Shinobi (LW2)
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 for more information.
Rank | Ability | ||
Squaddie |
When the squad is revealed, this soldier remains concealed. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Attack an adjacent target with your sword. Uses one action. |
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Saboteur | Kenshi | ||
Lance Corporal |
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. |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
All sword attacks deal +1 extra damage and have +10 Aim. |
Corporal |
This soldier does not trigger overwatch or reaction fire. |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge. |
Sergeant |
Enemies have 25% smaller detection range against you. |
Gain 3 dodge per enemy you can see, up to a maximum of +30. |
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
Staff Sergeant |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Makes partial cover count as full. |
Free sword attacks on any enemies that enter or attack from melee range. |
Tech Sergeant |
Ranged attacks against flanked enemies deal +2 damage. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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 |
This soldier has significantly reduced infiltration times while on missions. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. |
If you hit with a melee attack during your turn, gain a bonus move. |
Master Sergeant |
Immediately enter concealment once per mission. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
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
- 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 |
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Unlockable |
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