Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So I suppose anything that can have range and a good weapon.
Grenadiers, for example, don't do much other than lob grenades. Bonding them with an Assault or Shinobi is typically a good move, as they can contribute to a turn by giving such classes another move action, or even attack.
Gunners can have a decent range of multi-shot attacks, so sharing an action to them through, say, a specialist, can contribute a decent firepower boost to the turn.
Sharpshooters aren't really good bond candidates, because they are often too far away. Unless they are holobots, then they can use bond actions and command actions to contribute fairly effectively while still concealed.
The teamwork aim bonuses are also triggered by a massive range of abilities. AoE stuff, like area suppression, grenades, battlescanners can all apply the bonus, so odd combos are available.
My lazy fun combo is just 2 reaction gunners bonded together, area suppressing the same stuff for +10/+20 against numerous depending on proximity to one another.