Difference between revisions of "Shogun (LWR)"
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'''Intended Role:''' Mid-range Offensive/Defensive Support | '''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''' | + | 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 | + | 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== | ==Sample Builds== |
Revision as of 20:33, 21 February 2022
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
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load. | ||||||
Lance Corporal |
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit. |
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility. | ||||
Corporal |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. |
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%. | ||||
Sergeant |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range. |
Repulsor Plating
Provides +10 defense. If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage). |
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both). | ||||
Tech Sergeant |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. | ||||||
Gunnery Sergeant |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
|
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. | ||||
Master Sergeant |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +1 | +6 | - | - |
Lance Corporal | +1 | +2 | - | - |
Corporal | - | +2 | - | - |
Sergeant | - | - | - | - |
Tech Sergeant | - | - | - | - |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
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.