Difference between revisions of "Shogun (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
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:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Class-Limited items:''' MEC Equipment items
 
:'''Class-Limited items:''' MEC Equipment items
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:'''Attribute Growth''': Aim x2, HP x2.
  
 
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== Abilities ==
 
== Abilities ==
 
{{Class Tree (LWR)|
 
{{Class Tree (LWR)|
|Specialist1={{ Bullseye (LWR)|text=1|topbotpad=10}}
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|Specialist1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}{{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}
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|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}
 
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
 
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
+
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}
|Corporal3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
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|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Fortified (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
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|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
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|Sergeant2={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
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|Sergeant3={{ Bullseye (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}
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|GunSgt1={{ Gattler (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}}
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|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}}  
|GunSgt3={{ Sapper (LWR)|text=1|topbotpad=10}}
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|GunSgt3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
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|MSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Impact (LWR)|text=1|topbotpad=10}}
+
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
}}
 
 
 
== Stat Progression ==
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (58%) | rank1-aim=+5-15 | rank1-mob=- | rank1-will=-
 
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
 
| rank4-hp=+0-1 (57%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-
 
| rank5-hp=+0-1 (57%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-
 
| rank6-hp=+0-1 (57%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-
 
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=- | willtotal=-
 
}}
 
 
 
'''Predictable Potential:'''
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+2 | rank1-aim=+10 | rank1-mob=- | rank1-will=-
 
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
 
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-
 
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-
 
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+4 | aimtotal=+20 | mobtotal=- | willtotal=-
 
 
}}
 
}}
  
 
== Tactical Advice ==
 
== 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'''. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using '''HEAT Warheads''' and '''Critical System Targeting''' to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. '''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 '''First Aid'''.
+
Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using '''Collateral Damage''' (and potentially grenades) while creating space as a tank or navigating through occupied space as a ''Hit and Run'' shooter.  
  
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; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
+
Shoguns have solid utility from equipment because of '''Packmaster''' giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they're augmented from.
  
 
==Sample Builds==
 
==Sample Builds==
  
===Guardian===
+
===Tank Shogun===
  
Collateral Damage's high range cover destruction undeniably powerful, but it is very inflexible and some would even claim that it has 'anti-synergy' with many perks and equipment the Shogun can pick. As such, the build helps tank and provide cover for XCOM while waiting for the 2-turn cooldown on CD to wear off. As an added bonus over the other cover destruction builds in the game, CD is also an effective anti-air option. The Guardian can also make itself useful with secondary weapons, such as the KSM/Flamethrower or the niche Electro Pulse. It can even heal soldiers around it or tank more damage with Restorative Mist. Just give the Guardian ''something'' in the secondary slot, and it will have plenty of free time to put it to use. Be aware that the Guardian will be exposed after using CD.
+
Tank Shoguns are very effective tanks, but have a limited offensive presence. With ''Absorption Fields'', ''Repair Servos'', ''Grit'', ''Extra Conditioning'', and potentially ''Fortified'', the Shogun has almost every tank perk it could ask for, but outside of a potential ''Hit and Run'' shot or ''Collateral Damage'', the Shogun has no shortcut to enter ''One for All'' and thus will likely spend its action doing that.
  
Sample Guardian Build:
+
Sample Tank Build:
''Collateral Damage -> Absorption Fields -> Fortified -> Packmaster -> Grit -> Extra Conditioning''
+
''Fortified or Hit and Run -> Absorption Fields -> Repair Servos -> Packmaster -> Gattler or Grit -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Collateral Damage (LWR)|align=center|topbotpad=7}}
+
|level1={{Fortified (LWR)|align=center|topbotpad=7}} {{Hit and Run (LWR)|align=center|topbotpad=7}}
 
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
 
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
|level3={{Fortified (LWR)|align=center|topbotpad=7}}
+
|level3={{Repair Servos (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
|level5={{Grit (LWR)|align=center|topbotpad=7}}
+
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Core Plating, HMEC-2, any secondaries
+
Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers
 +
 
 +
Notes
 +
* A heavy MEC suit is recommended considering the point of this build is to take enemy fire.
 +
* Most MEC equipment isn't as useful for this build as Shoguns have no shortcuts for entering ''One for All'' cheaply, but Restorative Mist's passive component will always work.
 +
** Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in ''One for All''; in this case, take whichever other equipment is preferred.
 +
* Unlike most other builds, the LCPL perk is actually the flexible one for a Tank Shogun.
 +
** Fortified is as simple as it gets, making you tankier, especially outside of ''One for All''.
 +
** Hit and Run can be used to take a shot at something before activating ''One for All'', giving this build much more of an offensive presence.
 +
* If you have an Engineer on hand to keep the Shogun topped off anyways, taking ''Gattler'' over ''Grit'' at GSGT may give your Shogun some extra teeth while not being that much less tanky.
 +
* An officer can be used to make up for this build's lack of action economy at times, letting it use offensive actions before being commanded to use ''One for All''.
  
===Tank Grenadier===
+
===Hit and Run (Shooter) Shogun===
  
This MEC Grenadier build is focused more on cover destruction than explosive damage and tanking in comparison to the Goliath Grenadier, and the Shogun's Sapper to the Goliath's Tandem Warheads exemplifies this difference. Grenadier + Packmaster allows the Shogun to bring more grenades than the Goliath.
+
Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit and the accuracy of ''Bullseye'', this build is safe and consistent in what it does, although its damage may feel lacking at times.
  
Sample Tank Grenadier Build:
+
Sample Shooter Build:
''Grenadier -> Absorption Fields -> Fortified -> Packmaster -> Sapper -> Extra Conditioning''
+
''Hit and Run -> Vital Point Targeting or Jetboot Module -> Bullseye -> Packmaster -> Gattler or Grit -> Snapshot or Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
+
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
+
|level2={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}
|level3={{Fortified (LWR)|align=center|topbotpad=7}}
+
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
|level5={{Sapper (LWR)|align=center|topbotpad=7}}
+
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
+
|level6={{Snapshot (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR) |align =center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2
+
Recommended Equipment: Any MEC Equipment, Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers
  
Note: HEAT Warheads can be taken instead of Absorption Fields for greater anti-mech ability.
+
Notes
 +
* A light MEC suit is recommended to leverage the high mobility of ''Hit and Run''.
 +
* As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.
 +
* A few ranks have varied perk choices:
 +
** At CPL, ''Vital Point Targeting'' is a significant damage amp against biologicals, while ''Jetboot Module'' lets you push the high mobility of ''Hit and Run'' even further.
 +
** At GSGT, ''Gattler'' is likely the default choice as it gives you a potent AoE attack that can come in handy against swarms or hard to hit enemies, but ''Grit'' is completely passive and may occasionally save your life.
 +
** At MSGT, ''Snapshot'' pairs well with ''Bullseye'' and adds some extra crit chance as a bonus, while ''Extra Conditioning'' gives you even more mobility and a free action chance that works well with ''Hit and Run'', ''Lock N' Load'', and ''Collateral Damage'' constantly giving you opportunities to get one.
  
===Armored Fighting Vehicle===
+
===Grenadier Shogun===
  
This MEC behaves the most like an infantry support tank and provides a safe strategy, but has limited utility outside of tanking and shooting. The basic outline is to Steady Weapon -> Fire Weapon -> One For All. Due to the mechanics of Hit And Run, this only applies to targets not protected by cover, namely enemy armor. This gives the AFV a special niche in taking down cyberdisks if CST is chosen over Absorption Fields. The AFV has more range than the Grenadier, but loses its cover destruction capabilities. The Flame Thrower is suggested for mopping up targets in cover.
+
Grenadier Shoguns act like mortars, being pretty easy to take down but highly effective when set up in a safe position, raining down fire from afar. Despite wanting to be in ''One for All'' for the throw range increase, this build usually can't tank effectively, so positioning is very important. Additionally, this build tends to suffer heavily when out of explosives, but thankfully has a large amount of them.
  
Sample AFV Build:
+
Sample Grenadier Build:
''Hit And Run -> Absorption Fields -> Fortified -> Packmaster -> Grit -> Extra Conditioning''
+
''Grenadier -> Jetboot Module -> Sapper -> Packmaster -> Gattler or Fragmentation -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
+
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}
+
|level2={{Jetboot Module (LWR)|align=center|topbotpad=7}}
|level3={{Fortified (LWR)|align=center|topbotpad=7}}
+
|level3={{Sapper (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}
|level5={{Grit (LWR)|align=center|topbotpad=7}}
+
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Fragmentation (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Core Plating, Armor Piercing/Flak Ammo, Flamethrower + Jellied Elerium, HMEC-2
+
Recommended Equipment: Grenade Launcher, Gravity Mines, Any MEC Suit, Ammo-increasers, Damage-increasers (AP ammo)
  
Note:
+
Notes
*Defensive perks can be traded for more offensive ability if desired, such as CST instead of Absorption Fields, Jetboot Module instead of Fortified, and/or Snapshot instead of Grit.  
+
* Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.
*The Shogun's innate Bullseye encourages the use of Flak ammo, but CST is particularly useful when paired with AP Ammo.
+
* At GSGT, ''Fragmentation'' is the default choice that makes your explosives better against most biological enemies, but ''Gattler'' upgrades your ''Collateral Damage'' to serve as an effective backup for when out of explosives or movement is required.
*The more offensively you build for, the more you should consider using lighter MEC suits.
+
* AP ammo affects ''Collateral Damage'' as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.
  
 
</div>
 
</div>

Latest revision as of 13:15, 21 December 2023

Back To Main Page

  Shogun

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
Attribute Growth: Aim x2, HP x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Collateral Damage
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.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK CORPORAL.png
Lance Corporal
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Hit and Run
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
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
RANK SERGEANT.png
Corporal
Absorption Fields
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
Vital Point Targeting
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.
Jetboot Module
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
RANK LIEUTENANT.png
Sergeant
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
RANK CAPTAIN.png
Tech Sergeant
Packmaster
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.
RANK MAJOR.png
Gunnery Sergeant
Gattler
Gattler
Collateral Damage deals 20% more damage and has its cooldown reduced by 1 turn.
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
RANK COLONEL.png
Master Sergeant
Snap Shot
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
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.


Tactical Advice

Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage (and potentially grenades) while creating space as a tank or navigating through occupied space as a Hit and Run shooter.

Shoguns have solid utility from equipment because of Packmaster giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they're augmented from.

Sample Builds

Tank Shogun

Tank Shoguns are very effective tanks, but have a limited offensive presence. With Absorption Fields, Repair Servos, Grit, Extra Conditioning, and potentially Fortified, the Shogun has almost every tank perk it could ask for, but outside of a potential Hit and Run shot or Collateral Damage, the Shogun has no shortcut to enter One for All and thus will likely spend its action doing that.

Sample Tank Build: Fortified or Hit and Run -> Absorption Fields -> Repair Servos -> Packmaster -> Gattler or Grit -> Extra Conditioning

Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers

Notes

  • A heavy MEC suit is recommended considering the point of this build is to take enemy fire.
  • Most MEC equipment isn't as useful for this build as Shoguns have no shortcuts for entering One for All cheaply, but Restorative Mist's passive component will always work.
    • Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in One for All; in this case, take whichever other equipment is preferred.
  • Unlike most other builds, the LCPL perk is actually the flexible one for a Tank Shogun.
    • Fortified is as simple as it gets, making you tankier, especially outside of One for All.
    • Hit and Run can be used to take a shot at something before activating One for All, giving this build much more of an offensive presence.
  • If you have an Engineer on hand to keep the Shogun topped off anyways, taking Gattler over Grit at GSGT may give your Shogun some extra teeth while not being that much less tanky.
  • An officer can be used to make up for this build's lack of action economy at times, letting it use offensive actions before being commanded to use One for All.

Hit and Run (Shooter) Shogun

Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit and the accuracy of Bullseye, this build is safe and consistent in what it does, although its damage may feel lacking at times.

Sample Shooter Build: Hit and Run -> Vital Point Targeting or Jetboot Module -> Bullseye -> Packmaster -> Gattler or Grit -> Snapshot or Extra Conditioning

Recommended Equipment: Any MEC Equipment, Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers

Notes

  • A light MEC suit is recommended to leverage the high mobility of Hit and Run.
  • As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.
  • A few ranks have varied perk choices:
    • At CPL, Vital Point Targeting is a significant damage amp against biologicals, while Jetboot Module lets you push the high mobility of Hit and Run even further.
    • At GSGT, Gattler is likely the default choice as it gives you a potent AoE attack that can come in handy against swarms or hard to hit enemies, but Grit is completely passive and may occasionally save your life.
    • At MSGT, Snapshot pairs well with Bullseye and adds some extra crit chance as a bonus, while Extra Conditioning gives you even more mobility and a free action chance that works well with Hit and Run, Lock N' Load, and Collateral Damage constantly giving you opportunities to get one.

Grenadier Shogun

Grenadier Shoguns act like mortars, being pretty easy to take down but highly effective when set up in a safe position, raining down fire from afar. Despite wanting to be in One for All for the throw range increase, this build usually can't tank effectively, so positioning is very important. Additionally, this build tends to suffer heavily when out of explosives, but thankfully has a large amount of them.

Sample Grenadier Build: Grenadier -> Jetboot Module -> Sapper -> Packmaster -> Gattler or Fragmentation -> Extra Conditioning

Recommended Equipment: Grenade Launcher, Gravity Mines, Any MEC Suit, Ammo-increasers, Damage-increasers (AP ammo)

Notes

  • Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.
  • At GSGT, Fragmentation is the default choice that makes your explosives better against most biological enemies, but Gattler upgrades your Collateral Damage to serve as an effective backup for when out of explosives or movement is required.
  • AP ammo affects Collateral Damage as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s