Hong Kong's Best Is0bel Build: Shadowrun

Hong Kong's Best Is0bel Build: Shadowrun ...

Before you played Dead Man''s Switch and Dragonfall before you should have a Shadowrun: Hong Kong game, you''ll already know how important it is to have a competent Decker on your team. In this campaign, that Decker is Is0bel. She will be your guiding light through the complex digital world of the Matrix.

Except if you have other options, chances are you may adopt the generic Decker, or you yourself have built a Decker that surpasses Is0bel in the Matrix. In that case, Is0bel is free to become the beast of your dreams.

Is0bel''''s Best Skills

Your companions in Hong Kong will earn a level for every two missions you complete, all the way up to level six. Whenever they get level up, they will be able to choose between two abilities.

Is0bel''s skillet is pretty predictable. She''s a Decker who uses a grenade launcher in meatspace, and the options you can choose for her reflect this in a significant way.

Upgrade Sabotage Espionage
1 Mini-Launcher: Is0bel can now fire Remote Mines with her grenade launcher, which will trigger when an enemy walks near them. They can also be triggered at will. Tar Blaster: Is0bel''''s Blaster program is upgraded to Tar Blaster, which roots enemies in place.
2 Steady Shot: Pistol ability that adds 30% to Is0bel''''s accuracy. Costs 2 AP and has a 3-turn CD. Mark Target: Is0bel''''s Mark Target now strips the target of 1 Armor.
3 Mini-Launcher: Is0bel can now use Napalm Charges with her grenade launcher. Napalm Charges set targets on fire and cause them to take an extra 6 DMG when struck by other attacks. Boost Program: Is0bel now takes a Dual Routine Boost Program with her into the Matrix.
4 BrightLight System: Is0bel gains the ability to temporarily blind opponents using her cybereye. This ability costs 2 AP and has a 6-turn CD. The blindness lasts 2 turns. JoltAlert System: Whenever Is0bel is brought into a stunned state through the loss of AP, she is jolted awake with 1 AP to spare.
5 Mini-Launcher: Grenades shot with the grenade launcher now strip 1 Armor from enemies. Pain Suppression: Is0bel now takes 3 less DMG whenever she is struck whilst jacked into the Matrix.

Is0bel''s abilities will vary depending on whether you''re using her as your primary Decker or if her Decking skills will be wasted. Fortunately, her abilities in combat are enough that she''s supplanting her position as the team''s Decker is absolutely feasible.

Tar Blaster, Mark Target, Mini-Launcher, JoltAlert System, and Mini-Launcher are all on the rise in this product (again).

This build believed that you''re making Is0bel your primary Decker. This is why we take Tar Blaster, which is a fantastic utility program for the Matrix. But keeping enemies in place for a turn is quite overpowered, especially when you''re placed on battlefields or can get behind cover easily.

Is0bel''s abilities with a Pistol are pretty bad, so Mark Target is easily the best choice for the second upgrade.

We''re not a fan of the Boost Program or Pain Suppression for the following reasons:

  • It is easy and cheap to just buy a Dual Routine Boost Program from Maximum Law and then loan it to Is0bel whenever you need her in the Matrix. This lets you get the fantastic Napalm Charges without worry.
  • Putting more effort into defending Is0bel''''s meatspace body while she''''s in the Matrix assuages any need to take Pain Suppression. Similarly, the alternative upgrade here is incredible.

Any AP manipulation will be better than inflicting blindness in the long run, even if it''s a situational buff.

If you don''t intend on using Is0bel in the Matrix, then you need to upgrade Remote Mines instead of Tar Blaster. Imagine a blast, an instant dedicated grenadier.