Aliens Fireteam Elite 2 Classes and Class Roles
Aliens Fireteam Elite 2 classes include five core roles plus Specialist, with official showcases for Medic, Hunter, Machinist, Marauder, and Duelist.
Aliens Fireteam Elite 2 classes are built around distinct playstyles and tactical abilities. The official homepage confirms five unique classes with major upgrades, plus a customizable Specialist endgame class that can mix major and minor abilities from available classes. The collected official material does not provide a complete final class table, ability values, or strength ranking.
What is confirmed
The game expands the fireteam to four players and uses class composition as a strategic decision. Each class is meant to bring a different way to approach the battlefield, while Specialist provides the broadest customization later in progression. Treat any exact class statistics, cooldowns, or unlock requirements from unofficial pages as unverified.

Official gameplay screenshot from the game homepage. The image shows squad combat but does not prove individual class loadouts or performance rankings.
Officially showcased roles
The official class showcases confirm these role examples. This table is a reliable starting point, not a complete tier list or a replacement for in-game testing.
| Role | Confirmed showcase examples |
|---|---|
| Medic | Medic Kit, Adrenaline Surge, Overclock, Buffing Station, Poison Station |
| Hunter | Cryo Pulse, Particle Beam, Stasis Bolt, No Mercy, No Rest |
| Machinist | Sentry Turret, Bodyguard Drone, Gas Turret, Rumble Turret |
| Marauder | Titan Rockets, Rocket Mines, Blast Cannon, Dead Eye |
| Duelist | Burst Configuration, Shrapnel Grenades, Gunslinger |
| Specialist | Unlocked class abilities and perks, Shredder Bodyguard, Particle Beam, Focus Fire, Doctor’s Orders |
The Medic guide and Machinist guide collect official showcase details for those two roles. The Marauder and Duelist names and ability systems also appear in the official Steam feed and Day-1 notes. Exact values, progression, and best-build rankings still need live-game evidence.
The Day-1 notes add useful launch evidence without creating a tier list: Marauder’s Cryo Blast DPS was changed from 10 to 25, Machinist Gas and Cryo Turrets were fixed so they could not run out of ammo, Duelist explosive-round perks were rebalanced, Medic client and revive interactions were corrected, and Hunter’s Morale Surge was corrected to grant +2 temporary health instead of +5. These are patch changes to named systems, not proof that one class is universally best.
Class selection without a tier list
Use the official showcase examples to choose a starting job, not to claim a final ranking. The table maps a player preference to the class whose named tools most directly match it; the exact strength, cooldowns, unlocks, and best build remain unverified.
| Player preference | Starting class | Confirmed showcase basis |
|---|---|---|
| Support and recovery | Medic | Medic Kit, Buffing Station, Poison Station |
| Turrets and automated protection | Machinist | Sentry Turret, Bodyguard Drone, Gas Turret |
| Target control and precision tools | Hunter | Particle Beam, Stasis Bolt, Cryo Pulse |
| Rockets and blast pressure | Marauder | Titan Rockets, Rocket Mines, Blast Cannon |
| Burst and explosive tools | Duelist | Burst Configuration, Shrapnel Grenades, Gunslinger |
| Mix abilities around a custom role | Specialist | Fully customizable endgame class; exact progression is unverified |
How to choose a first class
Choose based on the job you enjoy: sustained damage, crowd control, frontline pressure, support, or flexible experimentation. The official description intentionally emphasizes different playstyles rather than declaring one class superior. In co-op, ask what the squad already covers before locking in a duplicate role.
Specialist
Specialist is described as a fully customizable endgame class. It can mix major and minor abilities from every available class, allowing a Marine to fill whatever role the squad needs. The official source does not publish the progression path, unlock level, or exact ability pool, so those details remain unverified.
Solo and Horde decisions
The same class can feel different in solo play, campaign missions, and Horde because the pressure and team coverage change. The official game page confirms updated Horde challenges and deeper squad mechanics, but it does not publish a “best class for solo” or “best Horde class” result. Use this page as a role-selection framework until hands-on testing supplies measured comparisons.
What to verify in the live game
Record each class’s signature abilities, weapon access, perk or augment interactions, and progression gates from the game itself. Then compare clear scenarios instead of relying on a single tier list. A useful class guide should explain why a role works, when it struggles, and what squad information changes the recommendation.
The class names and showcase examples are collected from the official Steam announcements. The launch patch’s class-specific corrections are documented in Daybreak’s Day-1 Patch notes.
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