- For the similar subclass from XCOM: Enemy Unknown, see Psionic Class.
The Psi Operative is a soldier class in XCOM 2; once a Psi Lab has been built, any Rookie soldier can undergo training to become a Psi Operative.
Description[]
“ | A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies. | ” |
–-Soldier Training Selection, XCOM 2 |
Weapons[]
Assault Rifles[]
Assault Rifles are a primary weapon type accessible to Rookies, Specialists, Psi-Operatives, and Rangers.
Assault Rifles | |||||||
---|---|---|---|---|---|---|---|
Name | DLC | Damage | Crit DMG | Clip Size | Range | Mod Slots | Additional effect |
Assault Rifle | 3–5 | +2 | 4 | Medium | 1 | ||
Magnetic Rifle | 5–7 | +3 | 2 | ||||
Plasma Rifle | 7–9 | +4 (+3 WotC) |
2 | ||||
Disruptor Rifle | WotC | 7–9 | +4 | Superior Scope Superior Magazine Superior Hair Trigger Superior Stock |
Guaranteed Critical hits on Psionic enemies |
Bolt Casters[]
Alien Hunters DLC content. Bolt Casters are a primary weapon type accessible to Rookies, Specialists, Psi-Operatives, and Rangers. Bolt Casters count as Assault Rifles for Research Breakthroughs. Each attack has a chance to stun the target, and cannot be dodged. Genetically-empowered aliens are highly susceptible to being stunned. Launches a single, high-damaging projectile, but must be reloaded after each use. Bolt Casters do not have mod slots and cannot have Weapon Upgrades installed.
Bolt Casters | |||||
---|---|---|---|---|---|
Name | Damage | Clip Size | Range | Aim | Additional effects |
Bolt Caster | 6–8 | 1 | Medium | +15% | Stun: 20% (50% against Alien Rulers) Ignores Dodge |
Magnetic Bolt Caster | 8–10 | ||||
Plasma Bolt Caster | 10–12 |
Psi Amps[]
Psi Amps are restricted to Psi Operatives, and are used to channel the user's psi energy in order to cast psionic abilities on targets. More advanced Psi Amps not only increase the damage for psionic abilities, but also increase the Psi Offense for psionic abilities.
Psi Amps | |
---|---|
Name | Psi Offense |
Psi Amp | +0 |
Advanced Psi Amp | +20 |
Alien Psi Amp | +40 |
Abilities[]
Psi Operatives learn/unlock new abilities by training in the Psi Lab instead of experience on the battlefield. A Psi Operative's skills are learned in a randomized fashion, with players unlocking a random skill from their skill tree upon training, and given a choice between three skills for each successive rank a Psi Operative unlocks. Psi Operatives are capable of unlocking all of their abilities, but only through a significant expenditure in time.
While the following tables list the Psi Operative's abilities according to their listed ranks, they are not necessarily unlocked in said order unlike with other classes; i.e. a Psi Operative can choose to unlock Void Rift as their Initiate Rank ability if it is included as part of their random ability batch of skill choices to unlock. Certain skills however have higher chances of appearing as initial choices.[explanation needed]
Reason: lists of valid targets are absent.
PSI OPERATIVE | ||||
---|---|---|---|---|
TELEPATH | RESONANT | |||
Ability | Description | Rank | Ability | Description |
Soulfire | Does guaranteed psionic damage to an organic enemy, ignoring cover and armor. 3-turn cooldown. | Initiate |
Stasis | Completely stuns the target for 1 turn, but renders them immune to any damage or attack. 3-turn cooldown. |
Insanity | Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target. 3-turn cooldown. | Acolyte |
Inspire | Grant a bonus action immediately to a nearby squadmate (one within the Psi Operative's sight radius, though direct line of sight is not needed). 3-turn cooldown. |
Soul Steal | Using Soulfire now heals you for half of the damage dealt. | Adept |
Stasis Shield | Stasis can be used on friendly units. |
Solace | The Psi Operative is surrounded by an aura that immediately extinguishes or blocks any mental impairments for themselves and any nearby allies (within a 4-tile radius). Passive. | Disciple |
Sustain | Once per mission, when the psionic soldier would be reduced to 0 hit points, they are instead reduced to 1 hit point and put into stasis for 1 turn. |
Schism | Insanity now does a small amount of guaranteed damage (2-4), and applies Rupture to the target (making all future attacks deal +2 damage to it). | Mystic |
Fortress | The Psi Operative is immune to fire, poison, acid, and explosive damage. |
Fuse | If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative. No cooldown. | Warlock |
Domination | Permanently mind controls an enemy. Only one successful Domination can be performed per mission. If Domination fails there is a 4-turn cooldown before you can try again. |
Null Lance | Project a beam of psionic energy that damages every target it passes through. 5-turn cooldown. | Magus |
Void Rift | A large AoE ability dealing moderate damage and a chance to inflict insanity on all targets in the storm. 5-turn cooldown. |
Fortress[]
Also grants immunity to Chryssalid Pathogenic Poison.
Fuse[]
ADVENT MECs' Micro Missiles can be detonated as well. [explanation needed]
Void Rift[]
50% chance to inflict insanity.
Tactical Information[]
- Main article: Psi Operative (XCOM 2)/Guides
Gallery[]
Trivia[]
- Unlike the Psionic Class from XCOM: Enemy Unknown, the Psi Operative is not a subclass and instead has its own set of unique abilities.
- Any Rookie who completes the psi operative training will have their hair turn white and eyes turn purple. This can be reversed by customizing the character.