Psi Operative (TJ)

Class Overview
The Psi Operative in Long War of the Chosen is slightly different from the one in vanilla XCOM 2. Like in Long War 2, some abilities require other abilities to be learned as a prerequisite, but Psi Operatives now also need to gain experience to level up as other soldiers do, limiting the amount of perks that can be trained.
Psi Operatives focus entirely on psionic abilities in their perk tree, leaving little in the matter of using regular guns. However, Psi Operatives get Quick Study, letting them train up Officer abilities faster than other soldiers. The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for Insanity and Domination) as it's upgraded.
Psi Operatives are automatically granted all abilities in the first two ranks when first trained.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Psi Amp
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Initiate |
Does guaranteed Psionic damage to an organic enemy. Ignores cover, armor and shield HP. |
Harness the energies of leaf and loam to heal the target over time. Bleeding out allies will be stabilized. |
Psionically heal an ally from moderate range. |
|---|---|---|---|
| Telepath | Telepath | Mysticism | |
Acolyte |
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target. |
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn. |
Launch a mental psionic attack, inflicting a negative mental effect. 3-turn cooldown. |
Adept |
The soldier is immune to fire, poison, acid, and explosive damage. |
The Psi Operative may immediately extinguish mental impairments for a squadmate. |
Temporarily phase out of existence to teleport to a nearby location. |
Disciple |
Psychic. Seize control of a robotic target, as if manipulating a puppet. |
Soulfire transfers the damage done back to the Psi Operative as health and grants an ablative HP for 3 turns. |
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor. |
Mystic |
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep. |
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative. |
Completely stuns the target for 1 turn, but renders them immune to any damage or attack. |
Warlock |
Kinesis. Launch an explosive ball of fire, damaging and igniting everything in the targeted area. |
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed. |
Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn. |
Magus |
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles. |
Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover. |
Psychic. Compel an enemy to fight for you, albeit only briefly. |
Master |
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity. |
Template:Schism (TJ) | Psychic. Compel an enemy to fight for you. |
Ability Prerequisites
In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below):
It's worth noting that abilities which are connected to multiple other abilities unlock all of them at once - for example, picking Fortress adds both Bastion and Null Ward to the pool of available perks for a given Psi Operative.
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Training Time
Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank:
- Base time = 2/4/4/4 days
- Rank time = 5/6/7/7 days per rank difference
- Times are based on difficulty: Rookie/Veteran/Commander/Legend
Each scientist staffing the Psi Lab will increase training speed by 100%, meaning the training time will be reduced by 50% with one scientist and by 66% with two.
If a Psi Operative is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from their mission.
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Psi Offense |
45 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
| Total | Health |
1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Psi Offense |
45 | 51 | 57 | 63 | 69 | 75 | 81 | 87 | |
