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Aliens: Fireteam Elite 2 launches on August 25, 2026, and the very first decision you make on character creation is which class to run. There are six total, but only five are pickable from the start — the sixth is something you earn. This guide covers what each class actually does, how to pick your first one, and why the sixth class isn’t a starting option at all.
TL;DR
- Five classes are playable from the start: Marauder, Duelist, Machinist, Hunter, Medic.
- The Specialist is a sixth, build-your-own class that unlocks only after you’ve leveled the other five — it’s not a launch-day pick.
- Squads now hold four players, up from three in the original game, which changes how duplicate roles work.
- Cold Iron Studios (developer) and Daybreak Game Company (publisher) haven’t published exact unlock levels or balance numbers ahead of launch.
What Are the Six Classes in Aliens Fireteam Elite 2?
The class system is the core of how Fireteam Elite 2 divides combat roles across a squad. Cold Iron Studios is launching with five remade USCM roles – Marauder, Duelist, Machinist, Hunter, and Medic – plus Specialist, a customizable sixth class unlocked by progressing the others. None of these are brand new concepts — the Gunner has been changed to the Duelist, the Technician to the Machinist, the Demolisher to the Marauder, Lancer to the Hunter and Doc to the Medic from the original 2021 game, each with reworked kits and new ability names.
| Class | Role in Squad | What It Works With | Who It Suits |
|---|---|---|---|
| Marauder | Heavy damage / force multiplier | Rifle plus a shoulder-mounted Blast Cannon for close pressure or Titan Rockets for big targets | Players who want to stand and delete priority threats |
| Duelist | Sustained rifle DPS | Shrapnel Grenade, Burst Configuration, and the Stay on Target perk that rewards uninterrupted hits | Players who like to stay aggressive and keep firing |
| Machinist | Area denial / tech control | Energy weapons, modifiable Sentry Turrets, and a flying Bodyguard drone | Players who like setting up a kill zone before the horde arrives |
| Hunter | Crowd control / weak-point exploitation | Particle Pulse and Stasis Bolt to lock down targets for a railgun follow-up | Players who like tactical setups over raw damage |
| Medic | Squad support | Enhanced Combat Stims and an Advanced Trauma Station | Players who'd rather keep the team alive than top the damage meter |
How to Choose Your First Class
There’s no wrong pick among the five base classes since every squad needs some mix of damage, control, and support, but your first class should match how you actually play shooters, not what looks strongest on paper. If you gravitate toward being the one holding a lane and soaking pressure, the Marauder is the obvious start — it pairs a rifle with a heavy weapon and brings two distinct shoulder-mounted kits: the smaller Blast Cannon for close pressure, and larger Titan Rockets for big explosive answers. If you prefer constant trigger time and punishing consistency, the Duelist is built around exactly that: utilizing tools like the Shrapnel Grenade and Burst Configuration, the Duelist excels at maintaining sustained rifle damage, and perks like Stay on Target reward sustained damage on enemies, while Mobility increases speed and stun recovery.
Because Aliens: Fireteam Elite 2 expands the core cooperative experience by increasing the squad size to four players, picking your first class also means thinking about the other three seats. Two players running the same fixed class in a four-person squad means two of your four ability slots are doing the same job — fine if that’s the plan, but it’s worth checking with your group before everyone defaults to the flashiest option. If you want the fuller picture of what launches alongside the class roster, the Aliens: Fireteam Elite 2 release date and platform guide covers the rest of the launch details.
| Playstyle | Suggested Class | Why | Squad Fit |
|---|---|---|---|
| Tank / frontline | Marauder | Heavy weapon options built for sustained head-on fights | One per squad is usually enough |
| Aggressive rifleman | Duelist | Damage scales the longer you keep shots landing | Pairs well with a Medic behind it |
| Builder / methodical | Machinist | Turrets and a drone lock down chokepoints before enemies close in | Strong in tight corridor maps |
| Tactical / support-damage hybrid | Hunter | Sets up weak-point damage for the whole team, not just itself | Great alongside heavy hitters |
| Team-first player | Medic | Keeps the squad alive through Combat Stims and revive speed | Every squad wants at least one |

Step-by-Step: Picking Your Starting Class
Follow this sequence to get it done fast.
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1
Think about your usual FPS role
if you always play the aggressor in co-op shooters, lean Marauder or Duelist; if you always end up reviving people, lean Medic.
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2
Check what your squad already has
before locking in, ask what your other three squadmates are running so you're not duplicating a role nobody asked for.
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3
Pick based on tempo, not power
Machinist and Hunter reward patience and setup, while Duelist and Marauder reward staying in the fight; pick the tempo you enjoy.
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4
Level it properly instead of hopping around
since the Specialist requires progress across all five classes eventually, treat your first pick as the one you'll spend the most early hours on, not a throwaway.
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5
Reassess after your first few missions
nothing locks you to one class permanently, so if the playstyle doesn't click, switch before you've sunk excessive time in.
The Specialist: Why It's Locked and What It Actually Does
The Specialist is the class most players will search for after finishing their first few missions, and the most important thing to understand is that you cannot pick it on day one. Cold Iron’s fully customizable endgame class lets players mix abilities from all five base classes but stays locked until you’ve leveled each one. Where the game’s five base classes each arrive with a defined set of weapons, signature tools, and ability slots, the Specialist arrives with none of those constraints.
This isn’t a menu toggle — it’s a progression gate. The Specialist class must be unlocked be leveling up the other classes, and once you do you’ll be able to build almost any Specialist character you want. In showcased builds, developers demonstrated pulling pieces across classes freely: borrowed tools in action, including the Machinist’s Shredder Bodyguard, the Hunter’s Particle Beam, the L56A3 Smartgun as a signature weapon, and perks like Focus Fire and Doctor’s Orders, all on one character.
Tip
Treat the Specialist as a long-term goal, not a starting choice. The wider your unlocked ability pool across all five classes, the more useful your eventual Specialist build becomes.
Why the Specialist Exists at All
The reasoning behind the class ties directly to the bigger squad size. The 2021 original capped fireteams at three, but the sequel bumps that to four, and Cold Iron’s Studio Creative/Design Director Chris Cross has said the extra slot was the entire reason the class needed to exist. With four players, squads run into the exact duplicate-role problem mentioned above, and with four marines instead of three, squads face the problem of duplicated roles that a flexible, mix-and-match sixth class is meant to solve.
Specialist Is an Endgame Reward, Not a Shortcut
Don’t expect to rush toward it. That makes the Specialist less like a normal starting class and more like an endgame reward for players who actually learn the roster. Realistically, unlocking it means playing through enough of the campaign and side content to put meaningful levels into Marauder, Duelist, Machinist, Hunter, and Medic — Cold Iron hasn’t published the exact thresholds ahead of launch, so treat any specific hour count you see before August 25 as a guess rather than a confirmed figure.
Common Misconceptions About Aliens Fireteam Elite 2 Classes
Myth: The Specialist Is Available From the Start
It isn’t. Every base class is selectable at character creation, but the Specialist only opens up once you’ve put in work on the other five — it is designed as a late-game payoff, not a sixth option sitting next to Marauder on day one.
Myth: One Class Is Objectively “Best”
No hands-on data exists yet since the game hasn’t launched, and even once it does, “best” depends entirely on what your other three squadmates are running. A Marauder is only as strong as the Medic keeping it alive and the Hunter softening targets for it — there’s no standalone winner in a four-person co-op shooter.
Myth: Running Two of the Same Class Doubles Your Power
It mostly doubles a role you already have covered. Two Marauders in a four-player squad means two shoulder-mounted heavy kits but nobody locking down a corridor or keeping stims flowing — the squad size increase is precisely why the game leans on variety rather than stacking one archetype.
What We Don't Know Yet
The game launches August 25, 2026, and until then nobody outside Cold Iron has hard numbers. Unlock levels for the Specialist, exact leveling curves for each base class, weapon stat tables, and post-launch balance are all unconfirmed. Any guide, including this one, that states a specific level number or hour count for unlocking the Specialist before launch is guessing — treat those numbers as post-release estimates once players confirm them, not settled fact.
Note
Because progression numbers aren’t public pre-launch, expect the honest cost of fully unlocking the Specialist to be measured in multiple full playthroughs across all five classes rather than a single campaign clear — exact hours will only be known once players are actually logging time post-release.
Our Take: Which Class Should You Actually Start With
Our Take
Pick the class that matches how you already play shooters, not the one that sounds strongest in a trailer.
The five base classes look built to cover distinct lanes rather than compete for the same slot, which is a smarter design than a straight power ranking would suggest. The Specialist being gated behind progress on all five is the more interesting call here — it turns “what’s the best class” into a question that only makes sense to answer after launch, once people have actually leveled the roster instead of watched a showcase video.
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