Scout (LWR): Difference between revisions
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The '''Scout''' is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout's signature ability is '''Reconnaissance''', which allows them to detect nearby aliens when not engaged in combat. | The '''Scout''' is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout's signature ability is '''Reconnaissance''', which allows them to detect nearby aliens when not engaged in combat. | ||
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, | :'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Strike Rifles, Arc Weapons. | ||
:'''Secondary Weapon''': Pistols, | :'''Secondary Weapon''': Pistols, Autopistols, Sawed-off Shotguns. | ||
:'''Class-Limited items''': Marksman Scope, Battle Scanner | :'''Class-Limited items''': Marksman Scope, Battle Scanner | ||
:'''Attribute Growth''' | :'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' Aim x2, Mob x2. | ||
<br/> | <br/> | ||
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{{Class Tree (LWR)| | {{Class Tree (LWR)| | ||
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}} | |Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}} | ||
|LCorporal1={{ | |LCorporal1={{Bullseye (LWR) |text=1|topbotpad=10}} | ||
|LCorporal2={{ | |LCorporal2={{Hit and Run (LWR) |text=1|topbotpad=10}} | ||
|LCorporal3={{ | |LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}} | ||
|Corporal1={{ | |Corporal1={{Snapshot (LWR) |text=1|topbotpad=10}} | ||
|Corporal2={{ | |Corporal2={{Ranger (LWR) |text=1|topbotpad=10}} | ||
|Corporal3={{ | |Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}} | ||
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}} | |Sergeant1={{Impact (LWR) |text=1|topbotpad=10}} | ||
|Sergeant2={{ | |Sergeant2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} | ||
|Sergeant3={{ | |Sergeant3={{Tinker (LWR) |text=1|topbotpad=10}} | ||
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}} | |TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}} | ||
|GunSgt1={{ | |GunSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} | ||
|GunSgt2={{ | |GunSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}} | ||
|GunSgt3={{ | |GunSgt3={{Kitted (LWR) |text=1|topbotpad=10}} | ||
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}} | |MSgt1={{Aggression (LWR) |text=1|topbotpad=10}} | ||
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}} | |MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}} | ||
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'''Role''': Scout / Mobile Offense / Frontline Support | '''Role''': Scout / Mobile Offense / Frontline Support | ||
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. | The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of ''Reconnaissance'' - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit. | ||
Scouts have a great deal of flexibility, thanks in part to their innate ''Low Profile'', and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty: | Scouts have a great deal of flexibility, thanks in part to their innate ''Low Profile'', and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty: | ||
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. | * '''Scout''': A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact. ''Low Profile'' allows them to safely turtle even in low cover, and then later they have more options to escape using ''Shadowstep'' and ''Pathfinder'' abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team. | ||
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a damage dealer thanks to the presence of offensive perks ''Hit and Run'' or ''Bullseye''. These two abilities create two disting builds and combined with other potent damage increasing abilities (''Precision Shot'', ''Snapshot'', ''Ranger'', and ''Vital Point Targeting'') allow a damage-focused Scout to effectively compete with other classes. ''Hit and Run'' is more mobile crit based builds that prefers using SMGs, while ''Bullseye'' is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, ''Hit and Run'' can be very effective with Strike Rifles or even Shotgun, while ''Bullseye'' Scout for example can keep moving a lot and still dish out damage consistently. | |||
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Smoke & Mirrors'' can make for a good support Scout, able to concuss, corrode, or even shred enemies from range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat. | |||
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. ''Hit and Run'' scout can make for a potent damage operative. | |||
==Sample Builds== | ==Sample Builds== | ||
===Support Scout=== | ===Support Scout=== | ||
The support Scout uses ''Smoke And Mirrors'' to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, ''Disabling Shot'' and the ever important ''Recon'' ability bundled with ''Low Profile'' for added survivability. '' | The support Scout uses ''Smoke And Mirrors'' to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, ''Disabling Shot'' and the ever important ''Recon'' ability bundled with ''Low Profile'' for added survivability. ''Ranger'' is intersting to give the more range and damage with Pisols, but instead ''Disabling shot'' could be used for example to disable an alien leader. ''Tinker'' is unique to Scout and strong vs certain lategame aliens, but then ''Impact'' would add valuable anti-ow option. There is more choices, ''Shadowstep'' is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, ''Kitted'' gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility. | ||
{{Ability List Display | {{Ability List Display | ||
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Notes | Notes | ||
* ''Shadowstep'' allows the Marksman Scout to be essentially immune to reaction fire | * ''Shadowstep'' allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus. | ||
* At MSGT, you can choose to focus on more raw damage through ''Aggression'' or a further increased multi-shot chance and some nice stats from ''Extra Conditioning''. | * At MSGT, you can choose to focus on more raw damage through ''Aggression'' or a further increased multi-shot chance and some nice stats from ''Extra Conditioning''. | ||
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{{Ability List Display | {{Ability List Display | ||
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}} | |level1={{Hit and Run (LWR)|align=center|topbotpad=7}} | ||
|level2={{Ranger | |level2={{Ranger (LWR)|align=center|topbotpad=7}} | ||
|level3={{Vital Point Targeting | |level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} | ||
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}} | |level4={{Pathfinder (LWR)|align=center|topbotpad=7}} | ||
|level5= | |level5={{Shadowstep (LWR)|align=center|topbotpad=7}} | ||
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}} | |level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
Latest revision as of 22:47, 27 December 2025

The Scout is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Strike Rifles, Arc Weapons.
- Secondary Weapon: Pistols, Autopistols, Sawed-off Shotguns.
- Class-Limited items: Marksman Scope, Battle Scanner
- Attribute Growth: Aim x2, Mob x2.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover]. Low Profile
Partial cover grants the defense and DR bonus of full cover. | ||||||
Lance Corporal |
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). |
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. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles. | ||||
Sergeant |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
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. |
|||||
Tech Sergeant |
Pathfinder
Grants +1 Battlescanner and +0.6 mobility. If this unit activates enemies when moving, they regain up to 2 AP. Does not apply to covert operatives. Maximum of one activation per turn. Fails if another allied unit acts before the pod finished activating. | ||||||
Gunnery Sergeant |
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. |
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP). | ||||
Master Sergeant |
Aggression Shots gain +10% crit damage per enemy in sight. |
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
Role: Scout / Mobile Offense / Frontline Support
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of Reconnaissance - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.
Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
- Scout: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact. Low Profile allows them to safely turtle even in low cover, and then later they have more options to escape using Shadowstep and Pathfinder abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.
- Mobile DPS / Off-DPS: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks Hit and Run or Bullseye. These two abilities create two disting builds and combined with other potent damage increasing abilities (Precision Shot, Snapshot, Ranger, and Vital Point Targeting) allow a damage-focused Scout to effectively compete with other classes. Hit and Run is more mobile crit based builds that prefers using SMGs, while Bullseye is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, Hit and Run can be very effective with Strike Rifles or even Shotgun, while Bullseye Scout for example can keep moving a lot and still dish out damage consistently.
- Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Smoke & Mirrors can make for a good support Scout, able to concuss, corrode, or even shred enemies from range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Hit and Run scout can make for a potent damage operative.
Sample Builds
Support Scout
The support Scout uses Smoke And Mirrors to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, Disabling Shot and the ever important Recon ability bundled with Low Profile for added survivability. Ranger is intersting to give the more range and damage with Pisols, but instead Disabling shot could be used for example to disable an alien leader. Tinker is unique to Scout and strong vs certain lategame aliens, but then Impact would add valuable anti-ow option. There is more choices, Shadowstep is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, Kitted gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility.
Recommended Weapons: Strike Rifle or Arc Rifle
Recommended Equipment: Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners
Notes
- This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren't in range, or simply aren't worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.
Marksman Scout
The Marksman Scout offers consistent fire support at up to mid Squadsight range through Bullseye (or longer with Precision Shot) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with Snapshot and Impact. This build can be assimilated to a less damaging but more mobile Sniper with added utility in Recon, Battle scanners and immediate Overwatch clearing.
Recommended Weapons: Strike rifle. Secondary Sawn-off or autopistol
Recommended Equipment: Marksman's Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).
Notes
- Shadowstep allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.
- At MSGT, you can choose to focus on more raw damage through Aggression or a further increased multi-shot chance and some nice stats from Extra Conditioning.
Hit and Run Scout
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for Hit and Run to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of Recon stays a welcome addition to any squad.
Recommended Weapons: Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol
Recommended Equipment: Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo
Notes
- Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.
- Each weapon choice fulfills a different role on the team:
- An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
- A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
- Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special Shot at GSGT to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
- Muscle Fiber Density allows for vastly extended reach in a large number of maps.
- HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.



















