The Assassin (LWOTC)

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Now a close-combat menace, the Assassin is a juggernaut that will run towards you and slash you whenever possible. Her initially-low, but ever-increasing damage cannot be underestimated.

Basic Abilities

List of the chosen's basic abilities

Attack an adjacent target with your sword. Uses one action.
Gain 40 dodge against attacks within four tiles.
Perform a dashing melee attack.
The assassin will enter concealment and gain 50% mobility bonus.
Send a psionic wave that deals guaranteed damage. This attack is boosted by Blood Thirst. 3-turn cooldown.
Every time you attack with your melee weapon, get a stackable damage boost to your melee attacks. Resets upon a successful kidnap.
This unit can only lose a % of their max HP per turn. Damage per turn above this limit is reduced.
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.
This unit's mobility cannot go below 7.
Throw a mountain mist that blinds targets caught in the blast radius for 2 turns. 2-turn cooldown.
Gain 15 defense and 50 dodge against reaction attacks.

Strengths

Possible Chosen strengths they can train.

Tier 1 Tier 2 Tier 3
Damage taken by explosive attacks is reduced by 50%.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
After taking damage, gain 2 armor through the end of the turn.
All Rupture Effects inflicted on you will be instantly removed.
Become immune to environmental effects.
Detect concealed units within vision range.
Deal 35% additional damage when below 50% HP.
Harbor wave cone is wider by 2 tiles, and each enemy hit by it grants a blood thirst stack.
Gain 1 mobility.
The radius of your mist grenade is increased by 2.
Impact Compensation Stacking limit is increased by 1, and Enhanced Layered Armor damage cap is reduced by 10%.
Gain 2 dodge per tile from the attacker.
Attacks deal +35% damage against hero classes.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.

Rank 1 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 14 0 70 0 33 0 0 9 50 8
Veteran 18 0 75 0 33 0 0 9 50 8
Commander 22 0 75 10 40 0 0 9 50 8
Legend 27 0 80 10 40 0 0 9 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Shotgun 4 2 4 +25 Crit Chance
Chosen Sword 3 - - -


Rank 2 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 18 0 70 0 33 0 0 9 50 8
Veteran 24 0 75 0 33 0 0 9 50 8
Commander 29 0 75 10 40 0 0 9 50 8
Legend 36 0 80 10 40 0 0 9 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Shotgun 5 - 6 2 4 +25 Crit Chance
Chosen Sword 3 - 5 1 - -


Rank 3 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 24 0 70 0 33 0 0 9 50 8
Veteran 32 0 75 0 33 0 0 9 50 8
Commander 38 0 75 10 40 0 0 9 50 8
Legend 48 0 80 10 40 0 0 9 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Shotgun 7 4 4 +25 Crit Chance
Chosen Sword 3 - 6 2 - -


Rank 4 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 32 0 70 0 33 0 0 9 50 8
Veteran 42 0 75 0 33 0 0 9 50 8
Commander 52 0 75 10 40 0 0 9 50 8
Legend 64 0 80 10 40 0 0 9 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Shotgun 8 - 9 4 4 +25 Crit Chance
Chosen Sword 5 - 7 3 - -


Rank 5 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 43 0 70 0 33 0 0 9 50 8
Veteran 56 0 75 0 33 0 0 9 50 8
Commander 68 0 75 10 40 0 0 9 50 8
Legend 85 0 80 10 40 0 0 9 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Shotgun 10 5 4 +25 Crit Chance
Chosen Sword 7 3 - -

Tips

  • The assassin's Enhanced Layered Armor (Chosen) effectively limits how much damage they can take per turn. It is best to do as much damage as you can and stay far away from the assassin to limit the amount of attacks she can deal. If you are capable of dealing more attacks while staying afar, it is best to save high damaging attacks until after the limit is reached to deal as much damage as possible due to the high damage reduction which will make small damage attacks not as effective.
  • The Assassin's base mobility is very low so having mobile soldiers can help more easily avoid their attack range. Abilities that reduce their mobility such as poison can be helpful in limiting her effective range. Be careful not to be completely out of range as it may encourage her to Vanishing Wind or have methods to reveal her.
  • If she is standing next to a soldier or rebel at the time, she will use her turn or Chosen reaction to slash. Thus it is recommended to mainly bring soldiers decently capable of attacking her from outside her movement range.
    • If, however, she is not adjacent to a valid slash target during her turn or action, she will use her actions in order to move closer to a target. With this, it is best to make sure units that are close by still have actions remaining to run away if she does get close to limit the amount of attacks.
  • The assassin can gain both Close Combat Specialist and Bladestorm thus it is best to fight at range or have ways to ignore reaction attacks. Lightning reflexes is not sufficient as she will always guarantee a hit with her katana and the shotgun at close range will still have a chance to hit.