Aliens: Fireteam Elite - Class Guide & Builds


In our build guide to Aliens: Fireteam Elite you will learn:

  • What character classes are available
  • What role each class plays on the battlefield
  • Which class builds are the most efficient

Aliens: Fireteam Elite is a PvE shooter that is all about teamwork. In the game there are a total of five different character classes, which differ greatly from each other in the way they play. Some classes focus on dealing damage, while other classes use their abilities to support or heal allies.

Each character class has its own advantage tree, which more or less mirrors the skill tree from other games. With each new level of your character, you'll unlock new advantages that grant you active or passive bonuses. Some advantages can even be used to completely change a class ability.

Class Guide - The Marksman

  • Play style: All-rounder
  • Advantages: Very versatile, good damage
  • Disadvantages: Can't do anything outstandingly well
  • Weapons: Rifle, melee weapon

The Rifleman is more or less the classic infantryman and is especially good for beginners due to its easy play style. The shooter's two weapon types allow him to be played efficiently at any distance. With his abilities, the gunner can increase the group's rate of fire and make enemies more vulnerable with a grenade.

"Overclocking" will increase the rate of fire for you and your allies tremendously.

The Marksman: The best advantages

  • Incendiary Blast: Transforms the grenade into small microbombs that deal area damage and can set enemies on fire.
  • Fast Charger Interlink: Overclocks reloads equipped weapon and increases reload speed of entire team by 50 percent.
  • Targeting: Having a full stack of Maintain Target greatly increases ability regeneration.

The Shooter: What weapons to bring?

If you're going to be dealing with aliens on the mission, we recommend a powerful automatic rifle like the L36 Halberd and the double-barreled DT-57 Medved. If you have to fight mainly against synths, you should equip the Twilight v.4 self-loading rifle and the M39 submachine gun.

Class Guide - The Destroyer

  • Play style: Damage, crowd control
  • Advantages: Access to the most powerful weapons, high damage
  • Disadvantages: Ammo problems
  • Weapons: Rifle, Heavy

The destroyer is a true killing machine and is the only class that can equip heavy weapons. From smartguns to rocket launchers and flamethrowers, the Destroyer has many ways to react to enemies. The "micromissiles" ability takes out multiple enemies at once, and with its "blast wave" the Destroyer flings enemies back to create a clear space for itself.

With the Flamethrower, the Destroyer can catch multiple enemies at once.

The destroyer: the best advantages

  • Napalm Missiles: Replaces three microrockets with twelve napalm missiles that burn enemies and leave behind areas of fire.
  • Fire & Forget: Microrockets weaken enemies, causing them to take 25% more damage from area-based attacks.
  • Loud & Clear: When combined with Clear Space, increases its damage and creates an additional Clear Space stack.

The Destroyer: What weapons to bring?

The Smartgun is a great weapon if you want to wipe out a whole swarm of enemies quickly. The grenade launcher doesn't hold as much ammo, but it deals high damage that can kill smaller and larger elite enemies quickly. As for the rifle, a fast-loading rifle is recommended, with which you'll deal constant damage even at a longer distance.

Class Guide - The Technician

  • Play style: Support, crowd control
  • Advantages: Defensive specialist
  • Disadvantages: Only strong at short to medium range
  • Weapons: Pistol, melee weapon

The Technician is an expert at defending nodes. His abilities allow him to periodically deploy a turret or use an electro-mine to disable multiple enemies. With the passive ability "Cross-Platform Synergy", you can repair turrets when you are near them.

The Technician's arsenal gives you control on the battlefield.

The Technician: The best advantages

  • Heavy Turret: Replaces the normal turret with a heavy turret that trades damage for cadence.
  • Group Analysis: "Cross-Platform Synergy" increases accuracy and recharge rate of you and your allies by 10 percent.
  • Dynamic Delivery System: Turrets fire 10 percent faster and deal 25 percent more damage to armor.

The Technician: Which weapons to bring?

In the first slot, you should always take a heavy pistol like the Kramer .50 Magnum, as it still deals high damage at longer distances. As a secondary weapon, a submachine gun such as the X43 is recommended, as it compensates for the slow rate of fire of the pistol and allows you to react quickly to a swarm of smaller enemies.

Class Guide - The Doc

  • Playstyle: Support, Healing
  • Pros: Strong healing for allies
  • Disadvantages: No damage abilities
  • Weapons: Rifle, Pistol

As a field medic, the Doc is the only class that can heal up allies quickly and efficiently. This means you no longer have to rely on the rare medi-kits. Having a Doc on your team is indispensable when you're on the higher difficulty levels. In addition to his healing in the form of the "Emergency Module," the Doc can increase the accuracy, stability, stamina regeneration, and movement speed of the entire party with his "Combat Stimulators" ability.

The Doc's Emergency Module heals nearby allies.

The Doc: The best advantages

  • Suppression Station: The Emergency Module now has a larger radius and gives enemies who enter it a debuff in the form of reduced speed and lower damage dealt.
  • Fast Recovery: Helping out allies gives them 50% more health and the team's bleedout time is increased.
  • Support System: Outgoing healing is increased by 20 percent and allies receive 15 percent ability regeneration near the emergency module.

The Doc: What weapons to bring?

Since you can only equip one pistol in the second slot, you should take an automatic rifle with you in the first slot. This way you can counter the short range of the pistol and take out several enemies at once.

Class Guide - The Scout

  • Play style: Support, Reconnaissance
  • Advantages: Can mark enemies
  • Disadvantages: Not very good at close range
  • Weapons: Rifle, melee weapon

The scout acts as a scout and sniper for the squad and is designed for long range combat. The "PUPS" ability dispatches a small drone that marks all enemies in a large radius. The "Support Drone" can be placed to replenish the team's ammo and it grants health points for each target taken out.

The scout can mark enemies in a large radius

The scout: the best advantages

  • Threat averted: Headshot kills of a revealed target recharge abilities by 15 percent.
  • Distracting Howl: PUPS now slow affected targets by an additional 30 percent.
  • Adrenaline Rush: Increases support drone healing by 20 percent.

The Scout: What weapons to bring?

As a scout, be sure to bring a powerful sniper rifle like the M42A3, as yourFocuspassive skill benefits greatly from it. Each headshot increases the accuracy and stability of your weapon. A secondary weapon is a shotgun like the DT-57 Medved, which can wreak havoc at short range.

However, the scout class is not yet available to you at the beginning of the game. You can find out how to unlock the fifth character class in our detailed Aliens: Fireteam Elite tips & tricks guide.

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