Shinobi (LWOTC)

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Shinobi
The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.

Class Overview

The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.

Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart.

The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class— Concealment is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisibility.

Branches

"Scout" type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.

"Saboteur" type Shinobi specialize in hit-and-run style combat, being constantly on the move while taking advantage of enemy flanks.

"Kenshi" type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.


Weapons

Primary : Rifles , SMGs , Shotguns .

Secondary : Sword

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
When the squad is revealed, this soldier remains concealed.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Attack an adjacent target with your sword. Uses one action.
Scout Saboteur Kenshi
Lance Corporal
Lance Corporal
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
All melee attacks deal +1 extra damage and have +10 Aim.
Corporal
Corporal
This soldier does not trigger overwatch or reaction fire.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge.
Sergeant
Sergeant
Enemies have 25% smaller detection range against you.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Staff Sergeant
Staff Sergeant
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Tech Sergeant
Tech Sergeant
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
Gunnery Sergeant
Gunnery Sergeant
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Ranged attacks against flanked enemies deal +2 damage.
If you hit with a melee attack during your turn, gain a bonus move.
Master Sergeant
Master Sergeant
Immediately enter concealment once per mission.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.

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
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Confers +10 aim and +10 defense against targets at a lower elevation.
Gain 2 dodge per tile from the attacker.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Gain 40 dodge against attacks within four tiles.
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.
Your grazing attacks are automatically upgraded to normal hits.
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.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Gain 20 Defense and 20 Crit chance while injured.
Gain additional +15 aim and +15 crit against holotargeted units.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Gain +3 mobility with every kill this turn. Lasts 2 turns, including the current one.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
This soldier has significantly reduced infiltration times while on missions.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
When your concealment is broken, gain +15 defense for 2 turns.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
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.
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Take an action after dashing.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
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.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
All squad members get 10 Crit chance against enemies you can see.
Kills with your primary weapon restore 1 ammo.
Shots fired with your primary weapon pierce 3 armor.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Dodge
Dodge
2 2 1 1 1 1 1 1
Hacking
Hacking
5 5 5 5 5 5 5 5
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
4 8 8 8 8 8 8 8
Dodge
Dodge
2 4 5 6 7 8 9 10
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