Shinobi (LW2)

From UFOpaedia
Revision as of 17:31, 31 March 2019 by Alketi (talk | contribs) (Added Muton Centurion details and fixed grammar)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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

Overview

Primary

Rifle, SMG or Shotgun

Secondary

Sword

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

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)

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
XCOM2 rank squaddie.png
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.
Phantom
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.
Fleche
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.
Slash
Attack an adjacent target with your sword. Uses one action.
Saboteur Kenshi
XCOM2 rank lieutenant.png
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.
Ghostwalker
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.
Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Blademaster
Blademast deals a bonus +1 damage on every successful melee attack.  Blademaster grants +10 Aim to melee attacks.
Blademaster
All sword attacks deal +1 extra damage and have +10 Aim.
XCOM2 rank sergeant.png
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.
Shadowstep
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.
Executioner
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.
Combatives
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.
XCOM2 rank captain.png
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.
Covert
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.
Hard Target
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.
Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
XCOM2 rank major.png
Staff Sergeant
Shadowstrike
Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Low Profile
* Makes partial cover count as full.
Low Profile
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.
Bladestorm
Free sword attacks on any enemies that enter or attack from melee range.
XCOM2 rank colonel.png
Tech Sergeant
Hunter's Instincts
* Ranged attacks against flanked enemies deal +2 damage.
Hunter's Instincts
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.
Evasive
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.
Reaper
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.
XCOM2 rank commander.png
GunnerySergeant
Tradecraft
This soldier has significantly reduced infiltration times while on missions.
Tradecraft
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.
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.
Whirlwind
A soldier can only gain one move per turn with this ability. Cannot be employed if Reaper is active.
Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
XCOM2 rank fieldmarshall.png
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.
Conceal
Immediately enter concealment once per mission.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Rapid Fire
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.
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.

Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
XCOM2 rank squaddie.png
Squaddie
0 2 4 0 2 5
XCOM2 rank lieutenant.png
Lance Corporal
0 2 4 0 2 5
XCOM2 rank sergeant.png
Corporal
1 2 0 0 1 5
XCOM2 rank captain.png
Sergeant
0 2 0 0 1 5
XCOM2 rank major.png
Staff Sergeant
0 2 0 0 1 5
XCOM2 rank colonel.png
Tech Sergeant
0 2 0 0 1 5
XCOM2 rank commander.png
GunnerySergeant
1 2 0 0 1 5
XCOM2 rank fieldmarshall.png
Master Sergeant
0 2 0 0 1 5
Total 2 16 8 0 10 40


This class also gains 1 point of strength, though it's not clear what that does.

Perk Details

  • 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%)[1]
  • Muton Centurions will sometimes go for a kill-shot vs a melee attack[2]

See Also

XCOM Units in Long War 2
Soldiers: Assault | Grenadier | Gunner | Ranger | Sharpshooter | Shinobi | Specialist | Technical | Psi Operative
SPARK:
Officers