Aliens: Fireteam Elite 2 Classes Guide
Compare all six classes by role, abilities, passive identity, weapon access, and fit in a balanced campaign or Horde squad.
Direct answer
Compare all six class paths by squad role, abilities, passive identity, and weapon access, then cover damage, control, sustain, and priority-target removal across four players.
Quick answer
- The launch roster has five base classes plus the flexible Specialist path.
- Choose by squad job: direct damage, area control, sustain, or priority-target removal.
- A balanced four-player squad can cover every job even when two players use the same class.

All Six Classes at a Glance
Aliens: Fireteam Elite 2 has six playable class paths at launch: Marauder, Machinist, Duelist, Medic, Hunter, and Specialist. The first five are base classes with defined combat identities. Specialist is a flexible hybrid built from unlocked class tools.
| Class | Core role | Abilities | Weapon access |
|---|---|---|---|
| Marauder | Heavy damage and explosive crowd control | Blast Cannon, Titan Rockets | M12A1 Rocket Launcher, OCAP-91 Volcan |
| Machinist | Area control, point defense, automated support | Sentry Turret, Bodyguard Drone | SMB-94 Zephyr, EDS-93 Zadak Mk.2 |
| Duelist | Sustained damage and frontline pressure | Burst Configuration, Shrapnel Grenade | BD-48 Daittyo, HNT-1 E1 Alamein |
| Medic | Healing, resistance, revives, team sustain | Medic Kit, Advanced Trauma Station | X1 Fireball, Type 21 Tactical Shotgun Mk.II |
| Hunter | Priority-target removal and battlefield control | Particle Beam, Cryo Pulse, Stasis Bolt | BD-03 Djinn, Type 111 Particle Emitter |
| Specialist | Flexible hybrid for an uncovered squad job | Unlocked class abilities and perks | L56A3 Smartgun, M41A2 Pulse Rifle |
Base Class Roles and Loadout Overview
See the five base classes in action and compare the roles, abilities, and weapon access that shape each loadout.
Build a Balanced Four-Player Squad
Choose the jobs your fireteam needs, then assign classes to cover them. A balanced group needs direct damage, area control, healing or sustain, and priority-target removal.
| Squad need | Class choices | What each choice contributes |
|---|---|---|
| Direct damage | Marauder or Duelist | Marauder pairs heavy damage with explosive control; Duelist supplies sustained frontline weapon pressure. |
| Area control | Machinist or Hunter | Machinist controls space with automated support; Hunter combines battlefield control with long-range priority removal. |
| Healing and sustain | Medic | Trauma Station, Combat Stims, and support-focused perks cover the dedicated sustain role. |
| A remaining uncovered job | Specialist | Imported unlocked tools let the Specialist board target a specific gap. |
Marauder and Duelist can cover direct damage in different ways. Machinist supplies area control and automated fire support. Medic handles sustain. Hunter removes priority targets at range while adding control. Specialist can fill an uncovered job with imported tools once those tools are available.
Four unique classes are optional. A repeated class can work when the full squad still covers damage, control, sustain, and priority removal. Use this job checklist for campaign or Horde instead of treating one roster combination as universally best.
Class Profiles
Use the compact directory to jump to a class. Every profile stays on this page so you can compare role, abilities, passive identity, and weapon access without leaving the guide.

Class 1 of 6
Marauder
Heavy weapon damage and explosive crowd control.
- Role
- Heavy damage and crowd control
- Abilities
- Blast Cannon, Titan Rockets
- Passive
- Dead Eye
- Weapons
- M12A1 Rocket Launcher, OCAP-91 Volcan
Build direction
Choose Marauder when the squad needs direct heavy damage backed by explosive control. Blastwave and Thermal Cannon change how Blast Cannon creates space, while Rocket Mines turn the Titan Rockets slot into a trap tool.
Perk decisions
Rampage rewards uninterrupted kills and peaks at 25 stacks with an eight-second fire-rate, reload-speed, and movement-speed boost. Reactive Charges answers melee pressure with a concussive knockback around the Marauder.

Class 2 of 6
Machinist
Area control, point defense, and automated fire support.
- Role
- Area control and point defense
- Abilities
- Sentry Turret, Bodyguard Drone
- Passive
- Dual Targeting
- Weapons
- SMB-94 Zephyr, EDS-93 Zadak Mk.2
Build direction
Choose Machinist when the fireteam needs controlled space. Gas and Rumble variants shift the turret between killing and slowing threats, while Artillery and Shredder variants move the Bodyguard Drone toward long-range or close-range firepower.
Perk decisions
Cross-Platform Synergy gives allies near the turret 10% damage resistance and restores five turret health per second while the Machinist is nearby. Scalable Machine Learning stacks reload speed and stability after machine or item-turret kills.

Class 3 of 6
Duelist
Sustained weapon damage and aggressive frontline pressure.
- Role
- Sustained frontline damage
- Abilities
- Burst Configuration, Shrapnel Grenades
- Passive
- Gunslinger
- Weapons
- BD-48 Daittyo, HNT-1 E1 Alamein
Build direction
Choose Duelist for sustained weapon pressure and explosive breathing room. Fragment and Precision modifiers change Burst Configuration for the situation, while Shrapnel Grenade pushes clustered Xenos back before they pin the frontline.
Perk decisions
Stay on Target rewards maintaining damage on one threat. Mobility supports a run-and-gun plan by improving movement speed and stun recovery, making it the safer pairing when the player cannot hold a fixed firing lane.

Class 4 of 6
Medic
Healing, damage resistance, and team sustain.
- Role
- Healing and team sustain
- Abilities
- Medic Kit, Advanced Trauma Station
- Passive
- Support-focused core perks
- Weapons
- X1 Fireball, Type 21 Tactical Shotgun Mk.II
Build direction
Choose Medic when team survival is the uncovered job. Adrenaline Surge adds damage resistance and knockback immunity, while Overclock trades toward fire rate for the squad and reload speed for the Medic.
Station and revive choices
Buffing Station improves damage and resistance for allies in range. Poison Station changes the same slot into damage over time. Bedside Manner doubles revive speed, while Surgeon's Hands prevents knockback during interactions, revives, and item use.

Class 5 of 6
Hunter
Long-range priority-target removal and battlefield control.
- Role
- Priority removal and control
- Abilities
- Particle Beam, Cryo Pulse, Stasis Bolt
- Passive
- Precision-focused core perks
- Weapons
- BD-03 Djinn, Type 111 Particle Emitter
Build direction
Choose Hunter when priority enemies must be slowed before the squad commits damage. Particle Beam supplies the attack configuration, Cryo Pulse freezes Xenos, and Stasis Bolt leaves trapped targets slowed and vulnerable.
Target discipline
The official showcase frames No Mercy and No Rest around stronger Xenos. That makes Hunter most useful when the player reserves control and accurate fire for priority targets instead of spending every tool on the first runner in view.

Class 6 of 6
Specialist
Flexible hybrid assembled from unlocked class abilities and replacers.
- Role
- Flexible hybrid
- Abilities
- Unlocked class abilities and modifiers
- Passive
- Imported passive and core perks
- Weapons
- L56A3 Smartgun, M41A2 Pulse Rifle
Build direction
Choose Specialist after other classes have unlocked the tools needed for one clear squad job. The official showcase pairs Shredder Bodyguard with Force Multiplier or Concussive Multiplier for damage or stopping power.
Hybrid example
Particle Beam can take Compatibility Matrix or Increased Uptime while the Bodyguard Drone protects the player. This demonstrates the Specialist's value: combine proven tools around a plan, then change the plan when squad coverage changes.
Fix a Squad Role Gap
Use the role coverage itself as the diagnostic. Find the missing job, then choose the class whose documented kit answers it.
| Squad symptom | Adjustment | Reason |
|---|---|---|
| Direct damage lacks heavy impact | Add Marauder | Heavy weapons and explosive abilities cover damage and crowd control. |
| Sustained frontline pressure is missing | Add Duelist | Two primary weapon slots and its active kit support sustained weapon damage. |
| A defended area lacks control | Add Machinist | Turret, Bodyguard, and automated fire support are built around area control. |
| The team has no dedicated sustain | Add Medic | Healing, damage resistance, and team sustain define the Medic role. |
| Priority targets remain uncovered | Add Hunter | Long-range rifles, beam weapons, and control tools focus on priority removal. |
| One job remains after the base roles are assigned | Configure Specialist | Imported unlocked tools can be arranged around that single uncovered job. |
A repeated class only becomes a problem when it leaves one of the four squad jobs uncovered. Change the job assignment or one class choice until damage, control, sustain, and priority removal are all represented.
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