SPARK (LWOTC)

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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 , or participate in Covert Actions. Similar to other xcom soldiers, they have the ability to learn additional abilities through the XCOM row but always have average combat intelligence thus limiting their AP to a max of 42. The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN.

"Future Combat" type Sparks focuses on gaining various abilities to further improve their utility to support allies or disrupt enemies..

"Mechanical Superiority" type Sparks specialize in extreme durability and absorbing attacks for allies.

"War Machine" type Sparks improves their firing capabilities and fully utilizing their large rifle to wreck havoc.

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
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
Attack any enemy within movement range with a powerful melee attack.
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.
Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor.
The BIT can equip and fire heavy weapons.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
This unit is immune to fire and poison damage.
Future Combat Mechanical Superiority War Machine
Aspirant
Aspirant
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.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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
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.
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability.
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
Equipped heavy weapons deal +2 damage and have increased area of effect.
After taking damage, gain 2 armor through the end of the turn.
You do one additional point of base damage when using guns.
Vanguard
Vanguard
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.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Your primary weapon attacks shred armor.
Paladin
Paladin
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
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.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Champion
Champion
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
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
Gain an additional use of equipped Heavy Weapons and Bombard.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive Tier 1 Offensive Tier 2 Defensive Tier 2 Offensive Tier 3 Defensive Tier 3 Offensive Tier 4
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
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.
When this unit is attacked, the squad gains +10 aim against that target on the following turn.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
The SPARK can throw free half-damage Strike attacks at any enemies who enter or attack from melee range. Does not require the Kinetic Strike ability. Cannot activate on the unit's own turn.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
If you fail a hack, you prevent any negative effects from occurring.
Confers +10 aim and +10 defense against targets at a lower elevation.
This soldier has significantly reduced infiltration times while on missions.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Take 35% less damage against attacks within four tiles.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Increases the SPARK's hack stat by 20.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Shots fired with your primary weapon pierce 3 armor.
When targeted by an attack, the enemy has a chance to panic.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Grants 15 defense and an armor point when in overwatch.
All melee attacks deal +1 extra damage and have +10 Aim.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
If you score one or more kills on your turn, you are granted a single bonus move.
This unit can only take 40% of their max HP per turn. Damage per turn above this limit is reduced by 75%.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Gain 40 dodge against attacks within four tiles.
Your grazing attacks are automatically upgraded to normal hits.
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
When in overwatch, you may take two reaction shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Stat Progression

Rank Squire Aspirant Knight Cavalier Vanguard Paladin Champion Templar
Per Level Health
Health
1 1 1 1 1 1 1 1
Aim
Aim
4 3 3 2 2 2 2 2
Hacking
Hacking
5 5 5 5 5 5 5 5
Total Health
Health
1 2 3 4 5 6 7 8
Aim
Aim
4 7 10 12 14 16 18 20
Hacking
Hacking
5 10 15 20 25 30 35 40

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Overview
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar