Stasis Shield upgrades Stasis so it will work on allies.If one of your units is under enemy mind control, Stasis will disable them for a turn (like any other enemy) and break mind control, so when the stasis wears off your unit will be back under your control.Stasis removes Overwatch and Suppression if they are active on the unit, and also kills all Psi Zombies the target is controlling.This lets your soldiers deal damage to the target before you place it in Stasis, and when using Stasis with Stasis Shield on an ally, allows you to use their turns before placing them into Stasis. To maximize the potential of your soldiers, use Stasis to end the turn.Use it to deny enemy units their turn in order to protect your soldiers. It uses a single action and does not end your turn. Stasis will remove all actions from an enemy, but makes them immune to all damage and prevents targeting them.This makes Insanity an overall useful tool against low Will targets, essentially marking them for death. The damage dealt will be improved based on the tier of the Psi Amp the Operative is using. Schism upgrades Insanity in order to deal guaranteed damage to the target if it hits and will apply Ruptured to the target.Keep in mind that if Insanity procs Mind Control, it will be temporary, only lasting 2-3 turns.Use it against particularly dangerous targets to potentially deny them of their abilities, their turn, or even turn them against their allies. It can cause Disoriented, Panic and, most importantly, Mind Control. Insanity is essentially equal to the Sectoid's Mindspin in its effects.All damage dealt by psionic attacks ignores armor. This includes abilities that target allies, like Stasis Shield. All Psi abilities (besides passive ones like Solace) require line of sight of the target to activate.Given enough time, a Psi Operative can learn every ability. Unlike other classes, the Psi Operative does not need to choose between abilities in their tree.If you're aiming to fully train your Psi Operatives, it will be quicker to choose training options commensurate with the Psi Operative's level - ie, those taking five days (thirteen on Legend difficulty) to learn with an Engineer present, ten (twenty-five on Legend difficulty) without.
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To ensure maximum value, if you have the resources, discard or ignore acolytes with low Psi Offense stat rolls. This gives around a 50-50 chance of reaching the cap(avg 50+51 pts). Like the Will stat, Psi Offense grows at a rate of 4-13 per level with a cap of 100, however Psi Offense will always start on 50 at Initiate.The psionic offense of a soldier increases with each ability the soldier learns, and with the level of the Psi Amp they have equipped.
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Will is only a factor when defending against psi attacks, and improving Will (such as through a Personal Combat Sim) will not increase the operative's Psi rating. The success of psi attacks is only affected by the operative's Psi stat - which is increased by using upgraded Psi Amps - and not Will.It can also learn all of the abilities on both sides of its perk table, if trained long enough. Unlike the Psionic Class from XCOM: Enemy Unknown, the Psi Operative is not a subclass and instead has its own set of unique abilities.