Arsonist (TJ)
Appearance

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
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| Rank | Ability | ||
Squaddie |
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. |
Gain a momentum action point after activating a Canister's special ability. | |
|---|---|---|---|
| Scorched Earth | Slaughter | Intensity | |
Lance Corporal |
Increase the number of times a canister's ability can be activated. |
Chemthrower attacks apply a stacking debuff that increases damage from all damage over time effects. |
You gain additional Armor points based on your equipped armor. |
Corporal |
Increases accuracy with all reaction fire by 15. |
You do one additional point of base damage when using guns. |
Chemthrower attacks have a chance to cause panic. |
Sergeant |
Explosive Chemthrower blast that causes any other explosives in the vicinity to detonate. |
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. |
Chemthrower attacks pierce and shred a small amount of armour. |
Staff Sergeant |
Expel a high pressure blast from the chemthrower that damages and knocks back everything in a cone. |
Chemthrower reaction fire has a 20% increased chance to crit. |
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn. |
Tech Sergeant |
As a free action, reload your weapon. Can be used every 3 turns. |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
Pressure Blast, Chemthrower Suppression and Overwatch disorient foes. |
Gunnery Sergeant |
Your ability to handle a Chemthrower is nothing short of unnatural. Gain the Quickburn and Fine Control abilities. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
You can't be critically hit. |
Master Sergeant |
Unlock a special Chemthrower attack that affects a complete circle around the soldier's position. |
All your attacks deal +2 damage. |
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 |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Spray cleansing chemicals, removing environmental ailments from targets in a cone. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Take an action after dashing. |
Grants one free smoke grenade item to your inventory. |
Chemthrower attacks illuminate foes, making them easier for allies to crit. |
Reduces Wound Timers by 3 HP. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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. |
Increases damage against organic targets by 30%. |
Gain +3 Mobility and +10 Aim while concealed. |
This soldier is able to climb walls. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Kills with your primary weapon restore 1 ammo. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Adds 3 Incendiary Grenades to your inventory. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Each time you score a kill, you gain 1 Shield. Passive. |
Makes partial cover count as full. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
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. |
Your grazing attacks are automatically upgraded to normal hits. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
If you did not attack this turn, hunker down automatically. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Your flamethrower's base damage can now ignore fire immunities, and shred armor. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Adds 3 Acid Grenades to your inventory. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Each attack can hit multiple targets. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
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. |
"Adds 3 Frag Grenades to your inventory. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Equipped medikits have 2 extra charges. |
When the squad is revealed, this soldier remains concealed. |
Gain 20 Defense and 20 Crit chance while injured. |
Adds 1 EMP Grenade to your inventory. |
Provides one free proximity mine. |
Grants 2 random free grenade items to your inventory. |
Gain a bonus move action this turn. 3 turn cooldown. |
Grants 1 free flashbang item to your inventory. |
Adds 1 Frag Grenade to your inventory. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
Grants 1 free incendiary grenade item to your inventory. |
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Ensures the first killing blow in a mission will not lead to instant death. Also reduces this soldier's wound recovery time. |
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Spray regenerative chemicals, healing targets in a cone. Gains additional charges for each medikit. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Mobility |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 11 | 12 | 13 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Mobility |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |