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===Branches===
===Branches===


Left branch: "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.
"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.


Right branch: "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.
"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.


Center branch: The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!


===Weapons===
===Weapons===
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=== XCOM Abilities ===
=== XCOM Abilities ===


{{XCOM Tree (LWOTC)
{{XCOM Tree V2 (LWOTC)
|Tier1A={{Aim Assist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1ADefensive={{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1B={{Damn Good Ground (LWOTC) | 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}}
|Tier1C={{Deadeye (LWOTC) | 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}}
|Tier1D={{Deep Cover (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}}
|Tier1E={{Field Medic (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}}
|Tier1F={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FDefensive=
|Tier1G={{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GDefensive=
|Tier1H={{Iron Curtain (LWOTC) | 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}}
|Tier1I={{Locked On (LWOTC) | 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}}
|Tier1J={{Precision Shot (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}}
|Tier1K={{Preservation (LWOTC) | 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}}
|Tier1L={{Salvo (LWOTC) | 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}}
|Tier1M={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FOffensive=
|Tier1N={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GOffensive=
|Tier2A={{Bring 'Em On (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}}
|Tier2B={{Center Mass (LWOTC) | 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}}
|Tier2C={{Combat Engineer (LWOTC) | 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}}
|Tier2D={{Death From Above (LWOTC) | 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}}
|Tier2E={{Dedication (LWOTC) | 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}}
|Tier2F={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FDefensive=
|Tier2G={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2GDefensive=
|Tier2H={{Light 'Em Up (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}}
|Tier2I={{Lock N Load (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}}
|Tier2J={{Rapid Deployment (LWOTC) | 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}}
|Tier2K={{Return Fire (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}}
|Tier2L={{Survival Instinct (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}}
|Tier2M={{Trench Warfare (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FOffensive=
|Tier2N={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2GOffensive=
|Tier3A={{Aggression (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}}
|Tier3B={{Combat Fitness (LWOTC) | 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}}
|Tier3C={{Concentration (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}}
|Tier3D={{Fortify (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}}
|Tier3E={{Full Kit (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}}
|Tier3F={{Kill Zone (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3FDefensive=
|Tier3G={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GDefensive=
|Tier3H={{Overkill (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}}
|Tier3I={{Resilience (LWOTC) | 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}}
|Tier3J={{Run and Gun (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}}
|Tier3K={{Rupture (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}}
|Tier3L={{Shredder (LWOTC) | 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}}
|Tier3M={{Stiletto (LWOTC) | 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}}
|Tier3N={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GOffensive=
|Tier4A={{Close Combat Specialist (LWOTC) | 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}}
|Tier4B={{Close Encounters (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}}
|Tier4C={{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}}
|Tier4D={{Double Tap (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}}
|Tier4E={{Implacable (LWOTC) | 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}}
|Tier4F={{Lethal (LWOTC) | 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}}
|Tier4G={{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}}
}}
}}



Latest revision as of 21:46, 1 March 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

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
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).
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.
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
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.
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.
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
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.
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.
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
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.
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.
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
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.
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.
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
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.
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
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.
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.
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.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
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.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Instant Reaction Time
Gain 2 dodge per tile from the attacker.
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
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.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
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.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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.
Full Throttle
*Only kills by the Skirmisher count towards Full Throttle.
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *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 5 dodge per enemy you can see, up to a maximum of +30.
Aim
*The bonus granted by Aim can apply to any weapon shot.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
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.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
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.
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.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
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.
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.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
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.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
Double Tap
*Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch. *Double Tap has a 2 turn cooldown. *Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.

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 Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar