Shinobi (LW2)

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Shinobi
The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.

Class Overview

The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.

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.

Branches

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!

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Sword

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Phantom
* Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. * If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Fleche
* You can trigger the Fleche ability by placing the movement cursor over an enemy. * A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. * Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Slash
*Attack an adjacent target with your sword. *Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Attack an adjacent target with your sword. Uses one action.
Saboteur Kenshi
Lance Corporal
Lance Corporal
Ghostwalker
*Activate this ability to reduce enemy detection range against you by 25% for two turns (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Four-turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by 25% for the rest of your turn as well as the following turn. Four-turn cooldown.
Lone Wolf
*Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All sword attacks deal +1 extra damage and have +10 Aim.
Corporal
Corporal
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
This soldier does not trigger overwatch or reaction fire.
Executioner
* Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Combatives
* You are very likely to parry the first melee attack against you in a turn and counterattack with your combat knife. * Soldier also gains 10 dodge.
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.
Sergeant
Sergeant
Covert
*Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Enemies have 25% smaller detection range against you.
Hard Target
*Gain 3 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus.
Gain 3 dodge per enemy you can see, up to a maximum of +30.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Staff Sergeant
Staff Sergeant
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Low Profile
* Makes partial cover count as full.
Makes partial cover count as full.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.
Free sword attacks on any enemies that enter or attack from melee range.
Tech Sergeant
Tech Sergeant
Hunter's Instincts
* Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Reaper
*Reaper has a 3 turn cooldown. *Reaper cannot be combined with Run and Gun. *As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
Gunnery Sergeant
Gunnery Sergeant
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Hit and Run
* Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. * Hit and Run cannot be used after Run and Gun is activated. * Bonus full actions from Serial and Death from Above will be awarded first.
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Whirlwind
*A soldier can only gain one move per turn with this ability. *Cannot be employed if Reaper is active.
If you hit with a melee attack during your turn, gain a bonus move.
Master Sergeant
Master Sergeant
Conceal
* Concealment can be entered at any location, but when done inside the detection radii of nearby enemies the soldier will be revealed when flanked.
Immediately enter concealment once per mission.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Coup de Grâce
*Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
  • 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 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 at 90% chance of triggering.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 2 8 - 16 0 2 5 0 2 8 - 16 0 2 5
Lance Corporal
Lance Corporal
0 2 8 - 16 0 2 5 0 4 16 - 32 0 4 10
Corporal
Corporal
1 2 4 - 12 0 1 5 1 6 20 - 44 0 5 15
Sergeant
Sergeant
0 2 4 - 12 0 1 5 1 8 24 - 56 0 6 20
Staff Sergeant
Staff Sergeant
0 2 4 - 12 0 1 5 1 10 28 - 68 0 7 25
Tech Sergeant
Tech Sergeant
0 2 4 - 12 0 1 5 1 12 32 - 80 0 8 30
Gunnery Sergeant
Gunnery Sergeant
1 2 4 - 12 0 1 5 2 14 36 - 92 0 9 35
Master Sergeant
Master Sergeant
0 2 4 - 12 0 1 5 2 16 40 - 104 0 10 40
  • This class also gains 1 point of strength, though it's only used for alien abilities.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers