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'''Secondary''': [[Weapons_(LWOTC)#Swords|Sword]]
'''Secondary''': [[Weapons_(LWOTC)#Swords|Sword]]
== Differences From LWOTC ==
The shinobi is greatly changed from LWOTC's trees. The blade path has stayed relatively untouched, but the scouting and shooting paths have been greatly altered to make them more competitive in the Ted Jam environment. See the table below for the full list of changes.
LCPL: Ghostwalker & Lone Wolf to Scout's Watch & Impulse<br>
CPL: Shadowstep & Executioner to Lightfoot & Surprise<br>
SGT: Covert & Impulse to Shadowborn & Shadowstep<br>
SSGT: Shadowstrike & Evasive to Fade & Low Profile<br>
TSGT: Hit and Run & Disabling Shot to Conceal & Evasive<br>
GSGT: Untouchable & Hunter's Instincts to Dead of Night & Hit And Run<br>
MSGT: Conceal & Coup de Grace to First Strike & Double Time<br>
{| class="wikitable" style="margin: 1em 0 1em 0; background-color: #17181a; border: 1px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;"
|- style="vertical-align:center; font-size:130%;"
| style="width:10%; border-width: 0 2px 2px 0; border-color:#83c0ce;"| '''Rank'''
| style="border-color:#83c0ce; border-width: 0 0 2px 0" | '''LWOTC Ability'''
| style="border-color:#83c0ce; border-width: 0 0 2px 0" |
| style="border-color:#83c0ce; border-width: 0 0 2px 0" | '''New Ability'''
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color:#17181a;" | {{Rank (LW2)|0|b_name=1}}
| colspan="3" style="border-color: #83c0ce; width=30%;" | ''No change''
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|1|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Ghostwalker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Scout's Watch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|2|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Lightfoot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Surprise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|3|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Covert (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Shadowborn (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|4|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Fade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|5|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|6|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Dead of Night (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|7|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{First Strike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Coup de Grace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Double Time (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|}


== Abilities ==
== Abilities ==
Line 33: Line 112:
|SubclassM=Saboteur
|SubclassM=Saboteur
|Subclass2=Kenshi
|Subclass2=Kenshi
|LCorporal1={{Ghostwalker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal1={{Scout's Watch (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Lone Wolf (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Impulse (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Blademaster (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Blademaster (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Shadowstep (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Lightfoot (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Surprise (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Combatives (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Combatives (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Covert (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Shadowborn (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Impulse (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Shadowstep (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Cutthroat (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Cutthroat (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Shadowstrike (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Fade (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Evasive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Bladestorm (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Bladestorm (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Hit and Run (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Conceal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Disabling Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Evasive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Reaper (Perk) (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Reaper (Perk) (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Untouchable (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Dead of Night (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Whirlwind (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Whirlwind (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Conceal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{First Strike (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Rapid Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Rapid Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Coup de Grace (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Double Time (TJ)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
}}
}}


=== XCOM Abilities ===
=== XCOM Abilities ===


{{XCOM Tree V2 (LWOTC)
{{XCOM Tree (LWOTC)
|Tier1ADefensive={{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1A={{Take Under (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1BDefensive={{Paramedic (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1B={{Battlespace (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1CDefensive={{Hard Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1C={{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1DDefensive={{Preservation (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1D={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1EDefensive={{Zone of Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1E={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FDefensive=
|Tier1F={{Deadcutter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GDefensive=
|Tier1G={{The Bigger They Are (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1AOffensive={{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1H={{Scrounger (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1BOffensive={{Target Focus (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1I={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1COffensive={{Aim (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1J={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1DOffensive={{Maim (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1K={{You Got This (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1EOffensive={{Bring 'Em On (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1L={{Blend (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FOffensive=
|Tier1M={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GOffensive=
|Tier1N={{Preservation (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2ADefensive={{Instant Reaction Time (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2A={{Blurred (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2BDefensive={{Survival Instinct (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2B={{Sticky Bomb (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2CDefensive={{Tradecraft (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2C={{Snake Blood (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2DDefensive={{Inspire Agility (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2D={{Ambush (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2EDefensive={{Fortify (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2E={{Trench Warfare (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FDefensive=
|Tier2F={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2GDefensive=
|Tier2G={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2AOffensive={{Marauder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2H={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2BOffensive={{Aim Assist (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2I={{Gas Bomber (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2COffensive={{Priority Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2J={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2DOffensive={{Lead The Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2K={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2EOffensive={{Iron Curtain (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2L={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FOffensive=
|Tier2M={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2GOffensive=
|Tier2N={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3ADefensive={{Infighter (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3A={{Quick Feet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3BDefensive={{Formidable (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3B={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3CDefensive={{Combat Fitness (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3C={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3DDefensive={{Resilience (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3D={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3EDefensive={{Sensor Overlays (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3E={{Adrenaline (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3FDefensive=
|Tier3F={{Burial Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GDefensive=
|Tier3G={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3AOffensive={{Rupture (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3H={{This One's Mine (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3BOffensive={{Aggression (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3I={{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3COffensive={{Overkill (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3J={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3DOffensive={{Predator (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3K={{Keen Edge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3EOffensive={{Lock N Load (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3L={{Coordinate Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3FOffensive={{Lightning Reflexes (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3M={{Packmaster (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GOffensive=
|Tier3N={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Concentration (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4A={{Coup de Grace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Full Throttle (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4B={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Lightning Slash (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4C={{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Run and Gun (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4D={{Slice And Dice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Stiletto (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4E={{Strafing Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Close Encounters (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4F={{Lightning Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Double Tap (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4G={{Scouting Report (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
}}
}}


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== See Also ==
== See Also ==


{{XCOM_Units_Navbar_(LWOTC)}}
{{XCOM_Units_Navbar_(TJ)}}


[[Category:TedJam]]
[[Category:TedJam]]
[[Category:LWOTC Classes (TJ)]]
[[Category:LWOTC Classes (TJ)]]

Revision as of 18:38, 10 July 2025

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Long War of the Chosen Main Page
Shinobi
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

Differences From LWOTC

The shinobi is greatly changed from LWOTC's trees. The blade path has stayed relatively untouched, but the scouting and shooting paths have been greatly altered to make them more competitive in the Ted Jam environment. See the table below for the full list of changes.

LCPL: Ghostwalker & Lone Wolf to Scout's Watch & Impulse
CPL: Shadowstep & Executioner to Lightfoot & Surprise
SGT: Covert & Impulse to Shadowborn & Shadowstep
SSGT: Shadowstrike & Evasive to Fade & Low Profile
TSGT: Hit and Run & Disabling Shot to Conceal & Evasive
GSGT: Untouchable & Hunter's Instincts to Dead of Night & Hit And Run
MSGT: Conceal & Coup de Grace to First Strike & Double Time


Rank LWOTC Ability New Ability
Squaddie
Squaddie
No change
Lance Corporal
Lance Corporal
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
to
Scout's Watch
* Overwatch replaced with Scout's Watch. * Scout's Watch - Overwatch over a long, narrow cone. * Can reactively fire upon movement. * Can crit and doesn't suffer from reaction fire penalties.
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Corporal
Corporal
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
to
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Sergeant
Sergeant
Covert
*Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Enemies have 25% smaller detection range against you.
to
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Staff Sergeant
Staff Sergeant
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
to
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Tech Sergeant
Tech Sergeant
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
to
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Gunnery Sergeant
Gunnery Sergeant
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
to
Dead of Night
* Use Nightfall and flank enemies to boost your damage output.
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Master Sergeant
Master Sergeant
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
to
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.

Abilities

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

Rank Ability
Squaddie
Squaddie
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Slash
*Attack an adjacent target with your sword. *Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Attack an adjacent target with your sword. Uses one action.
Scout Saboteur Kenshi
Lance Corporal
Lance Corporal
Scout's Watch
* Overwatch replaced with Scout's Watch. * Scout's Watch - Overwatch over a long, narrow cone. * Can reactively fire upon movement. * Can crit and doesn't suffer from reaction fire penalties.
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Corporal
Corporal
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Sergeant
Sergeant
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Staff Sergeant
Staff Sergeant
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Tech Sergeant
Tech Sergeant
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Reaper
*Reaper has a 4 turn cooldown. *Reaper cannot be combined with Run and Gun. *As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks. *Each kill will reduce damage dealt by 3.
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
Dead of Night
* Use Nightfall and flank enemies to boost your damage output.
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Quick Feet
Refunds one action point when you are revealed from concealment via your own action.
Refunds one action point when you are revealed from concealment via your own action.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
Sticky Bomb
* Does not alert the enemy. * The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor. * 1 use per mission.
Attach a Sticky Bomb onto an enemy (does not alert the enemy). The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor. 1 use(s) per mission.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
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.
Snake Blood
* Your Dodge is increased by 20 and you are immune to poison.
Your Dodge is increased by 20 and you are immune to poison.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Ambush
* There is no limit to the amount of Ambush shots a soldier can take outside of ammo counts. * Ambush is best used while the entire squad is concealed to start combat on the enemy's turn. * 3 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Deadcutter
* Has a TBD turn Cooldown. * Ignores sustain effects.
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
The Bigger They Are
* Enemies include, but are not limited to: Chryssalids, MECs, and Berserkers. * Passive.
Grants +15 bonus aim against targets that cannot take cover.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Slice And Dice
* Has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Gas Bomber
* The free grenade is affected by Light Ordnance.
Grants a free Gas Grenade item to the soldier's inventory.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Strafing Fire
* Can be used for free after moving. * Deals 50% less damage.
Fire a shot that deals 50% less damage, but can be used for free after moving.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
You Got This
* You Got This can be used without breaking concealment. * The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Blend
* This is useful for escaping a dicey situation or getting another use out of Surprise. * The concealment will break at the start of the player's turn.
Immediately grants concealment that is automatically broken after 2 turns.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Coordinate Fire
* Fire at a target, then command all adjacent allies to fire at that target. * 5 turn cooldown. * Allies will follow-up with a standard weapon attack with their primary weapon. If their primary weapon is not a gun, or they are out of ammo, then the follow-up attack will not occur.
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Packmaster
*Grants +1 charge to every utility item equipped. *Applies to the grenade slot as well as the standard utility slots, but not other slots. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge to every utility item and grenade equipped.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.

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 Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound