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Jaeger (LWR)

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Revision as of 17:51, 7 April 2025 by Heddy (talk | contribs) (Pyro Jaeger: Killer Instinct was buffed to include +damage for flame.)

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   Jaeger

MEC variant of the Scout and Sniper classes. The Jaeger is designed for fire support with a plethora of offensive perks to increase damage. Jaegers' main drawback are their poor selection of defensive perks, making them a bit fragile for MECs.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items
Attribute Growth: Aim x2, Mob x2.


Abilities

Rank Ability

Specialist
Hunter
Hunter
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage].
Combined Arms
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.

Lance Corporal
Rapid Fire
Rapid Fire
Rapid Fire

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.

Pyro
Pyro
Pyro

The first Flamethrower use each turn will leave this unit with 1 AP. Flamethrowers deal -3 damage and gain +5 charges.

Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Corporal
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Sergeant
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.


Tech Sergeant
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.

Gunnery Sergeant
Lone Wolf
Lone Wolf
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.
Awareness
Awareness
Awareness
A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
Repulsor
Repulsor
Repulsor
If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage)

Master Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.


Tactical Advice

Jaegers are extreme glass cannons, having the highest potential damage output of any class in the game, MEC or not, but having little to no defensive perks to keep them alive. Hunter and the LCPL perks are the main reason for this; as long as you can keep sight on enemies, you can dish out massive damage from turn to turn. The lack of defensive abilities makes this easier said than done, however.

Sample Builds

Much like the Sniper class that they may have been augmented from, Jaegers are fairly one-dimensional in what they do and how they do it. Because of this, you have a ton of flexibility in what perks you choose at each rank, regardless of your LCPL choice.

Rapid Fire Jaeger

Jaegers that happen to take Rapid Fire are the ultimate in risk/reward; Rapid Fire's aim penalty and the Jaeger's general frailty make it difficult to use to its full potential, but it also unlocks the single highest per turn damage possible barring shenanigans with free actions. Because of the Rapid Fire aim penalty, extra aim from either items, close range, or flanks tends to be necessary to effectively hit targets. There will also be times where this build isn't ammo-efficient compared to other options, as its sheer damage output is only necessary against some enemies and you have to spend more ammo to get it.

Sample Rapid Fire Build: Rapid Fire -> Sharpshooter or Jetboot Module -> Any -> Killer Instinct -> Lone Wolf -> Any

Rapid Fire
Rapid Fire
Sharpshooter
Sharpshooter
Jetboot Module
Jetboot Module
Lock n' Load
Lock n' Load
Aggression
Aggression
Bring 'Em On
Bring 'Em On
Killer Instinct
Killer Instinct
Lone Wolf
Lone Wolf
Extra Conditioning
Extra Conditioning
Sprinter
Sprinter

Recommended Equipment: Grenade Launcher, Flamethrower, Electropulse, Kinetic Strike Module, Light MEC Suit, Ammo-increasers, Aim-increasers, Damage-increasers

Notes:

  • Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
  • Grenade Launchers pair well with Hunter, giving the Jaeger an emergency Overwatch or Mind Control break due to Hunter's cloaking.
    • Gravity Mines can perform a similar role, but the delayed explosion tends to put the Jaeger in danger.
  • Kinetic Strike Module can be useful to have on hand when dealing with enemies with high DR, or when trying to save ammo when Hunter shots are inactive or unnecessary.
  • Flamethrowers and Electropulses can cover your weakness to swarms of weaker enemies, and can help you save ammo in some situations as well.
  • Just like Snipers, most choices are quite flexible:
    • At CPL, Sharpshooter is a plain aim increase against biologicals, Impact pushes your absurd damage even further but may result in aim problems, and Jetboot Module lets you more easily get aim from height advantages, flanks, or proximity.
    • At SGT, Bring 'Em On gives less direct damage but increases survivability and crit consistency, while Aggression is a flat crit damage increase that works well with multi-shot perks.
    • At GSGT, Lone Wolf tends to work better for this build as you'll often be in the frontlines away from other soldiers and need its offensive bonuses, but the other defensive perks can always come in handy in a pinch.
    • At MSGT, Extra Conditioning gives you the chance to nuke enemies with multiple shots, while Sprinter is a higher mobility increase to get you into close range or flanks.

Pyro Jaeger

Defensive perks and mobility perks are useful, as flamethrower use often requires the MEC to be placed in an exposed position, and good mobility can help maximize the number of enemies targeted with the flamethrower. Some degree of safety is provided by the fact that flamethrower attacks have a chance to cause panic. However, care should still be taken to place the MEC in safe positions. Use full cover to block line of sight for enemies that your MEC is not currently trying to burn to a crisp.

Sample Pyro Build: Pyro-> Jetboot Module -> Bring 'Em On -> Killer Instinct -> Awareness or Repulsor -> Any

Pyro
Pyro
Jetboot Module
Jetboot Module
Bring 'Em On
Bring 'Em On
Killer Instinct
Killer Instinct
Awareness
Awareness
Repulsor
Repulsor
Extra Conditioning
Extra Conditioning
Sprinter
Sprinter

Recommended Equipment: Flamethrower, Incinerator Amp, Kinetic Strike Module, Defense-increasers, Light MEC Suit

Notes:

  • Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
  • Kinetic Strike Module can be useful when dealing with mechanical enemies, which are not affected by the flamethrower.
  • At CPL, Jetboot Module should be an obvious pick: reach enemies on higher floors, or use the mobility boost to get optimal flamethrower positioning.
  • At SGT, the graze aspect of Bring 'Em On increases survivability, while the aim and crit help when you need to use your gun.
  • At TSGT, Killer Instinct is a mid-game upgrade for the flamethrower.
  • At GSGT, Awareness almost guarantees that you won't be shot when combined with the defense of light MEC suits, and Repulsor is a one-time safety net.
    • Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking Repulsor allows you to get the best of both worlds.
  • At MSGT, Extra Conditioning gives you the chance to nuke enemies with multiple attacks, while Sprinter provides a defense boost and higher mobility to get you flanks or optimal flamethrower positioning.

VPT Jaeger

Jaegers that take Vital Point Targeting trade some of the raw damage output for mid-range accuracy and ammo-efficiency. This build won't put out as much damage Rapid Fire build (especially against mechanical enemies), but it can do so much more safely and more consistently. VPT Jagers will want more often to flank and target biological enemies to achieve their full potential. For that reason they prefer mobility and defense, while damage will come naturally on its own.

Sample VPT Build: Vital Point Targeting -> Sharpshooter or Jetboot Module -> Lock N' Load -> Killer Instinct -> Any -> Any

Vital Point Targeting
Vital Point Targeting
Sharpshooter
Sharpshooter
Jetboot Module
Jetboot Module
Lock n' Load
Lock n' Load
Killer Instinct
Killer Instinct
Lone Wolf
Lone Wolf
Awareness
Awareness
Repulsor
Repulsor
Extra Conditioning
Extra Conditioning
Sprinter
Sprinter

Recommended Equipment: Restorative Mist, Kinetic Strike Module, Light MEC Suit, Ammo-increasers, Aim-increasers, Damage-increasers, Defense-increasers

Notes:

  • The added mobility and defense of light MEC suits lets a VPT Jaeger go for wider flanks more safely.
  • Restorative Mist can be useful to carry on somebody, and because this build tends to prefer keeping its distance most other MEC secondaries aren't going to be effective. Works well with Repulsor.
  • Kinetic Strike Module is particularly useful at times for this build, ensuring that you always are effective even against mechanical enemies. It can be risky to use, however, since you typically don't want to close in with this build.
  • Just like Snipers, most choices are quite flexible:
    • At CPL, Sharpshooter is a plain aim increase against biologicals (doubling down on your mechanical weakness) and Jetboot Module lets you take advantage of heights and flanks more effectively.
    • At TSGT, Killer Instinct pairs particularly well with other damage multipliers and flanking; stacking it, Hunter, and VPT together results in truly deadly shots against biological enemies.
    • At GSGT, Lone Wolf gives you extra stats all around that are useful when flanking, Awareness almost guarantees that you won't be shot when combined with the defense of light MEC suits, and Repulsor is a one-time safety net.
      • Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking one of the other perks allows you to get the best of both worlds.
    • At MSGT, Extra Conditioning gives you the chance to nuke enemies with multiple shots, while Sprinter is a plain mobility increase that lets you more effectively flank enemies.

See also