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== Abilities ==
== Abilities ==
{{Class Tree (LWR)|
{{Class Tree (LWR)|
|Specialist1={{ Bullseye (LWR)|text=1|topbotpad=10}}
|Specialist1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Fortified (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}
|Corporal3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|Corporal3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Snapshot (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Bullseye (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Impact (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Impact (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Fortified (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Extra Conditioning(LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
}}
}}
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==Sample Builds==
==Sample Builds==


===Guardian===
===Example Shogun===


Collateral Damage's high range cover destruction undeniably powerful, but it is very inflexible and some would even claim that it has 'anti-synergy' with many perks and equipment the Shogun can pick. As such, the build helps tank and provide cover for XCOM while waiting for the 2-turn cooldown on CD to wear off. As an added bonus over the other cover destruction builds in the game, CD is also an effective anti-air option. The Guardian can also make itself useful with secondary weapons, such as the KSM/Flamethrower or the niche Electro Pulse. It can even heal soldiers around it or tank more damage with Restorative Mist. Just give the Guardian ''something'' in the secondary slot, and it will have plenty of free time to put it to use. Be aware that the Guardian will be exposed after using CD.
To Be Updated


Sample Guardian Build:
Sample Example Build:
''Collateral Damage -> Absorption Fields -> Jetboot Module -> Packmaster -> Grit -> Extra Conditioning''
 
{{Ability List Display
|level1={{Collateral Damage (LWR)|align=center|topbotpad=7}}
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
|level5={{Fortified (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
}}
 
Recommended Equipment: Core Plating, HMEC-2, any secondaries
 
===Tank Grenadier===
 
This MEC Grenadier build is focused more on cover destruction than explosive damage and tanking in comparison to the Goliath Grenadier, and the Shogun's Sapper to the Goliath's Tandem Warheads exemplifies this difference. Grenadier + Packmaster allows the Shogun to bring more grenades than the Goliath.
 
Sample Tank Grenadier Build:
''Grenadier -> Absorption Fields -> Sapper -> Packmaster -> Fortified -> Extra Conditioning''
 
{{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={{Packmaster (LWR)|align=center|topbotpad=7}}
|level5={{Fortified (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
}}
 
Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2
 
Note: HEAT Warheads can be taken instead of Absorption Fields for greater anti-mech ability.
 
===High and Run Shogun===
 
This MEC behaves the most like an infantry support tank and provides a safe strategy, but has limited utility outside of tanking and shooting. The basic outline is to Steady Weapon -> Fire Weapon -> One For All. Due to the mechanics of Hit And Run, this only applies to targets not protected by cover, namely enemy armor and flying targets. The IFV has more range than the Grenadier, but loses its cover destruction capabilities.
 
Sample IFV Build:
''Hit And Run -> Vital Point Targeting -> Snapshot -> Packmaster -> Fortified -> Extra Conditioning''
''Hit And Run -> Vital Point Targeting -> Snapshot -> Packmaster -> Fortified -> Extra Conditioning''


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}}
}}


Recommended Equipment: Core Plating, Armor Piercing/Flak Ammo, HMEC-2
Recommended Equipment:  


Note:  
Note:  
*Defensive perks can be traded for more offensive ability if desired, such as CST instead of Absorption Fields, Jetboot Module instead of Fortified, and/or Snapshot instead of Grit.
*
*The Shogun's innate Bullseye encourages the use of Flak ammo, but CST is particularly useful when paired with AP Ammo.
*The more offensively you build for, the more you should consider using lighter MEC suits.


</div>
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Revision as of 03:41, 14 September 2021

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  Shogun

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

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items


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
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.
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
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
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.
HEAT Warheads
HEAT Warheads
HEAT Warheads

Explosives gain +40 penetration and apply 50% more shred.


Sergeant
Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental 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).
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
Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.

Gunnery Sergeant
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Template:Extra Conditioning(LWR)
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.

Master Sergeant
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Fragmentation
Fragmentation
Fragmentation

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


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (58%) +8-24 +0.6 -
   Lance Corporal +0-1 (57%) +2-6 - -
   Corporal +0-1 (57%) +1-3 - -
   Sergeant +0-1 (57%) +1-3 - -
   Tech Sergeant +0-1 (57%) +1-3 - -
   Gunnery Sergeant +0-1 (57%) +1-3 - -
   Master Sergeant +0-1 (57%) +1-3 - -
Total Health
+0-7
Aim
+15-45
Mobility
+0.6
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +2 +16 +0.6 -
   Lance Corporal +1 +4 - -
   Corporal +1 +2 - -
   Sergeant - +2 - -
   Tech Sergeant - +2 - -
   Gunnery Sergeant - +2 - -
   Master Sergeant - +2 - -
Total Health
+4
Aim
+30
Mobility
+0.6
Will
-

Tactical Advice

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 Jaeger, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and Critical System Targeting to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Grenadier increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with First Aid.

Unlike the Jaeger, 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 anti-mech abilities; 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.

Sample Builds

Example Shogun

To Be Updated

Sample Example Build: Hit And Run -> Vital Point Targeting -> Snapshot -> Packmaster -> Fortified -> Extra Conditioning

Hit and Run
Hit and Run
Vital Point Targeting
Vital Point Targeting
Snap Shot
Snap Shot
Packmaster
Packmaster
Fortified
Fortified
Extra Conditioning
Extra Conditioning

Recommended Equipment:

Note:

See also