Difference between revisions of "Shogun (LWR)"
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Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2 | Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2 | ||
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+ | ===AFV=== | ||
+ | |||
+ | This MEC behaves the most like an infantry support tank, but has limited utility outside of tanking and shooting. The basic outline is to Steady Weapon, Fire Weapon, and One For All. Due to the mechanics of Hit And Run, this only applies to targets not protected by cover. 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. | ||
+ | |||
+ | Sample AFV Build: | ||
+ | ''Hit And Run -> Absorption Fields -> Fortified -> Packmaster -> Grit -> Extra Conditioning'' | ||
+ | |||
+ | Recommended Equipment: Core Plating, Armor Piercing/Flak Ammo, Flamethrower + Jellied Elerium, HMEC-2 | ||
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Revision as of 06:38, 26 January 2021
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 |
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both). | ||||||
Lance Corporal |
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. |
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. Makes destructive grenades and launchers weightless. | ||||
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. |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol. |
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred. | ||||
Sergeant |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 20%. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. | ||||
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 |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. |
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost. |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range. | ||||
Master Sergeant |
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. |
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.
|
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +2 | +10 | - | - |
Lance Corporal | +1 | +2 | - | - |
Corporal | +1 | +2 | - | - |
Sergeant | - | +2 | - | - |
Tech Sergeant | - | +2 | - | - |
Gunnery Sergeant | - | +2 | - | - |
Master Sergeant | - | - | - | - |
Total | +4 |
+20 |
- |
- |
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.
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.
Sample Builds
Guardian
This build is built around Collateral Damage. 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 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. Just be aware that the Guardian will be exposed after using CD.
Sample Guardian Build: Collateral Damage -> Absorption Fields -> Fortified -> Packmaster -> Grit -> Extra Conditioning
Recommended Equipment: Core Plating, HMEC-2, any secondaries
Tank Grenadier
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.
Sample Tank Grenadier Build: Grenadier -> Absorption Fields -> Fortified -> Packmaster -> Sapper -> Extra Conditioning
Recommended Equipment: Core Plating, Grenade Launcher, HMEC-2
AFV
This MEC behaves the most like an infantry support tank, but has limited utility outside of tanking and shooting. The basic outline is to Steady Weapon, Fire Weapon, and One For All. Due to the mechanics of Hit And Run, this only applies to targets not protected by cover. 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.
Sample AFV Build: Hit And Run -> Absorption Fields -> Fortified -> Packmaster -> Grit -> Extra Conditioning
Recommended Equipment: Core Plating, Armor Piercing/Flak Ammo, Flamethrower + Jellied Elerium, HMEC-2