1= {{Overdrive (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire1= {{Overdrive (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire2= {{Arsenal (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire2= {{Kinetic Strike (LWOTC)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire3= {{Mechanical Chassis (LWOTC)  | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}
|Squire3= {{Reboot (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire4= {{Hack (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire4= {{Repair (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire5= {{Arsenal (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Squire6= {{Mechanical Chassis (LWOTC)  | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}
|Squire7= {{Hack (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Subclass1= Future Combat
|Subclass1= Future Combat
|SubclassM= Mechanical Superiority
|Subclass2= War Machine
|Subclass2= War Machine
|Aspirant1= {{Adaptive Aim (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Aspirant1= {{Neutralize Protocol (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Aspirant2= {{Formidable (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Aspirant2= {{Formidable (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Aspirant3= {{Combat Awareness (LWOTC)  | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Aspirant3= {{Flush (LWOTC)  | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight1={{Rainmaker (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight1={{Enhanced Repair System (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight2={{Body Shield (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight2={{Assault Servos (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight3={{Shredder (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Knight3={{Enhanced Targeting System (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier1={{Strike (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier1={{Rainmaker (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier2={{Bulwark (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier2={{Damage Control (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier3={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Cavalier3={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard1={{Intimidate (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard1={{Enhanced Defensive System (LWOTC)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard2={{Repair (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard2={{Zone of Control (LWOTC)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard3={{Sentinel (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Vanguard3={{Shredder (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin1={{Bombard (LWOTC)    | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin1={{Bombard (LWOTC)    | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin2={{Channeling Field (LWOTC)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin2={{Concussive Strike (LWOTC)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin3={{Cool Under Pressure (LWOTC)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Paladin3={{Traverse Fire (LWOTC)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion1={{Wrecking Ball (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion1={{Salvo (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion2={{Damage Control (LWOTC)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion2={{Nova (LWOTC)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion3={{Nova (LWOTC)    | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Champion3={{Collateral Damage (LWOTC)    | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar1={{Sacrifice (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar1={{Extended Reserves (LWOTC)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar2={{Impact Fields (LWOTC)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar2={{Impact Compensation (LWOTC)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar3={{Hunter Protocol (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
|Templar3={{Disabling Shot (LWOTC)                | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}
}}
}}



Revision as of 08:54, 16 January 2025

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Long War of the Chosen Main Page
SPARK
SPARK
These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.

Class Overview

The SPARK is the spiritual successor to the S.H.I.V. and MEC Troopers of Long War 1. Fully robotic, yet able to level up like normal soldiers, and expensive to produce. To build SPARKs, you need to have completed the Shen's Last Gift DLC missions or the Mechanized Warfare project.

SPARKs have their own armor and weapons, and they do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for the improved Shredstorm Cannon or a Plasma Blaster.

SPARKs are more expensive for infiltration. They also can't become Haven advisors, Officers, train XCOM row abilities, or participate in Covert Actions.

The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN.

Weapons

Primary: SPARK Rifles

Secondary: SPARK BIT

Abilities

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

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

Stat Progression

Rank Squire Aspirant Knight Cavalier Vanguard Paladin Champion Templar
Per Level Aim
Aim
2 2 2 2 3 3 3 3
Hacking
Hacking
30 5 5 5 5 5 5 5
Total Aim
Aim
2 4 6 8 11 14 17 20
Hacking
Hacking
30 35 40 45 50 55 60 65

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar