XCOM 2
[LWOTC] Best class combinations for bonds?
Basically the title, I've been basically following what are good officer classes (shinobi's and specialists) for the best bonds mates with a strong class that can take another term (rangers, assaults). Any other ideas?
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Showing 1-8 of 8 comments
frdnwsm Aug 11, 2021 @ 6:41pm 
My shinobis are too useful as wide ranging scouts to worry about staying in command radius. My officers are almost always specialists.
Element UK Nov 23, 2021 @ 11:05am 
Never thought there was any benefits to thinking along these lines. Not relevant imo
Deathraven13 Dec 9, 2021 @ 2:58pm 
If you are thinking about a good DPS then ranger + Sharpshooter, have your sharpshooter shoot, then your ranger take and shot and then use the ability.

So I suppose anything that can have range and a good weapon.
-Singularity- Dec 10, 2021 @ 6:02am 
I use mine more defensively. Since my Shinobis and assaults are usually the ones who get in trouble, I pair them with someone who never leaves the rear like specialt or sharpshooter. That way I can get them into cover if they get flanked with no moves.
TwinuX Dec 10, 2021 @ 8:18pm 
Maintaining bond range and LoS is important, so it's preferable to prioritise bonding close-combat classes with mid-line classes, or mid-line classes with rear-line classes. It's also worth considering which classes have the least versatile kit.

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.
noobscifi Jul 15, 2024 @ 11:48am 
I'm wondering the same thing, I'm thinking of bonding my DFA sharpshooter with a gunner, with the plan being to use his free action which was used for holotargeting, to give the gunner an extra move for suppressing, after a blue move and a shot. But I'm still not 100% sure, does teamwork take 2 actions, and/or does it end turn?
Traul Jul 15, 2024 @ 4:57pm 
I mostly worry about not bonding troops that are too redundant to send together on a small mission, e.g. grenadier / technical or gunner / ranger. The only time I use teamwork for DPS is the Chosen sarcophagus. Rest of the time, it is mostly a soldier out of position giving an action to his better placed mate, so there is no need to overthink it.
TwinuX Jul 15, 2024 @ 10:11pm 
Originally posted by noobscifi:
I'm wondering the same thing, I'm thinking of bonding my DFA sharpshooter with a gunner, with the plan being to use his free action which was used for holotargeting, to give the gunner an extra move for suppressing, after a blue move and a shot. But I'm still not 100% sure, does teamwork take 2 actions, and/or does it end turn?
Teamwork is 1 action, NTE. So it's pretty easy to pull off some silly stuff.
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.
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