Shinobi (TJ)

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 |
No change | ||
|---|---|---|---|
Lance Corporal |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions. | |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. | ||
Corporal |
This soldier does not trigger overwatch or reaction fire. |
Gain +3 Mobility. You are 20% harder to detect while concealed. | |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. | ||
Sergeant |
Enemies have 25% smaller detection range against you. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. | |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
This soldier does not trigger overwatch or reaction fire. | ||
Staff Sergeant |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. | |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Makes partial cover count as full. | ||
Tech Sergeant |
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. |
Immediately enter concealment once per mission. | |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. | ||
Gunnery Sergeant |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%. | |
Ranged attacks against flanked enemies deal +2 damage. |
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 |
Immediately enter concealment once per mission. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. | |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Gain a bonus move action this turn. 3 turn cooldown. | ||
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
When the squad is revealed, this soldier remains concealed. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Attack an adjacent target with your sword. Uses one action. |
|---|---|---|---|
| Scout | Saboteur | Kenshi | |
Lance Corporal |
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Corporal |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Sergeant |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
This soldier does not trigger overwatch or reaction fire. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Staff Sergeant |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Makes partial cover count as full. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Tech Sergeant |
Immediately enter concealment once per mission. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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 |
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%. |
Ranged attacks against flanked enemies deal +2 damage. |
If you hit with a melee attack during your turn, gain a bonus move. |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
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 |
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. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Refunds one action point when you are revealed from concealment via your own action. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
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. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
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. |
Your Dodge is increased by 20 and you are immune to poison. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
If you did not attack this turn, hunker down automatically. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Your primary weapon attacks shred armor. | |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Each time you score a kill, you gain 1 Shield. Passive. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded. |
You do one additional point of base damage when using guns. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. | |
Grants +15 bonus aim against targets that cannot take cover. |
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. |
Your grazing attacks are automatically upgraded to normal hits. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
There is a chance of an extra loot drop whenever you are on a mission. |
Gain 20 Defense and 20 Crit chance while injured. |
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. | |
Equipped medikits have 2 extra charges. |
Grants a free Gas Grenade item to the soldier's inventory. |
Ranged attacks against flanked enemies deal +2 damage. |
Fire a shot that deals 50% less damage, but can be used for free after moving. |
This soldier is able to climb walls. |
Gain 40 dodge against attacks within four tiles. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
Immediately grants concealment that is automatically broken after 2 turns. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown. | |
Grants 1 free flashbang item to your inventory. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Grants +1 charge to every utility item and grenade equipped. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
When your concealment is broken, gain +15 defense for 2 turns. |
Kills with your primary weapon restore 1 ammo. |
Provides one free proximity mine. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | |
Hacking |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
| Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Hacking |
5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | |