Classes
Aliens: Fireteam Elite 2 classes — Marauder, Duelist, Machinist, Hunter, Medic and the customizable Specialist, with abilities, perks and the best class for solo play.
Introduction
Aliens: Fireteam Elite 2 rebuilds the class system around six distinct USCM roles. The heavy-hitting Marauder evolved from the original Demolisher, the Duelist refines the Gunner into a sustained-rifle specialist, and the Machinist replaces the Technician with a sentry turret and bodyguard drone. The Hunter is a remade Lancer built around weak-point damage, while the Medic is the squad’s insurance policy. Above them all sits the Specialist, a fully customizable endgame class that mixes major and minor abilities from every other class. Each class carries its own weapons, abilities and perk builds, so choosing a class is the first real decision a new marine makes.
Six-Class Quick Reference
| Class | Role | Signature Tool | Evolved From |
|---|---|---|---|
| Marauder | Heavy force-multiplier | Blast Cannon, Titan Rockets | Demolisher |
| Duelist | Sustained rifle combat | Two primary slots, Stay on Target | Gunner |
| Machinist | Offensive tech support | Sentry Turret, Bodyguard Drone | Technician |
| Hunter | Weak-point specialist | Particle Pulse, Stasis Bolt | Lancer |
| Medic | Healing and team buffs | Deployable healing device, Adrenaline Burst | Doc |
| Specialist | Custom endgame build | Mixed abilities from all five classes | New |
Class Roster
Marauder
Heavy force-multiplier with Rampage kill stacks
Duelist
Sustained rifle combat with Stay on Target damage ramps
Machinist
Offensive tech kit with Sentry Turret and Bodyguard Drone
Hunter
Weak-point specialist with Stasis Bolt control
Medic
The squad’s healing insurance policy
Specialist
Fully customizable endgame class
Core Mechanics
Each class in Aliens: Fireteam Elite 2 has a unique ability kit, a preferred weapon category and its own branch of the 42-slot perk grid. Marauder builds stack kills with the Rampage perk to spike fire rate, reload and movement speed. Duelist rewards staying on target, with the Stay on Target perk ramping damage the longer you hold fire on a single enemy. Machinist deploys a Sentry Turret that benefits from Cross-Platform Synergy perks that shield allies and regen the turret. The Hunter uses Stasis Bolt to slow enemies and Particle Pulse to detonate weak points, while the Medic keeps the squad alive with a deployable healing device and an Adrenaline Burst team buff. The Specialist mixes one major and one minor ability from any of the five base classes, which unlocks after you level all of them.
Advantages
The class roster covers every team role, so squads can always field a balanced composition of damage, control and healing. The Marauder and Duelist give newcomers straightforward, high-impact playstyles, while the Hunter rewards precision aiming and the Machinist adds a tactical layer with deployable tools that hold lanes. The Specialist rewards veterans with deep buildcrafting: because it mixes abilities across classes, the endgame offers enormous replayability, and the same player can shift between support, damage and hybrid builds without switching characters between missions, keeping the class system fresh across hundreds of hours of play. Class guides also cover which roles pair best together, so you can build a squad that complements your own pick and adapt when a teammate changes class between missions.
Challenges
The Specialist requires grinding all five base classes to unlock, so the deepest buildcrafting is gated behind significant play time and can feel distant for new players. Some classes are much stronger in horde mode than in the campaign — the Hunter, for example, depends on weak-point exposure that endless swarms rarely provide, so it underperforms in the mode where others excel. Pre-release class numbers come from verified media coverage rather than live play, so perk values and cooldowns may shift slightly at launch, and new players may feel overwhelmed by six classes each with its own ability kit and perk branch to learn.
Frequently Asked Questions
Which class is best for solo play in Aliens: Fireteam Elite 2?+
What is the Specialist class and how do I unlock it?+
How does the Machinist Sentry Turret work?+
Quick Tips
Level all five base classes before settling on a main — the Specialist unlock is a long-term goal, and trying each class teaches you how to play alongside every role in co-op, so you understand what your teammates need from you and can switch roles when the squad composition demands it.
Match your class to your ammo: the Duelist with two primaries can carry both fire and cryo to cover two weaknesses, while the Marauder should prioritize fire ammo to boost its already-high crowd damage and keep Rampage stacks up through constant kill chains in horde mode. A class you enjoy playing is more valuable than the mathematically strongest pick on paper.
In horde mode, run one Machinist and one Medic at minimum — the turret holds a lane on its own and the healer keeps the whole squad alive through the endless waves, leaving your two damage dealers free to focus Sirens and Wardens the moment they spawn. A class you enjoy playing is more valuable than the mathematically strongest pick on paper.
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