Classes

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.

6
Playable Classes
5
Base Classes
1 Specialist
Endgame Class

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

ClassRoleSignature ToolEvolved From
MarauderHeavy force-multiplierBlast Cannon, Titan RocketsDemolisher
DuelistSustained rifle combatTwo primary slots, Stay on TargetGunner
MachinistOffensive tech supportSentry Turret, Bodyguard DroneTechnician
HunterWeak-point specialistParticle Pulse, Stasis BoltLancer
MedicHealing and team buffsDeployable healing device, Adrenaline BurstDoc
SpecialistCustom endgame buildMixed abilities from all five classesNew

Class Roster

S

Marauder

Heavy force-multiplier with Rampage kill stacks

RoleFrontline heavy damage — Blast Cannon and Titan Rockets clear crowds, while Rampage stacks fire rate, reload and movement at 25 kills.
Best ForPlayers who want to see big numbers and lead the push into enemy lines.
Solo TipThe Marauder kills fast enough to survive solo without heavy healing, but keep a self-heal consumable for emergencies.
A

Duelist

Sustained rifle combat with Stay on Target damage ramps

RoleTwo primary weapon slots and the Stay on Target perk ramp damage the longer you fire at one enemy.
Best ForPlayers who prefer precise rifle play and sustained DPS over burst tools.
Solo TipThe second primary slot lets you cover two ammo types at once, a strong solo advantage against mixed waves.
A

Machinist

Offensive tech kit with Sentry Turret and Bodyguard Drone

RoleDeploys a Sentry Turret and Bodyguard Drone, with Cross-Platform Synergy perks that shield allies and regen the turret.
Best ForSupportive players who like holding lanes and controlling space.
Horde TipThe turret is a horde-mode anchor — place it on a chokepoint and let it hold the lane while you handle stragglers.
B

Hunter

Weak-point specialist with Stasis Bolt control

RoleParticle Pulse detonates weak points and Stasis Bolt slows enemies for easy follow-up shots.
Best ForPrecision players who target heads, vents and exposed cores.
Solo TipStasis Bolt buys you time against fast enemies like the Striker — slow it, then line up the weak-point shot.
A

Medic

The squad’s healing insurance policy

RoleDeployable healing device restores allies, and Adrenaline Burst buffs the whole team when it matters.
Best ForPlayers who keep their squad alive and turn close wipes into clean clears.
Solo TipThe healing device keeps AI squadmates alive, making the Medic the safest solo class.
S

Specialist

Fully customizable endgame class

RoleMixes one major and one minor ability from any of the five base classes for unique loadouts.
Best ForVeterans who want to tailor a build to their exact playstyle.
UnlockLevel all five base classes to the required threshold to unlock the Specialist.
Best Squad PairingThe Specialist pairs best with a dedicated Medic — its hybrid abilities fill the gap in any composition, and self-sustain lets the Medic focus on the other three marines.

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?+
The Medic is the safest solo class because its deployable healing device keeps both you and your AI squadmates alive through long fights, and its Adrenaline Burst helps burst down priority targets. The Marauder is the strongest solo damage pick, using Rampage kill stacks to clear waves quickly. For solo players, bring fire or cryo ammo and keep a Signature weapon for heavy enemies, since AI teammates cannot coordinate focus fire.
What is the Specialist class and how do I unlock it?+
The Specialist is the sixth class, a fully customizable endgame role that lets you mix a major ability and a minor ability from any of the five base classes. To unlock it you must level all five base classes to the required threshold. Once unlocked, the Specialist supports builds ranging from a turret-and-heal support hybrid to a max-damage Rampage-heavy build, making it the centerpiece of endgame buildcrafting.
How does the Machinist Sentry Turret work?+
The Machinist deploys a Sentry Turret that fires at enemies in range, and its Bodyguard Drone provides additional protection. Perks like Cross-Platform Synergy can make the turret regenerate itself on kills and shield nearby allies, turning it into a mobile anchor for the team. The turret is strongest in horde mode, where it holds a lane and frees you to focus on priority targets.

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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