Templar (LWOTC)
Class Overview
The Templars are a melee-focused psionic soldier that wields their psionic abilities in very unique ways. They require "focus" in order to use their abilities but each carry strong and unique effects and holding onto focus no longer grants any bonuses. To gain focus, they must use Rend, which is now aim-based instead of guaranteed, to attack an enemy regardless of whether they hit, miss or kill their targets unlike the base game which required a kill. Further focus generation can be gained through the perks they can obtain as they promote and can increase their max focus with each upgrade of their gauntlets. After using Rend, they gain a Momentum action which allows for movement or to deploy their shield. Instead of Parry/Deflect, Templars now deploy a psionic shield that grants them temporary shield HP until the next turn that allows them to absorb attacks.
The Templar can concentrate more into their psiblades to further enhance their melee capabilties to deal great damage to a single target or to a group of them.
The Templar can gain more psionic abilities to disrupt enemies, assist their allies or to deal great damage.
The Templar can become a shield, greatly increasing their defenses and can take great damage with little to no injuries.
Weapons
Primary : Templar Gauntlet
Secondary : None
Abilities
Mouse-over
for more information.
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 |
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All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
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Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
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Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
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Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
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Immediately enter concealment once per mission.
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Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
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Your grazing attacks are automatically upgraded to normal hits.
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Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
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Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
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This soldier has significantly reduced infiltration times while on missions.
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Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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Gain 20 Defense and 20 Crit chance while injured.
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Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
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Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
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Grants 1 free flashbang item to your inventory.
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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.
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Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
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All melee attacks deal +1 extra damage and have +10 Aim.
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Gain 40 dodge against attacks within four tiles.
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Your ranged attacks deal +2 more damage to units at 50% HP or less.
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If you score one or more kills on your turn, you are granted a single bonus move.
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When the squad is revealed, this soldier remains concealed.
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Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
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Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
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Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
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Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
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Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
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You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
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Grants one free smoke grenade item to your inventory.
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Grants +1 charge per grenade item in a utility slot.
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Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
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Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
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Gain 5 dodge per enemy you can see, up to a maximum of +30.
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You do one additional point of base damage when using guns.
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Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
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Gain +3 mobility with every kill this turn. Lasts 2 turns, including the current one.
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Shots fired with your primary weapon pierce 3 armor.
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Stat Progression
| Rank |
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| Per Level |
Health |
0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 |
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Aim |
2 | 2 | 2 | 2 | 1 | 3 | 3 | 3 | |
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Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total |
Health |
0 | 1 | 1 | 2 | 2 | 2 | 3 | 3 |
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Aim |
2 | 4 | 6 | 8 | 9 | 12 | 15 | 18 | |
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Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Sample Builds
See Also
| XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
| Starting |
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| Unlockable |
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