Classescomparison guide

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.
Aliens: Fireteam Elite 2 Classes Guide

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.

ClassCore roleAbilitiesWeapon access
MarauderHeavy damage and explosive crowd controlBlast Cannon, Titan RocketsM12A1 Rocket Launcher, OCAP-91 Volcan
MachinistArea control, point defense, automated supportSentry Turret, Bodyguard DroneSMB-94 Zephyr, EDS-93 Zadak Mk.2
DuelistSustained damage and frontline pressureBurst Configuration, Shrapnel GrenadeBD-48 Daittyo, HNT-1 E1 Alamein
MedicHealing, resistance, revives, team sustainMedic Kit, Advanced Trauma StationX1 Fireball, Type 21 Tactical Shotgun Mk.II
HunterPriority-target removal and battlefield controlParticle Beam, Cryo Pulse, Stasis BoltBD-03 Djinn, Type 111 Particle Emitter
SpecialistFlexible hybrid for an uncovered squad jobUnlocked class abilities and perksL56A3 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 needClass choicesWhat each choice contributes
Direct damageMarauder or DuelistMarauder pairs heavy damage with explosive control; Duelist supplies sustained frontline weapon pressure.
Area controlMachinist or HunterMachinist controls space with automated support; Hunter combines battlefield control with long-range priority removal.
Healing and sustainMedicTrauma Station, Combat Stims, and support-focused perks cover the dedicated sustain role.
A remaining uncovered jobSpecialistImported 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.

Marauder class marine carrying a heavy weapon

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.

Machinist class marine holding a plasma weapon

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.

Duelist class marine firing a rifle

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.

Medic class marine carrying a tactical shotgun

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.

Hunter class marine using a particle weapon

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.

Specialist class marine firing a smartgun

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 symptomAdjustmentReason
Direct damage lacks heavy impactAdd MarauderHeavy weapons and explosive abilities cover damage and crowd control.
Sustained frontline pressure is missingAdd DuelistTwo primary weapon slots and its active kit support sustained weapon damage.
A defended area lacks controlAdd MachinistTurret, Bodyguard, and automated fire support are built around area control.
The team has no dedicated sustainAdd MedicHealing, damage resistance, and team sustain define the Medic role.
Priority targets remain uncoveredAdd HunterLong-range rifles, beam weapons, and control tools focus on priority removal.
One job remains after the base roles are assignedConfigure SpecialistImported 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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