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 |
Collateral Damage
This unit can use a full ammo clip to destroy a quarter of the cover in the area and deal 25% weapon damage per ammo spent in a 5 tile radius. Requires 2 AP but only uses 1 AP. 4 turn cooldown. | ||||||
![]() Lance Corporal |
Fortified
Grants immunity to critical hits and +3 armor HP. For XCOM only: Grants Steadfast. Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower. |
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn deals +35% weapon damage and will leave this unit with 1 AP, but prevents the use of weapons or equipment until this unit reaches 0 AP. |
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use. | ||||
![]() Corporal |
Absorption Fields
Grants +30% DR and reduces corrosion duration to 1 turn. |
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover (50% more damage if they are within 1.5 tiles, regardless of cover or being steadied). |
Shock and Awe
Standard shots, rockets, and Collateral Damage gain +x% weapon damage, where x is their target's current HP (double with an assault or battle rifle). Rocket/Grenade/MiNE Launchers gain an additional use. | ||||
![]() Sergeant |
Sapper
Explosives deal triple environmental damage and have triple the chance to disorient a target through Concussive Blast. Grants +20% throw range. |
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to half the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available). |
Bullseye
Steadying a weapon costs only 1 AP. Steadying no longer breaks hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). Grants +35% weapon damage to Strike Rifles. | ||||
![]() Tech Sergeant |
Packmaster
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons. | ||||||
![]() Gunnery Sergeant |
All shots gain +1 penetration. Non-reaction shots that hit clear enemy overwatch. Reaction shots are 50% more likely to Stagger.
|
Grit
Grants +4 armor HP and %DR equal to 15 + half of the %HP lost. |
Fragmentation
Explosives gain a 50% chance to deal double damage. | ||||
![]() Master Sergeant |
Snapshot
Shooting or overwatching will not trigger reaction fire. Grants a 25% chance for shots to cost 0 AP (does not trigger for Exalt or aliens). |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
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+1 | +6 | - | - |
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+1 | +2 | - | - |
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- | +2 | - | - |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
Total | ![]() +2 |
![]() +10 |
![]() - |
![]() - |
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. 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 Packmaster.
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. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
Sample Builds
Grenadier Shogun
Sample Grenadier Build: Grenadier -> Fortified or Shock and Awe -> Sapper -> Packmaster -> Fragmentation -> Extra Conditioning
Recommended Equipment: Grenade Launcher, MINE Launcher, Restorative Mist, Core Plating, Ammo Module, HMEC Exosuit
Note
- Deciding between Fortified vs Shock and Awe is about whether you want more durability or more damage from your Shogun.
- Ammo Module and Packmaster both increase the maximum amount of damage that Collateral Damage can deal.
- HMEC exosuits and defensive equipment benefits the Grenadier Shogun and compliments their increased health gain per rank.
- UHMEC-3 will provide a significant boost to your defensive capabilities, however the HMEC-3 will allow the Grenadier to off-carry an additional secondary weapon alongside a Grenade & MINE launcher, such as Restorative Mist to assist in longer missions with healing, which also benefits from packmaster with +1 charge.