In Space Marine 2, players can choose from six different classes, each playing a different role during missions. One of these classes is the Assault Class, designed for players with an aggressive playstyle. This class focuses on destruction and is built for intense combat situations.
The Assault Class allows you to gather valuable resources by completing Class Trials. This class also boasts quite a set of Skills you can adopt in your gameplay to defeat hardened enemies easily.
Understanding each Class is essential for players. Luckily, this Guide discusses the Assault Class in great detail.
Assault Class Guide
Here is everything you need to know about the Assault Class in Warhammer 40K: Space Marine 2:
Best Weapons
The Assault Class is a Melee-based class that relies mainly on hand-to-hand combat. The best-suited weapons for this class are the Heavy Bolt Pistol and the Thunder Hammer. The Side Arm is best for taking on enemies of all sizes due to the weapon’s damage-dealing capability.
The Thunder Hammer is an excellent choice for a melee weapon as it can significantly damage enemies. Pairing it with the right perks for both weapons can greatly enhance their power and effectiveness.
Class Trials
There are a total of 3 Class trials in the Assault Class. You can complete these optional challenges in the Armoring Hall and obtain Master-Crafted Armory Data and Requisition points. These Class Trials help you understand the game mechanics early on, allowing you to stack up on crucial resources.
Here is a List of Class Trials in Warhammer 40K Space Marine 2:
- Jump Pack Trial: Eliminate three groups of enemies in 40 seconds or less.
- Cover Ground Trial: Take down 2 Tyranid Warriors equipped with long-range weapons in 40 seconds or less.
- Death From Above Trial: Kill 5 for more Tyranids in 80 seconds or less using Ground Pound.
Assault Class Skills
Here is a list of Assault Class Skills in Warhammer 40K: Space Marine 2:
- Overcharge: Increases Damage of Charged Attacks by 15%.
- Retribution: Deal 15% more Melee Damage for 10 seconds after being knocked back..
- Manoeuvrability: Recharges the Jump Pack 20% Faster.
- Jump Pack: Increases timing for a Perfect Dodge by 50%.
- Smiting Angel: Increases Ground Pound’s Damage by 10%.
- Wings of Flame: Using the Jump Pack Dash will damage nearby enemies.
- Pride in Duty: Using Ground Pound after performing a finisher increases Damage by 25% for 10 seconds.
- Winged Fury: Increases Damage from Melee Attacks performed while Sprinting by 25%.
- Auxiliary Arsenal: Increases Damage from Secondary Weapon by 15%.
- Knowledge of the Enemy: Increases Melee Damage by 15% when fighting against Majoris-level enemies.
- Strategic Strikes: Allows all the team members to deal 20% more Melee Damage against Terminus-Level enemies.
- Hammer of Wrath: You won’t be knocked back after performing a Ground Pound for 10 seconds
- Perseverance: Allows you to perform Charged Attacks without losing control or being knocked back.
- Squad Cohesion: Recharges Team Members’ abilities 10% faster.
- Ample Ammunition: Using the Jump Pack will reload the Equipped Weapon.
Best Perks
To increase the overall performance of your Class, you’ll need the best Perks available in-game. Here are some of the best perks for the Assault Class:
Core Perks | Team Perks | Gear Perks | Signature Perk |
---|---|---|---|
Auxiliary Arsenal | Proven Efficiency | Zealous Blow | Ample Ammunition |
Armour Reinforcement | Pride in Duty | ||
Knowledge of the Enemy | Hammer of Wrath |