Compare the four roles
| Class | Useful when | Key tools and strengths |
|---|---|---|
| Assault | You prefer mid-range fire from cover | Cover damage bonus; Sonic Disruptor for control |
| Medic | The squad needs sustain and recovery | Stim Vaporizer heals and revives teammates in its area |
| Breacher | You are comfortable pushing close | Adrenaline Injector provides healing and damage reduction |
| Marksman | You reliably hit distant weak points | Pulse Drone marks enemies; critical damage strengths |
These recommendations follow the official class roles. They are not the result of a controlled win-rate comparison.
A practical first choice
Assault is a useful starting point for practicing cover-based shooting. If someone already fills that role and the squad struggles to recover, Medic may solve the more immediate problem.
Choose Breacher when you can judge a safe close-range push. Choose Marksman when your accuracy can turn the long-range role into reliable damage. A class that fits your play is more useful than copying an unconditional tier-list label.
Class and character are separate choices
Your character skin does not lock you to a class. The game also allows four players to use the same class, so a balanced composition is not a proven rule that always beats four matching classes.
Use the squad’s missing capability as a starting point, then work through the relevant class progression track and weapon upgrade costs.