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<div style="max-width:1600px;">
[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
!! NOT UPDATED TO LWR YET !!


[[File: Class Shogun (Long War).png|left|frame|64px|&nbsp;&nbsp;<b><i>Shogun</i></b>]]
[[File: Class Shogun (Long War).png|left|frame|64px|&nbsp;&nbsp;'''Shogun''']]
<div style="float:right; padding:0 15px 15px 20px;">
    <div>__TOC__<br/></div>
    <div style="float: left; padding-left: 30px;">{{Header (Long War)}}</div>
    </div>
</div>


MEC variant of the '''Engineer''' class.
The '''Shogun''' is the MEC variant of the '''Medic''' and '''Engineer''' classes.


:'''Primary Weapon:''' MEC Primary Weapons
:'''Primary Weapon:''' MEC Primary Weapons
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Class-Limited items:''' MEC Equipment items
:'''Class-Limited items:''' MEC Equipment items
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' Aim x2, HP x2.


<div style="clear:both;"></div>
</br>


== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (LWR)|
|Specialist1={{ Collateral Damage (Long War)|text=1}}
|Specialist1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}
|SpecialistE1=''No other bonuses.''
|LCorporal1={{ Gattler (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Packmaster (Long War)|text=1}}
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Damage Control (Long War)|text=1}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ HEAT Ammo (Long War)|text=1}}
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|LCorporalE1=''No other bonuses.''
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}
|LCorporalE2=''No other bonuses.''
|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|LCorporalE3=''No other bonuses.''
|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}
|Corporal1={{ HEAT Warheads (Long War)|text=1}}
|Sergeant2={{ Fortified (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}
|Sergeant3={{ Bullseye (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Deadeye (Long War)|text=1}}
|TechSgt1={{ Arsenal (LWR)|text=1|topbotpad=10}}
|CorporalE1=''No other bonuses.''
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|CorporalE2='''+2 Will.'''
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}}  
|CorporalE3=''No other bonuses.''
|GunSgt3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Mayhem (Long War)|text=1}}
|MSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Repair Servos (Long War)|text=1}}
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Flush (Long War)|text=1}}
|SergeantE1=''No other bonuses.''
|SergeantE2=''No other bonuses.''
|SergeantE3=''No other bonuses.''
|TechSgt1={{ Sapper (Long War)|text=1}}
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}
|TechSgt3={{ Ranger (Long War)|text=1}}
|TechSgtE1=''No other bonuses.''
|TechSgtE2=''No other bonuses.''
|TechSgtE3=''No other bonuses.''
|GunSgt1={{ Tandem Warheads (Long War)|text=1}}
|GunSgt2={{ Rapid Fire (Long War)|text=1}}
|GunSgt3={{ Light Em Up (Long War)|text=1}}
|GunSgtE1=''No other bonuses.''
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Grenadier (Long War)|text=1}}
|MSgt2={{ Absorption Fields (Long War)|text=1}}
|MSgt3={{ Shredder Ammo (Long War)|text=1}}
|MSgtE1=''No other bonuses.''
|MSgtE2='''-1 Mobility'''
|MSgtE3=''No other bonuses.''
}}
}}


== Stat Progression ==
== Tactical Advice ==
 
Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using their signature '''Collateral Damage''' ability (and potentially grenades), while creating space as a tank or navigating through occupied space as a ''Hit and Run'' shooter. He is capable of causing significant amounts of damage in large radius, outmatching anything Engineer and Medic bio classes are capable of. This is perhaps single most unique advantage that Shogun brings to the team; '''Collateral Damage''' is one of the best counter to flying units in the game. It destroys targets on ground as well, but damage will be reduced by cover DR. If you manage to destroy cover, rest of the squad can pick up aliens with easy critical hits.
 
Shoguns have another strength in solid utility from equipment, with '''Arsenal''' giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they're augmented from. In a sense, well built Shogun is all-in-one Engineer, Medic and Rocketeer package.
 
==Sample Builds==
 
===Gattler Shogun===
 
Gattler Shoguns are effective tanks that can occasionally deal tons of AoE damage.  In ''Absorption Fields'', ''Repair Servos'', ''Grit'', ''Extra Conditioning'', and potentially ''Fortified'', the Shogun has almost every tank perk it could ask for. Damage is done mainly by using ''Collateral Damage'', after which you can enter ''One for All''. The ability is somewhat conditional, so potentially Shogun might have to spend an action going into OFA. That is often the cause with other MEC as well, so its not an issue. As a tank, Goliath is potentially more durable, but then he lacks utility and offensive that Shogun offers.
 
Sample Tank Build:
''Gattler -> Absorption Fields -> Fortified -> Arsenal -> Repair Servos -> Extra Conditioning''
 
{{Ability List Display
|level1={{Gattler (LWR)|align=center|topbotpad=7}}
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
|level3={{Fortified (LWR)|align=center|topbotpad=7}}
|level4={{Arsenal (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
}}


{| class="wikitable"
Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
|-
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)
|-
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)
|-
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)
|-
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)
|-
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)
|-
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)
|-
|Master Sergeant|| 1 || 5 || 3 || 17 || 2(3)|| 14(-21)
|}


* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
Notes
* A heavy MEC suit is highly recommended considering the point of this build is to take enemy fire.
* Most MEC equipment isn't as useful for this build as Shoguns have no shortcuts for entering ''One for All''. Restorative Mist and Grenade Launchers work well with ''Arsenal''.
** Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in ''One for All''; in this case, take whichever other equipment is preferred.
* An officer can be used to make up for this build's lack of action economy at times, letting it use offensive actions before being commanded to use ''One for All''.
*Shogun likely always wants to bring '''Heavy Mags''' to maximize its '''Collateral Damage''' ability.


== Tactical Advice ==
===Hit and Run Shogun===
'''Intended Role:''' Mid-range Offensive/Defensive Support


Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using '''Collateral Damage''' and '''Sapper'''. Whilst it doesn't have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using '''HEAT Warheads''' and '''HEAT Ammo''' to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. '''Packmaster''' and '''Grenadier''' also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.
Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit, this build is safe and consistent in what it does, although its damage may feel lacking at times (compared to options like Jaeger). Unlike Jaeger, Shogun can move out of danger, or towards better position to either do more damage or help the squad with his utilities.  


Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain '''HEAT Ammo''' via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
At CPL perk there is important choice to be made: ''Vital Point Targeting'' is significant boost to the build's damage, while ''Jetboot Module'' sacrifices that aspect for movement flexibility. This is valid choice because Shogun can always deal large amount of damage by using '''Collateral Damage'''. Extra mobility helps both his damage and utility aspect. Shogun is exceptional user of both Restorative Mist and Grenade Launchers for AOE damage and thus can fulfill more than one role in the squad.


Remember to pick up the '''Alien Grenades''' Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.
Sample Shooter Build:
''Hit and Run -> Vital Point Targeting or Jetboot Module -> Bullseye -> Arsenal -> Grit -> Extra Conditioning''


==Sample Builds==
{{Ability List Display
===Anti-Mech Utili-Tank===
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
{{Class Build (Long War)|
|level2={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}
|LCL={{ HEAT Ammo (Long War)}}  
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}
|CPL={{ Deadeye (Long War)}}  
|level4={{Arsenal (LWR)|align=center|topbotpad=7}}
|SGT={{ Repair Servos (Long War)}}  
|level5={{Grit (LWR)|align=center|topbotpad=7}}
|TSG={{ Shock Absorbent Armor (Long War)}}  
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
|GSG={{ Rapid Fire (Long War)}}  
|MSG={{ Absorption Fields (Long War)}}
|Strength=Killing large mechanical units from up close
|Weakness=Long range shootouts
|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, Core Armoring, AP ammo
|Power Ranks=GSG for DPS; MSG for tanking
|Description=This soldier specializes in dealing massive damage up close to large mech units, using Rapid Fire with HEAT Ammo and surviving with several tank perks (Kinetic Strike Module works with HEAT Ammo as well). This Shogun takes Deadeye to deal with pesky Cyberdisks as well. When not facing robots, the Shogun deploys unlimited cover destruction and tanks for your squad.
|Strategic Analysis=This MEC build is comparable to a HEAT gunner. Both have similar offensive ability, with Rapid Fire + HEAT ammo and similar aim growth (although a shogun will hit flying Cyberdisks more reliably). The primary difference is in tanking ability. A HEAT gunner has more DR if they are in cover, not flanked, and have DR increasing items. A Shogun has more DR if he is within 4 tiles of his aggressor, and is in a MEC-4 or MEC-5 suit. An Anti-Mech Shogun is most useful if you don't have HEAT gunners, find them difficult to keep safe, or find them too unreliable when faced with Cyberdisks.
}}
}}


===Explosives Specialist===
Recommended Equipment: Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers
{{Class Build (Long War)|
 
|LCL={{ Packmaster (Long War)}}  
Notes
|CPL={{ HEAT Warheads (Long War)}}  
* A light MEC suit is recommended to leverage the high mobility of ''Hit and Run''.
|SGT={{ Mayhem (Long War)}}  
* As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.
|TSG={{ Sapper (Long War)}}  
* At CPL, ''Vital Point Targeting'' is a significant damage amp against biologicals, while ''Jetboot Module'' lets you push the high mobility of ''Hit and Run'' even further.
|GSG={{ Tandem Warheads (Long War)}}  
 
|MSG={{ Grenadier (Long War)}}
 
|Strength=AOE damage, cover destruction
===Grenadier Shogun===
|Battles=Long missions: Alien Base Assaults, Landed Large UFOs
 
|Weakness=Brittle (for a MEC)
Grenadier Shoguns act like mortars, being pretty easy to take down, but highly effective when set up in a safe position, raining down fire from afar. They have more range than Goliaths thanks to the Collateral Damage ability, but a bit less grenade damage. Additionally, some of their grenadier perks are conflicting with tanking perks. Still when '''Collateral Damage''' comes online, Shogun will most likely seriously outmatch Goliath in damage dealing aspect. Due to ''Arsenal'', Shogun will have an extra grenade and with Restorative Mist he is strong source of healing for the squad. Once out of grenades and heals this build will suffer, so some consideration should be taken to maximize the damage of explosives. If you are concerned about that aspect, ''Heavy Mags'' will increase the damage of ''Collateral Damage'' which will keep Shogun relevant on very long missions as well.
|Loadout=Grenade & Proximity Mine Launchers; Tactical Sensors, Core Armoring, either Hi Cap Mags or Flak Ammo (for synergy with Collateral Damage)
 
|Power Ranks=MSG, needs Grenadier for both grenade range and quantity
Sample Grenadier Build:
|Description=This MEC trooper overwhelms the enemy with a huge amount of explosives. With a total of 4 grenades per slot or 5 proximity mines per slot at MSGT, they can rain down cover destruction and AOE damage over the course of several engagements. During small engagements where a grenade is unnecessary, Collateral Damage can be used instead to save consumables. Take this MEC when you want lots of cover destruction and AOE damage, but the mission will be too long for a Rocketeer to fill this role. However, care must be taken with these MEC troopers due to their fragile nature. Always keep the Explosives Shogun in One For All mode, and try to place them behind obstacles such that enemies cannot see them, but the Shogun's explosives can still reach the enemy.
''Grenadier -> Absorption Fields -> Sapper -> Arsenal -> Repair Servos or Fragmentation -> Extra Conditioning''
|Strategic Analysis=This Shogun build is very similar to a typical Archer build. The disadvantage of the Shogun is that they lack Danger Zone and Bombard, so explosives must be launched at medium range and they have a smaller area of effect. However, an Archer must sacrifice Collateral Damage and Tandem Warheads if they want Packmaster and Grenadier. Therefore, a Shogun excels in situations where the Archer would be out of explosives, and an Archer excels in situations where the Shogun would be too far back to use his explosives effectively.
 
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
|level3={{Sapper (LWR)|align=center|topbotpad=7}}
|level4={{Arsenal (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Fragmentation (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
}}
}}
Recommended Equipment: Grenade Launcher, Gravity Mines, Restorative Mist, Any MEC Suit, Ammo-increasers, Damage-increasers, Survivability-increasers, Heavy Mags
Notes
* Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.
* At GSGT, ''Fragmentation'' is the default choice that makes your explosives better against most biological enemies, but ''Repair Servos'' increases your sustainability greatly, so it's also a solid option.
* AP ammo affects ''Collateral Damage'' as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.
* Heavy Mags is recommended item to increase ''Collateral Damage'' effectiveness.
</div>


==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
[[Category: Soldiers (LWR)]]
[[Category:MECs (Long War)]]
[[Category: MECs (LWR)]]
[[Category:Long War]]
[[Category: Long War Rebalance]]

Latest revision as of 22:47, 27 December 2025

Back To Main Page

  Shogun

The Shogun is the MEC variant of the Medic and Engineer classes.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items
Attribute Growth: Aim x2, HP x2.


Abilities

Rank Ability

Specialist
Collateral Damage
Collateral Damage
Collateral Damage

Use a full magazine of ammo to destroy some cover and deal 20% of base weapon damage per ammo spent in a 5 tile radius up to 8 tiles away and then reload the main weapon. Leaves this unit with 1 AP and reduces mobility to 3.3 until out of AP. Does not work while in One For All. Destroys Corpses. 3 turn cooldown.


Lance Corporal
Gattler
Gattler
Gattler

Collateral Damage can fire 2 tiles further and has its cooldown reduced by 1 turn.

Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.

Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.

Corporal
Absorption Fields
Absorption Fields
Absorption Fields
Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Sergeant
Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).

Tech Sergeant
Arsenal
Arsenal
Arsenal
Grenade Launchers and Restorative Mists receive two additional uses. Grenades deal +1 damage and Restorative Mists heal 1 more HP. Grants +1 ammo.

Gunnery Sergeant
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.


Master Sergeant
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.


Tactical Advice

Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using their signature Collateral Damage ability (and potentially grenades), while creating space as a tank or navigating through occupied space as a Hit and Run shooter. He is capable of causing significant amounts of damage in large radius, outmatching anything Engineer and Medic bio classes are capable of. This is perhaps single most unique advantage that Shogun brings to the team; Collateral Damage is one of the best counter to flying units in the game. It destroys targets on ground as well, but damage will be reduced by cover DR. If you manage to destroy cover, rest of the squad can pick up aliens with easy critical hits.

Shoguns have another strength in solid utility from equipment, with Arsenal giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they're augmented from. In a sense, well built Shogun is all-in-one Engineer, Medic and Rocketeer package.

Sample Builds

Gattler Shogun

Gattler Shoguns are effective tanks that can occasionally deal tons of AoE damage. In Absorption Fields, Repair Servos, Grit, Extra Conditioning, and potentially Fortified, the Shogun has almost every tank perk it could ask for. Damage is done mainly by using Collateral Damage, after which you can enter One for All. The ability is somewhat conditional, so potentially Shogun might have to spend an action going into OFA. That is often the cause with other MEC as well, so its not an issue. As a tank, Goliath is potentially more durable, but then he lacks utility and offensive that Shogun offers.

Sample Tank Build: Gattler -> Absorption Fields -> Fortified -> Arsenal -> Repair Servos -> Extra Conditioning

Gattler
Gattler
Absorption Fields
Absorption Fields
Fortified
Fortified
Arsenal
Arsenal
Repair Servos
Repair Servos
Extra Conditioning
Extra Conditioning

Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers

Notes

  • A heavy MEC suit is highly recommended considering the point of this build is to take enemy fire.
  • Most MEC equipment isn't as useful for this build as Shoguns have no shortcuts for entering One for All. Restorative Mist and Grenade Launchers work well with Arsenal.
    • Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in One for All; in this case, take whichever other equipment is preferred.
  • An officer can be used to make up for this build's lack of action economy at times, letting it use offensive actions before being commanded to use One for All.
  • Shogun likely always wants to bring Heavy Mags to maximize its Collateral Damage ability.

Hit and Run Shogun

Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit, this build is safe and consistent in what it does, although its damage may feel lacking at times (compared to options like Jaeger). Unlike Jaeger, Shogun can move out of danger, or towards better position to either do more damage or help the squad with his utilities.

At CPL perk there is important choice to be made: Vital Point Targeting is significant boost to the build's damage, while Jetboot Module sacrifices that aspect for movement flexibility. This is valid choice because Shogun can always deal large amount of damage by using Collateral Damage. Extra mobility helps both his damage and utility aspect. Shogun is exceptional user of both Restorative Mist and Grenade Launchers for AOE damage and thus can fulfill more than one role in the squad.

Sample Shooter Build: Hit and Run -> Vital Point Targeting or Jetboot Module -> Bullseye -> Arsenal -> Grit -> Extra Conditioning

Hit and Run
Hit and Run
Vital Point Targeting
Vital Point Targeting
Jetboot Module
Jetboot Module
Bull Rush
Bull Rush
Arsenal
Arsenal
Regen Biofield
Regen Biofield
Extra Conditioning
Extra Conditioning

Recommended Equipment: Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers

Notes

  • A light MEC suit is recommended to leverage the high mobility of Hit and Run.
  • As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.
  • At CPL, Vital Point Targeting is a significant damage amp against biologicals, while Jetboot Module lets you push the high mobility of Hit and Run even further.


Grenadier Shogun

Grenadier Shoguns act like mortars, being pretty easy to take down, but highly effective when set up in a safe position, raining down fire from afar. They have more range than Goliaths thanks to the Collateral Damage ability, but a bit less grenade damage. Additionally, some of their grenadier perks are conflicting with tanking perks. Still when Collateral Damage comes online, Shogun will most likely seriously outmatch Goliath in damage dealing aspect. Due to Arsenal, Shogun will have an extra grenade and with Restorative Mist he is strong source of healing for the squad. Once out of grenades and heals this build will suffer, so some consideration should be taken to maximize the damage of explosives. If you are concerned about that aspect, Heavy Mags will increase the damage of Collateral Damage which will keep Shogun relevant on very long missions as well.

Sample Grenadier Build: Grenadier -> Absorption Fields -> Sapper -> Arsenal -> Repair Servos or Fragmentation -> Extra Conditioning

Grenadier
Grenadier
Absorption Fields
Absorption Fields
Sapper
Sapper
Arsenal
Arsenal
Repair Servos
Repair Servos
Fragmentation
Fragmentation
Extra Conditioning
Extra Conditioning

Recommended Equipment: Grenade Launcher, Gravity Mines, Restorative Mist, Any MEC Suit, Ammo-increasers, Damage-increasers, Survivability-increasers, Heavy Mags

Notes

  • Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.
  • At GSGT, Fragmentation is the default choice that makes your explosives better against most biological enemies, but Repair Servos increases your sustainability greatly, so it's also a solid option.
  • AP ammo affects Collateral Damage as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.
  • Heavy Mags is recommended item to increase Collateral Damage effectiveness.

See also