Shogun (LWR)

The Shogun is the MEC variant of the Engineer and Medic classes.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). | ||||||
Lance Corporal |
Collateral Damage Use a full magazine of ammo to destroy some cover and deal 20% of base weapon damage per ammo spent in a 5 tile radius up to 8 tiles away and then reload the main weapon. Leaves this unit with 1 AP and reduces mobility to 3.3 until out of AP. Does not work while in One For All. Destroys Corpses. 3 turn cooldown. |
Hit and Run
The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn. |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. | ||||
Corporal |
Absorption Fields Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. |
|||||
Sergeant |
Sapper Explosives deal +1 damage, gain +20 penetration, and double environmental damage. |
Jetboot Module When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting). |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. | ||||
Tech Sergeant |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. | ||||||
Gunnery Sergeant |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost. |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. | ||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. | |||||
Stat Progression
Predictable Potential:
Tactical Advice
Intended Role: Mid-range Offensive/Defensive Support
Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage and Sapper. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and Critical System Targeting to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Grenadier increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with First Aid.
Unlike the Jaeger, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain anti-mech abilities; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
Sample Builds
Guardian
Collateral Damage's high range cover destruction undeniably powerful, but it is very inflexible and some would even claim that it has 'anti-synergy' with many perks and equipment the Shogun can pick. As such, the build helps tank and provide cover for XCOM while waiting for the 2-turn cooldown on CD to wear off. As an added bonus over the other cover destruction builds in the game, CD is also an effective anti-air option. The Guardian can also make itself useful with secondary weapons, such as the KSM/Flamethrower or the niche Electro Pulse. It can even heal soldiers around it or tank more damage with Restorative Mist. Just give the Guardian something in the secondary slot, and it will have plenty of free time to put it to use. Be aware that the Guardian will be exposed after using CD.
Sample Guardian Build: Collateral Damage -> Absorption Fields -> Jetboot Module -> Packmaster -> Grit -> Extra Conditioning
Recommended Equipment: Core Plating, HMEC-2, any secondaries
Tank Grenadier
This MEC Grenadier build is focused more on cover destruction than explosive damage and tanking in comparison to the Goliath Grenadier, and the Shogun's Sapper to the Goliath's Tandem Warheads exemplifies this difference. Grenadier + Packmaster allows the Shogun to bring more grenades than the Goliath.
Sample Tank Grenadier Build: Grenadier -> Absorption Fields -> Sapper -> Packmaster -> Fortified -> Extra Conditioning
Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2
Note: HEAT Warheads can be taken instead of Absorption Fields for greater anti-mech ability.
High and Run Shogun
This MEC behaves the most like an infantry support tank and provides a safe strategy, but has limited utility outside of tanking and shooting. The basic outline is to Steady Weapon -> Fire Weapon -> One For All. Due to the mechanics of Hit And Run, this only applies to targets not protected by cover, namely enemy armor and flying targets. The IFV has more range than the Grenadier, but loses its cover destruction capabilities.
Sample IFV Build: Hit And Run -> Vital Point Targeting -> Snapshot -> Packmaster -> Fortified -> Extra Conditioning
Recommended Equipment: Core Plating, Armor Piercing/Flak Ammo, HMEC-2
Note:
- Defensive perks can be traded for more offensive ability if desired, such as CST instead of Absorption Fields, Jetboot Module instead of Fortified, and/or Snapshot instead of Grit.
- The Shogun's innate Bullseye encourages the use of Flak ammo, but CST is particularly useful when paired with AP Ammo.
- The more offensively you build for, the more you should consider using lighter MEC suits.



















