Valkyrie (Long War)
MEC variant of the Infantry class
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
---|---|---|---|---|
![]() Specialist |
Light 'Em Up Standard shots no longer end the turn, if taken as the first action. | |||
No other bonuses. | ||||
![]() Lance Corporal |
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. |
Automated Threat Assessment Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot. |
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate. | |
No other bonuses. | +2 Will. | No other bonuses. | ||
![]() Corporal |
Platform Stability Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter). |
Reactive Targeting Sensors Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so. |
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit. | |
No other bonuses. | +2 Aim, +2 Will. | No other bonuses. | ||
![]() Sergeant |
Lock N' Load Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn. |
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed. |
Shredder Ammo The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
![]() Tech Sergeant |
Sharpshooter +10 critical chance in all situations, +10 Aim against enemies in full cover. |
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. |
Damage Control When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
![]() Gunnery Sergeant |
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied. |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Repair Servos Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
![]() Master Sergeant |
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied. | |
No other bonuses. | No other bonuses. | -1 Mobility. |
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
Tactical Advice
Intended Role: Frontline Offensive Support
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it's way through firefights.
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With Light 'em up as the first ability, the Valkyrie's primary weapon is its Main Gun.
With perks such as Automated Threat Assessment, Rapid Reaction, and Opportunist the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this. With a decent aim progression and it's increased damage output, by virtue of being a MEC, it handily replaces the Infantry's role as the primary Overwatcher during the late game. At Sergeant the Valkyrie can pick up HEAT Ammo, Shredder Ammo, or Lock 'n Load, adding to the squad versatility; if your squad already has Shredder Ammo, use a HEAT Valkyrie, and vice versa. Rapid Reaction allows the Overwatch build to fire up to four times per turn.
As it utilizes its main gun, due to its abilities, it's very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.
Sample Builds
Double Fire / Overwatch Specialist
Automated Threat Assessment : As long as the MEC remains on overwatch it gets the +15 defense. Works with rapid reaction too, as long as the shots hit!
Rapid Reaction : Potentially 3 overwatch shots and gets the +15 defense. The catch is to make sure that the MEC has high aim. I suggest Battle Computer and SCOPE as equipment. (they stack for +16 aim/crit)
Lock N' Load : Allows to overwatch every turn and or allows to get extra shots. Alternatively HEAT Ammo or Shredder Ammo are possible choices.
Opportunist : A must for obvious reasons.
Repair Servos: A very useful skill for any MEC. The other two skills do not synergize so well with this build imho. Collateral Damage might be a choice, but I prefer a shogun for it.
Vital Point Targeting or Absorption Fields : Whether you prefer offense vs. defense. Both are viable choices. Rapid Fire ends the turn so you can't overwatch after rapid fire, which is why it is not suggested in this build.