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
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
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2 crit damage 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.
Using a destructive grenade or MiNE costs only 1 AP. Equipped destructive grenades and MiNEs receive an additional use. For MECs only: Gain 35% throw range when using One For All.
Grants +30% DR.
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.
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).
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.
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).
Grants +30 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
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.
Collateral Damage deals 35% more damage and has its cooldown reduced by 1 turn.
Grants +3 armor HP and %DR equal to half of the %HP lost.
Explosives critically hit exposed targets, dealing 150% damage.
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
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.
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
- 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
- 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 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)
- 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.