Shinobi (LWOTC)
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 invisibility.
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 almost 25% for 2 turn(s). |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Corporal |
This soldier does not trigger overwatch or reaction fire. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge. |
Sergeant |
Enemies have 25% smaller detection range against you. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Your melee attacks against biological enemies ignore their armor and 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 melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Tech Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
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. |
Ranged attacks against flanked enemies deal +2 damage. |
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. Can be used once per turn. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Gain additional +15 aim and +15 crit against holotargeted units. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
You do one additional point of base damage when using guns. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Take a shot with a small aim penalty for a significant damage boost. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Your grazing attacks are automatically upgraded to normal hits. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
If you did not attack this turn, hunker down automatically. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. | |
Equipped medikits have 2 extra charges. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Grants +1 charge per grenade item in a utility slot. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Grants 1 free flashbang item to your inventory. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Gain 40 dodge against attacks within four tiles. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Standard shots with your primary weapon are not turn-ending. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Kills with your primary weapon restore 1 ammo. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Take an action after dashing. | |
When your concealment is broken, gain +15 defense for 2 turns. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 20 Defense and 20 Crit chance while injured. |
Your primary weapon attacks shred armor. | |
Grants one free smoke grenade item to your inventory. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Shots fired with your primary weapon pierce 3 armor. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | |
Hacking |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Hacking |
5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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