
This is useful when using the SPARK as a damage sponge, as enemies that target it may panic and shoot their allies or otherwise waste their turn. Intimidate has a 25-55% (depending on chassis rank) chance to cause enemy units that target the SPARK to panic (whether they successfully hit the SPARK unit or not).Intimidate will be usually preferred, unless building the SPARK for melee combat. Unlike the Ranger class, however, a SPARK can do little to mitigate return enemy fire once its put itself close to enemy pods, so use with caution. With an active Overdrive, and access to Nova, Strike will also be the most effective means of getting your SPARK into Nova range. Strike can be used multiple times per mission (with a 3-turn cooldown), and has increased accuracy over its rifle shots.However, the additional range bonus coupled with the heavy weapons can lead to a very significant template that can deal high guaranteed damage to multiple targets, while also shredding armor. Additionally, it will only see one use per mission due to the limited ammo of heavy weapons. Rainmaker is similar to a Grenadier's Volatile Mix, though a SPARK cannot use grenades and so has its effectiveness diminished.In general, Bulwark is incompatible with tactics that take advantage of Strike and Nova, while Repair, Channeling Field, and Sacrifice synergise well with Bulwark. If all possible steps to improve a SPARK's aim are taken however, Adaptive Aim becomes a very effective offensive option. Summing up these factors, without the DLC or frequent Holo-Targeting assistance, the benefits of Bulwark will probably be more advantageous, with the caveat that care must be taken not to provide cover to enemies through Bulwark. The DLC adds the ability to apply a scope (up to +15 aim) but not a PCS.

Without War of the Chosen, a SPARK's only route to improving its own aim is tracer ammo (+10 aim), while Holo-Targeting can add another +10 or +20 when two are stacked.

Taking into consideration the defense ratings of late game enemies and cover, a SPARK without aim assistance will be shooting with a 60-something percentage or much less quite often. To achieve reasonable shot percentages and take relatively consistent advantage of Adaptive Aim, this low aim needs to be improved. The SPARK has similar accuracy levels to a grenadier, with aim scores potentially in the 70s even at max rank. Future Combat is geared towards using the SPARK as a damage sponge and overall supportive unit, while War Machine is focused on making the SPARK a damage dealer focused on close combat. The two paths, Future Combat and War Machine have abilities that complement different playstyles. SPARKs do not require rest after battles in War Of The Chosen, which can be taken into consideration if all soldiers are consistently tired or otherwise unavailable.


Even with a third-rank Bit, the SPARK's hacking skill is still only 5.
