The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.
Rifle, SMG or Shotgun
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 invisible.
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.
- Left branch
"Saboteur" 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.
- 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!
Abilities (As of LW2 Version 1.3)
This class also gains 1 point of strength, though it's not clear what that does.
- Ghostwalker reduces a solder's infiltration cost by 2%.
- Tradecraft reduces a soldier's infiltration cost by 20%. The extra infiltration time you’ll save allows you to bring another, more damage-focused class to pick up the Shinobi’s slack while they focus on sneaky recon.
- Covert, though not mentioned in the description, reduces a soldier's infiltration cost by 3%.
- Fleche calculates damage based on where the soldier started their attack, this can lead to big hits using an officer with command, and means that the waypoint system (ctrl-click) cannot be abused for increased damage.
- If the shinobi has to run through fire on their Fleche path and is set on fire as a result, they will not complete the attack (even though the animation plays)
- Bladestorm does not trigger on enemies with Shadowstep.
- Bladestorm can trigger a Muton's Counter Attack.
- Shadowstep does not protect the Shinobi from a Muton's Counter Attack.
- Combatives only works once per turn (or at least not twice at 100%)
- Muton Centurions will sometimes go for a kill-shot vs a melee attack
|XCOM Units in Long War 2|
|Soldiers:||Assault | Grenadier | Gunner | Ranger | Sharpshooter | Shinobi | Specialist | Technical | Psi Operative|