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Ticket cost:

8 upon destruction


97 km/h (135 km/h with MASC)

Torso rotation:


Torso pitch:

-34° to +50° while standing.
-34° to +60° while crouching.

Variants Armament


67 500Cbills
Total base armor: 41 008

64 500Cbills
Total base armor: 42 937

66 400Cbills
Total base armor: 42 937

71 000Cbills
Total base armor: 39 079

65 500Cbills
Total base armor: 41 008

68 000Cbills
Total base armor: 41 008

57 500Cbills
Total base armor: 39 079

64 200Cbills
Total base armor: 41 008



2702 Internal +
4503 External
2702 Internal +
4503 External
Back: 3532

A Clan Medium Mech, the Shadowcat is an incredibly versatile platform with good speed, maneuverability, and firepower, making it worth every penny. It absolutely devastates Light Mechs, and can go toe to toe with many heavier Mechs if used intelligently. Possessing speed nearly on par with light Mechs, as well as some of the hardest hitting weapons available, the Shadowcat is an excellent multi-classer. The only dull points that blemish the Shadowcat's otherwise excellent capabilities are its limited ammo space and a lack of armor, significantly lower than other medium Mechs.

Shadowcat variants tend to carry their weapons almost exclusively in their arms, making them a prime target. The arms are also very lightly armored, if not always easy to hit. Protection of the arms is of paramount importance to Shadowcat pilots. The Mech's low profile makes aimed shots directed at a specific component extremely difficult, which is compounded by its high speed. As a result, Shadowcats usually have incoming damage spread throughout all of its components.


Roles and Gameplay Hints

This section contains out-of-date information since the release of version 0.8.5. Help update it.


The Shadowcat Prime is capable of dealing large amounts of damage at medium- to long-range. Armed with one CGauss and a trio of CERMBL's, the Shadowcat Prime is akin to a grown-up Uller A, though with Jump Jets. Supplementing its pure damage capabilities are multiple pieces of Equipment which grant it enhanced abilities: BAP and Eoptics allows greater long-range targeting abilities, while its JJs allow increased maneuverability. 1 free ton allows an extra reload for the CGauss, but the Shadowcat Prime must still make frequent return trips to rearm.

Variant A

The A variant is armed with one of the most powerful weapons in MWLL: the CUAC20. As such, it has terrific damage potential for a medium Mech, and when coupled with its JJ-enhanced maneuverability and MASC system, the Shadowcat A makes for a terrifying hit-and-run brawler. 1 CERMBL and 2 CERSBL's provide supplementary firepower capable of Anti-BA work, as well as finishing off units that manage to survive a UAC20 barrage. Despite this incredible killing power, the A variant suffers greatly from poor heat management, limiting its otherwise outstanding capabilities.

Variant B

The Shadowcat B is plays a similar role to the Shadowcat A, mounting a close-range, high-powered weapon. Armed with one LBX20 and a trio of CERSBL's, the B variant is all about close-range firepower. Utilizing MASC and GECM, the Shadowcat B can close in quickly and stealthily on enemy Mechs before pummeling them with its powerful loadout. Jump Jets allow this Mech to Poptart, though not as effectively as the Prime and C variants, as its weapons aren't meant for long-range combat. However, Jump Jets do allow the Shadowcat B to move along otherwise impassable elements of the battlefield, making it a mobile and very dangerous ambusher. A single free ton allows a reload for the LBX20, allowing extra time in the field to massacre Light Mechs and BA, as well as lighter vehicles. With multiple pilots working together, a team of Shadowcat Bs can easily take down any Mech they set their sights on.

Variant C

The C variant forgoes the comparably diverse loadouts of other Shadowcat variants in favor of extreme long-range firepower. Mounting one CERPPC and one CGauss, the Shadowcat C can deal huge amounts of damage at very long-range, and when coupled with Jump Jets and Eoptics, the C variant is a deadly Jump Sniper, much like the Shadowcat Prime. BAP allows for easier location of enemy targets, and 1 free ton allows a reload for the CGauss, giving the Shadowcat C moderate staying power.

Variant D

The Shadow Cat D is best suited to work around the 700 meter mark where its CERMBLs and CERLBLs can be used to soften up targets and its NARC can be used to call down friendly missile strikes, but if needed it can dumb fire its narc out to 1200 meters if it doesn't need to fire its lasers. It is a very mobile narcing platform, being able to use its jump jets to pop tart its self over cliffs to mark targets and its GECM also help make sure no one sees it coming which allows for pilots to sneak around their target to mark them. One extra ton of ammo for the narc launcher lets it stay in combat longer calling missile strikes for its team and the added bonus of its lasers needing no ammo this variant does not need to return to base often unless it runs of narcs or needs repairs. A word of warning though, with only 4DHS this variant can run hot if the user is constantly using the JJs and firing its lasers.

Variant E

The Shadow Cat E is a heavy mid range damage over time mech. It does this job very well thanks to its one CHLL which can cause plenty of damage if the user can keep the beam steady on the enemy mech. Its 3 CMPLs help to exploit any weak areas that are created by the heavy laser. A great mech to take if you are looking to cut off enemy arms and more then one of these mechs can make the enemy's life rather difficult if the Shadow Cat closes range to fire. The mech mounts MASC as well which allows it make precise hit and run attacks on a target while its 6 double heat sinks dissipate the heat from the CHLL. Care must be taken not to fire the laser while using MASC as it cause you to overheat. Any cockpit shake can also work against this Shadow Cat while its firing its laser and will cause its damage to spread out more.

Variant F

Variant G

Variant Evaluations

This section contains out-of-date information since the release of version 0.8.5. Help update it.

These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses.
For an explanation of the terms used visit the Evaluation Charts help page.

Variant vs. Ground vs. Air vs. BA Short Range Med. Range Long Range Extreme Range Support Efficiency
Prime * * * * * * * * * * * * * * * * * * * * * * * * n/a n/a * * *
A * * * * * * * * * * * * * * * * * * * n/a n/a * * *
B * * * * * * * * * * * * * * * * * * * n/a n/a n/a * * * *
C * * * * * * * * * * * * * * * * * * * * n/a n/a *
D * * * * * * * * * * * * * * * * * * * * * * * n/a * * * * * * *
E * * * * * * * * * * * * * * * * * * * * * * n/a n/a n/a * * * *


The Shadowcat was designed by Clan Nova Cat to replace the Ice Ferret/Fenris in their touman and was first spotted by Inner Sphere forces at the Battle of Luthien in 3052. The Prime variant of the MWLL Shadowcat possesses an extra Clan ER Medium Laser compared to the CBT Shadowcat.

BattleTech Reference

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