Aliens: Fireteam Elite 2 Solo Guide With Bots
Plan bot-supported campaign runs, choose a self-sufficient class, control pacing and lanes, protect resources, and know when to use Quickplay.
Direct answer
Solo campaign play uses bot companions. Choose a loadout that can damage, create space, and recover without relying on a human callout, then move at a pace that keeps the bots in formation before every trigger or defended objective.
Quick answer
- Use bots to learn routes, class timing, weapon behavior, and mission triggers at your own pace.
- Favor a self-sufficient class plan with damage, control, and a recovery answer.
- Stop before new rooms so the formation catches up and your strongest tools return.
- Switch to Quickplay when the mission needs coordination that companion behavior cannot reliably supply.

Decide What the Solo Run Is For
Bot-supported runs are strongest when you define a learning goal. They provide consistent pacing and remove voice or matchmaking variables, which makes them useful for route study and controlled build tests.
Learn a mission
Move slowly, note approach lanes and retreat routes, and preserve tools so each encounter can be studied.
Best for: First clears and route memory
Test a class or weapon
Keep difficulty and mission stable, change one loadout variable, and compare the same pressure point.
Best for: Readable build feedback
Progress the campaign
Use a self-sufficient setup and avoid optional pressure that does not serve the current objective.
Best for: Steady solo advancement
Practice harder pressure
Raise difficulty only after the bot formation, resource budget, and elite response are repeatable.
Best for: Preparation before co-op
If the goal is simply to clear the hardest available content quickly, human coordination may provide a better route. Solo remains valuable as a controlled environment for discovering why a plan fails.
Choose a Self-Sufficient Class Plan
You cannot assume a companion will recognize the exact tactical moment you need. Your own kit should answer three needs:
- Reliable damage for ordinary lane pressure.
- Immediate space creation when an elite, ambusher, or group reaches the formation.
- Recovery capacity through sustain, resistance, mobility, or a safe revive window.
| Class direction | Solo strength | Responsibility you still carry |
|---|---|---|
| Duelist | Straightforward sustained damage and explosive breathing room | Threat calls and recovery timing |
| Medic | Personal and team sustain can stabilize mistakes | Finishing priority targets before pressure grows |
| Machinist | Automated support helps hold a prepared area | Placement before the encounter and retreat timing |
| Hunter | Strong priority control when you can keep distance | Ordinary enemies entering from side routes |
| Marauder | Heavy damage and crowd control | Safe explosive lanes and resource discipline |
| Specialist | Can combine unlocked tools around a solo problem | Requires enough prior class progression to build a coherent job |
The class comparison gives the complete role map. Build around the job your bots do not consistently solve for you.
Use a Stop, Check, Trigger Rhythm
The player controls pacing even when companion decisions are automatic.
- Stop: pause before entering a new room, dropping to another level, or activating an objective.
- Check: confirm companion position, health, ammunition, cooldowns, and the route you will use if pressure arrives.
- Trigger: begin the encounter only when the formation and escape path are usable.
- Reset: after combat, regroup before collecting resources or crossing the next trigger.
Patch 1 corrected one encounter that could trigger early when a bot was pinged into a lower room. The general lesson still helps every route: avoid sending companions through a transition before the team is ready to own the next space.
Build Lanes That Bots Can Survive
Choose positions with simple geometry. A narrow field of fire, visible side routes, and one clear retreat reduce the number of decisions companions must make at once.
| Position quality | Good sign | Warning sign |
|---|---|---|
| Main lane | Enemies enter from a readable direction | The player must spin between several blind approaches |
| Side coverage | You can watch the flank without abandoning the objective | A wall or effect hides enemies until melee range |
| Companion space | Bots can stand without blocking the muzzle or exit | Everyone compresses into one doorway |
| Retreat | The route leads to another defendable area | The exit crosses the active enemy lane |
When a hold fails repeatedly, change the room geometry before changing the whole build. Better spacing can solve friendly fire, blocked movement, and late target detection together.
Mission pacing and combat flow
Use the full mission footage to study room transitions, firing lanes, and the timing between movement and pressure.
Own Priority Targets Yourself
Bots can contribute damage, but the solo player should identify the enemy that changes the fight. Use this order:
- An enemy already inside the formation or disabling a marine.
- A summoner adding more pressure.
- An ambusher, leaper, grappler, or Exploder about to reach the team.
- An armored blocker after control creates a useful angle.
- Ordinary lane pressure.
Reserve one control or burst option for the top of that list. Spending every strong tool on routine enemies leaves no way to protect companions when the encounter changes.
Manage Resources for Three Bodies
Treat healing and ammunition as a mission budget. Before taking a pickup, ask which loss is most likely to end the next encounter.
| Resource decision | Solo rule |
|---|---|
| Healing | Protect the health pool needed to survive the next pressure event, not only the lowest visible bar |
| Ammunition | Use efficient fire on ordinary enemies and preserve specialized output for priority targets |
| Major cooldown | Keep one answer ready before crossing an unknown trigger |
| Challenge card | Remove it while learning a route, then add it after the baseline run is repeatable |
| Weapon progression | Review stars after extraction before deciding the weapon has stalled |
The bot-supported route becomes unstable when the player spends resources as though three human teammates will coordinate the recovery.
Recover When a Companion Goes Down
Do not begin a revive because the prompt exists. Create a revive window first:
- Remove or control the enemy currently threatening the downed area.
- Move the remaining formation so the interaction is not inside an active firing lane.
- Use cover, control, or sustain to protect the revive duration.
- After recovery, leave the dangerous spot before rebuilding damage pressure.
If every revive attempt causes another down, the problem is the window. More interaction attempts will repeat the same failure until enemy control or positioning changes.
Know When Quickplay Is the Better Tool
Switch from bots to Quickplay when the mission asks for behavior that repeated solo attempts cannot stabilize:
| Solo symptom | Why a human squad may help |
|---|---|
| Simultaneous lanes overwhelm the player | Human players can own separate approaches |
| Priority targets survive while ordinary enemies flood in | Roles can split focused damage and lane control |
| Revive windows never become safe | A player can control while another performs the revive |
| Resource use feels unpredictable | A coordinated group can assign pickups by current need |
| The same trigger produces unclear failures | Voice calls can expose what each player sees and owns |
Use the co-op guide to set up the session and four squad jobs.
Diagnose a Repeated Solo Failure
| Symptom | Likely cause | Next test |
|---|---|---|
| Companions arrive late | The player crossed a trigger before regrouping | Use the stop, check, trigger rhythm |
| Bots block shots or movement | The hold has compressed geometry | Move to a wider shallow formation with one exit |
| An elite reaches the group with no answer | Control was spent on routine pressure | Reserve one stop for the priority queue |
| A revive chain wipes the team | No safe interaction window was created | Control or clear the area before reviving |
| Resources disappear too early | Pickups and high-cost fire lack a budget | Assign each resource to the next likely failure |
| The run fails only after raising difficulty | Several systems were tested at once | Return to the prior setting and stabilize one problem |
| A lower-room encounter triggers unexpectedly | Client state or transition behavior may be involved | Update the game, regroup, and avoid sending a bot ahead of the team |
Frequently Asked Questions
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