Why the SSC Black Witch is the Meanest Support in Lancer

Why the SSC Black Witch is the Meanest Support in Lancer

If you've played enough Lancer, you know the terrifying feeling of being stuck. Not just "oh, I'm slowed" stuck, but that visceral, sinking realization that your 40-ton death machine is now a paperweight. That is the Lancer Black Witch experience. It isn't just a mech; it’s a magnetic nightmare designed by Smith-Shimano Corpro (SSC) to remind everyone that physics is more of a suggestion than a rule.

Honestly, most people look at the Black Witch and see a "support" frame. They think it's there to help the team. Sure, it does that. But really? It’s a bully. It’s a specialist in battlefield manipulation that makes even the most aggressive Close Quarters Battle (CQB) builds look like they’re trying to run through waist-deep molasses.

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Magnetic Personality (The Lethal Kind)

Let’s talk about the SSC Black Witch for a second. It’s a Size 1 frame with an Evasion stat that makes it feel like trying to swat a fly in a dark room. With a base Evasion of 12 and 4 Armor, it isn't exactly a tank, but it’s remarkably annoying to actually hit. However, nobody picks this frame because they want to dodge bullets. You pick it because you want to control exactly where those bullets go—and where the enemies firing them end up.

The core of the kit is the Mag-Shield. This is the bread and butter. It’s a passive trait that gives the Black Witch a permanent resistance to kinetic damage from a distance. It basically tells the enemy, "If you aren't right in my face, your bullets don't matter." This sets the tone for the entire playstyle. You aren't hiding in the back. You are hovering just at the edge of the fray, pulling strings like a puppet master.

The ICE-OUT Drone is probably one of the most underrated pieces of gear in the entire SSC catalog. In a game where "Tech Attack" can mean your mech's reactor melting because someone sent you a spicy email, the ICE-OUT Drone creates a literal safe zone. Inside that zone, nobody can be targeted by tech actions. It’s a big "middle finger" to the Horus players who think they’re clever.

Why Displacement is King

In Lancer, movement is the most valuable currency. If you can't move, you can't optimize your firing lanes. If you can't move, you can't hide behind cover. The Black Witch specializes in "forced movement," which is fancy tabletop speak for "I’m putting you over there because I said so."

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Consider the Ferrous Lash. It’s a Quick Tech action. It’s simple. You choose a character, and you move them 4 spaces. That sounds small until you realize you can pull an ally out of a death trap or drag an enemy sniper off a cliff. Or better yet, drag them right into the waiting arms of your team’s Vlad or Nelson. It’s brutal. It’s efficient. It’s also incredibly cheap in terms of action economy.

Breaking Down the License Tiers

You've got to look at the License Levels (LL) to see where the real power creep happens. At LL1, you get the Ferrous Lash and Magnetic Shield. We already talked about the Lash, but the Shield is a different beast. It’s a piece of gear you throw on an ally. Suddenly, they get a boost to their defense against ranged attacks. It’s basic, but it saves lives.

LL2 is where things get weird. This is where you get the actual Black Witch frame and the Magnetic Cannon. This weapon is a bit of a meme but in a good way. It deals kinetic damage, sure, but its real power is the "Magnetic" tag. On a hit, you can pull the target closer or push them away. It turns every shot into a tactical decision. Do you want them closer so your melee buddy can finish them? Or do you need them away from the objective?

Then there's the Parallax Shield. This thing is just mean. It’s a deployable that messes with the very idea of distance. It forces enemies to treat the distance to their target as further than it actually is. It’s like trying to run on a treadmill that someone keeps speeding up.

The LL3 Power Trip: Black Hole Sun

By the time you hit LL3, you get access to the Black Hole Generator. This is the "big play" button. It creates a localized gravity well. Everything in a Burst 2 area gets sucked toward the center. If they’re already at the center? They’re Immobilized.

Think about the synergy here. You use the Black Hole Generator to clump up four enemies into a single tile. Then, your teammate with a heavy AOE weapon—maybe a Barbarossa or a Sherman—lets fly. It’s a wipe. It’s the kind of combo that makes GMs rethink their encounter design.

The "Mag-Parry" and High-Level Play

One thing experts love about the Black Witch is the Mag-Parry system. It’s a reaction. Someone shoots at you or an ally? You say "no." You use your reaction to potentially negate the attack entirely or redirect it. This forces the enemy to play a guessing game. Do they fire their big, single-shot railgun knowing you might just slap it out of the air?

It’s this psychological pressure that makes the Black Witch a top-tier choice for competitive or high-difficulty campaigns. You aren't just reacting to the board; you are dictating the terms of engagement. You are the reason the enemy can't execute their plan.

Synergies: Who Loves the Black Witch?

If you're building a team, you want the Black Witch paired with "Strikers." These are the high-damage, low-utility mechs that just want to hit things.

  • The Vlad: The Vlad loves targets that can't move. The Black Witch ensures they never do.
  • The Nelson: A Nelson needs to be in the right spot to get its momentum bonus. A well-timed Ferrous Lash from a Black Witch can give a Nelson the extra 4 spaces of movement it needs to land a devastating charge.
  • The Barbarossa: The "big slow guy" of Lancer. The Black Witch acts as a screen, using its magnetic fields to keep the Barbarossa safe while it charges up its apocalypse rail.

Common Mistakes People Make

Most players treat the Black Witch like a fragile wizard. They stay 15 tiles away and try to poke. That’s a mistake. The Black Witch has 4 Armor for a reason. You can afford to be in the "mid-range." If you’re too far back, your Ferrous Lash and Mag-Shields won't reach the people who actually need them.

Another mistake? Forgetting your Core System: The Rigged Magnetic Pulse. This is your "get out of jail free" card. It’s a once-per-mission ability that creates a massive zone of magnetic chaos. Every enemy in the area is Shredded and Slowed. It essentially turns off their defenses and their engines. Use it when you’re being swarmed, or use it to initiate a final push. Don't hold onto it until the last turn of the game.

How to Build Your Black Witch

If you're looking for a solid build, focus on Systems and Agility. You want a high Save Target (determined by your Systems) so that enemies can't resist your magnetic pulls. You also want the Evasion from Agility to keep you alive.

Don't bother with Hull too much unless you’re really worried about being poked down. Your Armor and Mag-Shield will do most of the heavy lifting. For talents, look at Greasy Monkey for better drone management or Spaceborn if you’re fighting in zero-G, which happens more often than you'd think in the Long Rim.

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Is It Worth the License?

The Black Witch isn't for everyone. If you want to see big numbers and explode things, go play a Raleigh. But if you want to be the reason your team wins—if you want to be the tactical lynchpin that makes the GM sigh in frustration—then the Black Witch is your frame.

It’s a masterclass in control. It turns the map into a playground. Every time an enemy tries to move and you pull them back, you’re winning the action economy war. And in Lancer, that’s the only war that matters.

Actionable Next Steps for Lancer Pilots

If you're ready to jump into a Black Witch, here is how you should handle your next few sessions:

  1. Prioritize the Lash: In your next combat, don't worry about dealing damage. Spend every turn using Ferrous Lash to reposition allies or enemies. Observe how much it disrupts the enemy's "optimal" turns.
  2. Test the ICE-OUT Drone: Deploy it early against Horus or Union hackers. Notice how it completely shuts down their ability to inflict Heat or Impaired status on your frontline.
  3. Coordinate with your Striker: Before the session, talk to your high-damage teammate. Tell them, "I will bring the enemies to you." Coordinate your Black Hole Generator with their biggest attacks.
  4. Maximize your Reactions: Remember that the Black Witch thrives on its reaction economy. Keep an eye on enemy movement and fire lanes so you can use your Mag-Parry effectively.

The Black Witch isn't just about magnetism; it's about the gravity of your presence on the field. Master the pull, and the rest of the galaxy will follow.