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Psionic (LWR)

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Psi-abilities

Level Target Will Rank Psionic Ability
1 50
Awakened
Neural Feedback
Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Mind Fray
Mind Fray
Mind Fray

Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.

2 45
Sensitive
Psi Panic
Psi Panic
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.
Psi Inspire
Psi Inspire
Psi Inspire

Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 aim and +30 Will. 2 turn cooldown.


3 50
Talent
Mind Merge
Mind Merge
Mind Merge
Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.
4 55
Adept
Psychokinetic Strike
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.
Inner Fire
Inner Fire
Inner Fire

Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.

Telekinetic Field
Telekinetic Field
Telekinetic Field

Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown.

5 60
Psion
Psi Mastery
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.
6 Volunteer Only
Master
Rift
Rift
Rift

Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.

Training

Limitations

MEC Troopers, Officers, and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers.

Unlocking Psi powers

After researching 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 Rift, which can only be acquired by the volunteer on the final mission.

Psi-powers are more effective based on the will score of the caster. For instance, Mind Fray will deal will/20 damage to the target.

Psionic soldiers also gain access to special armors and equipment.

Psi XP

After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. 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's will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.

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.

Success Rate and Training Time

The success rate of the training depends on the soldier's will and the level of the ability.

If the target will for the level is equal to the soldier's will, the chance is 100% and it will take 15 days to train. 

Each psionic ability has a target_will from 1st level to last: 50, 45, 50, 55, and 60.

For every point of will under the target_will the chance decreases by 10%. 
For every point of will over the target_will the training time decreases by 1 day. 

The minimum chance to succeed is always at least 10% and the minimum time is 1 day.

Example Table

Level 1
(Awakened)
Level 2
(Sensitive)
Level 3
(Talent)
Level 4
(Adept)
Level 5
(Psion)
Soldier Will % chance day(s) % chance day(s) % chance day(s) % chance day(s) % chance day(s)
35 10% 15 10% 15 10% 15 10% 15 10% 15
40 10% 50% 10%
42 20% 70% 20%
45 50% 100% 15 50% 10%
50 100% 15 10 100% 15 50% 10%
55 10 5 10 100% 15 50%
60 5 1 5 10 100% 15
65 1 1 5 10
70 1 5
75 1
80

See also