Duelist
Base- Was
- Gunner
- Role
- Dual primaries · sustained DPS
Two primary slots instead of a Signature. Stay on Target rewards continuous fire. Exact streak % TBA.
Aliens: Fireteam Elite 2 classes compared: Duelist, Marauder, Machinist, Hunter, Medic, Specialist. Start Duelist or Medic — no fake S-tier. Cover the hole.
Six Colonial Marine kits.
~11 min read
Aliens: Fireteam Elite 2 classes are six Colonial Marine kits: Duelist, Marauder, Machinist, Hunter, Medic, and Specialist. The first five are remade USCM roles from Fireteam Elite 1 (Gunner, Demolisher, Technician, Lancer, Doc). Specialist is the earned mix, not a sixth fixed job on mission one. This page is a comparison, not a fake S-tier. Verified August 26, 2026 · Steam store.
| Fact | Detail |
|---|---|
| Roster | 6 kits — 5 base at launch + Specialist (earned) |
| Predecessors | Duelist←Gunner · Marauder←Demolisher · Machinist←Technician · Hunter←Lancer · Medic←Doc |
| Perk Grid | 42 cells (up from 32 in the first game) |
| Weapons | Primary + infinite sidearm + Signature — Duelist is the dual-primary exception |
| Squad | 1–4 co-op · AI fill · crossplay |
| Platform | Steam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026) |
| Developer / Publisher | Cold Iron Studios / Daybreak Game Company |
| Steam | App 3448650 |
| Price | $49.99 Standard · $69.99 40th Anniversary Premium |
| Verified | August 26, 2026 |
Each base class owns two kit abilities with upgrade forks, a perk pair shown in official showcases, and a Signature (or two primaries on Duelist). Numbers below are from those showcases and matching class sheets — exact DPS stays TBA. Scene kits: builds.

| Class | Was | Role | Kit abilities (showcase) | Showcase perks | Named guns |
|---|---|---|---|---|---|
| Duelist | Gunner | Sustained rifle DPS · two primaries | Burst Configuration (Fragment / Precision) · Shrapnel Grenade (Remote / Cluster) | Stay on Target (damage streak while hitting — % TBA) · Gunslinger / mobility perks (exact % TBA) | DB-48 Daittyo · HNT-1 E1 Alamein · M41A “Classic” Pulse Rifle |
| Marauder | Demolisher | Heavy / crowd clear | Blast Cannon (Blastwave / Thermal Cannon) · Titan Rockets (Phosphorus Rocket / Rocket Mines) | Rampage (kill-stack combat buff — stacks/duration TBA) · Reactive Charges (melee knockback — CD TBA) | M12A1 Rocket Launcher · OCAP-91 Volcan · Smartguns |
| Machinist | Technician | Deployables · energy · hold | Sentry Turret (Gas / Rumble) · Bodyguard Drone (Artillery / Shredder) | Cross-Platform Synergy (allies near turret 10% DR; you nearby → turret +5 HP/s) · Scalable Machine Learning (+10% reload & stability per machine kill, max 5) | SMB-94 Zephyr Plasma Emitter · EDS-93 Plasma Discharger Mk.2 |
| Hunter | Lancer | Control · weak-point | Particle Pulse (Particle Beam / Cryo Pulse) · Stasis Bolt (Vlad Bolt / Arc Bolt) | No Mercy · No Rest (weak-point bonuses — exact % TBA) | BD-03 Djinn Personal Railgun · Type 111 Directed Particle Emitter |
| Medic | Doc | Heal · rescue · squad buffs | Combat Stims (Adrenaline Surge / Overclock) · Advanced Trauma Station (Buffing Station / Poison Station) | Bedside Manner (revive 2× faster) · Surgeon’s Hands (no knockback while interacting / reviving / items) | Armat X1 Fireball · Weyland-Yutani Type 21 Tactical Shotgun Mk.2 |
| Specialist | New | Hybrid / endgame mix | Major / Minor from the five — example showcase: Shredder Bodyguard + Particle Beam | Borrowed (showcase: Focus Fire · Doctor’s Orders) plus Specialist-rank board room | Showcase mix: L56A3 Smartgun · M41A2 Pulse Rifle — not a free-for-all table yet |
Two primary slots instead of a Signature. Stay on Target rewards continuous fire. Exact streak % TBA.
Blast Cannon and Titan Rockets. Watch friendly fire from Intense up. Smartgun / Volcan / M12A1 in showcases.
Sentry + Bodyguard. Cross-Platform Synergy: 10% DR near turret; turret +5 HP/s when you stand nearby.
Particle Pulse / Stasis Bolt. BD-03 Djinn railgun. Weak-point perk percents TBA.
Trauma Station + Combat Stims. Bedside Manner: revive 2× faster. Surgeon’s Hands: no knockback while picking up.
Major/Minor from the five base kits. Rank gates TBA. Not the mission-one select.
Burst Configuration is not “the Duelist ult” — Fragment vs Precision is a swarm vs elite fork. Trauma Station is not only a heal beacon: Buffing Station adds damage and resistance; Poison Station is a DoT cloud (energy interaction exists in showcases — multiplier TBA). Machinist Sentry vs Bodyguard is hold-the-door vs follow-the-Marine. Hunter Beam vs Cryo Pulse is delete vs freeze. If a row above is a choice, pick the fork that matches the briefing, then change it on the Endeavor — do not invent a global best fork.
Other kits carry primary + infinite sidearm + a class Signature (smartgun, flamethrower, railgun, plasma, shotgun). Duelist showcases and launch-window guides treat the class as two primary slots instead of a Signature — DB-48 for stable mag-dump, Alamein for precision. Sidearm is still infinite for everyone. Weapon DPS columns stay off this page; named guns live on weapons.
The next decision is which of those six names you actually press on mission one.
There is no verified “best class.” Value depends on Campaign vs Horde, difficulty, and whether a human Medic is already in the Fireteam. Use this as a first-hours pick, then stay on that kit until Standard feels boring.
| Situation | Pick | Do not |
|---|---|---|
| New to the series / want the lowest extra UI | Duelist | Start Specialist |
| Corridors keep filling with trash | Marauder | Ignore Intense+ friendly fire on rockets |
| Mostly solo with Alpha / Beta / Gamma | Machinist | Assume bots cover deployables for you |
| Your group already fails on downs | Medic | Skip Bedside Manner because “DPS is more fun” |
| Armored elites / weak-point homework | Hunter | Spray and pray — No Rest wants hits on the point |
| Want the hybrid kit yesterday | Any base class you will actually rank | Idle on the Specialist slot |
Stay on Target only works if you keep dealing damage. That is the opposite of a turret mini-game or a stim wheel. If a Runner tags you mid-streak, the streak dies — exact falloff TBA. If you already know you hate rifle tracking, skip to Marauder — big explosions forgive bad aim and punish allies once friendly fire is on.
Sentry Turret can be packed up and moved. Bodyguard follows. Cross-Platform Synergy makes the turret a 10% DR bubble for whoever stands near it, and standing next to your own hardware regenerates it. Scalable Machine Learning stacks reload and stability when machines get kills (max 5). Developer notes in launch-window class guides: sentries deal no friendly fire — that is why Machinist is the Intense+ hold class when Marauder is a liability. Plasma (Zephyr / Discharger) is heat-managed energy, not a bottomless pulse mag; treat ammo economy as a skill, not a free pass.
Adrenaline Surge: damage resistance and knockback immunity. Overclock: fire rate and the Medic’s own reload. You can still revive a downed Marine. Whether a fully dead Marine can be brought back mid-mission stays TBA — do not skip the pickup. Bedside Manner (2× revive) and Surgeon’s Hands (no knockback during the pickup) are the reason Medic is not a bench class. X1 Fireball and the Type 21 shotgun keep the corpsman in the room when the swarm is already inside the station radius.
If the Fireteam is already four humans, the next question is coverage — not a second Duelist.
Matched by build plan, shared topics, and guide progression — not random related links.
A legal Fireteam still fails if four Marauders all rocket the same door. Cover four jobs: clear trash, delete elites, control (Cryo / Electric / stasis), rescue. AI fill (Alpha mid, Beta long, Gamma shotgun) is extra guns, not extra kit abilities — they will not plant your Trauma Station.

| Job | Who usually owns it | Hole if nobody does |
|---|---|---|
| Trash / hive pressure | Marauder · Duelist Fragment / Cluster | Runners reach the backline |
| Elites / armor / weak points | Hunter · Duelist Precision · piercing ammo | Warden / Bulwark eats the hold |
| Lane hold / extra gun | Machinist turret + drone | You rotate and the door is empty |
| Rescue / stim window | Medic | Down stays down until someone picks up |
| Hybrid patch after ranks | Specialist | You cannot patch a hole you have not unlocked |
A Duelist + Medic pair with AI fill is a legal first-week stack: rifles and revive, bots on the extra angles. Machinist + Hunter is the solo-plus-friend hold: turret on the door, railgun on the plated target. Four Duelists is legal and still a rescue hole. Do not wait for a “meta four-stack” post — pick the missing job.
From Intense up, Marauder’s corridor kit is a squad weapon with a blast radius. Crouch the front Marine; do not fire Titan Rockets through a teammate’s back. Machinist sentries are the exception called out as dealing no friendly fire. Hunter control (Cryo Pulse, Stasis / Arc Bolt) makes elites hittable without filling the doorway with explosives. Difficulty owns the tier rules; this page only needs you to stop stacking four heavies into one choke.
The long-term patch for a missing job is Specialist — after you have actually ranked the kits you are borrowing from.
Specialist is the sixth class and the Buildcraft core: mix Major / Minor abilities, perks, and weapons already unlocked on Duelist, Marauder, Machinist, Hunter, and Medic. You do not start there. Playing Specialist raises Specialist rank (more perk-board room and unique items in launch-window explainers); the abilities themselves still have to be unlocked on the class they came from.
| Claim | What we can print |
|---|---|
| Available on mission one? | No — rank the five base kits first |
| Rank gates | Exact class-rank numbers stay TBA until the unlock UI is captured |
| Showcase mix | Shredder Bodyguard + Particle Beam + L56A3 Smartgun + Focus Fire / Doctor’s Orders |
| Perk Grid | 42 cells; Specialist rank adds room — full cell map TBA |
| Every weapon legal? | Showcases mix across pools. Full restriction tables TBA — do not assume every Signature is legal on every hybrid |
| Planner | Build planner stub — noindex notepad until slot conflicts are captured |
Because Specialist is a mix of unlocked parts, the “wrong” first class is mostly a slower route to a specific hybrid, not a deleted save. Rank the kit you enjoy. Do not treat a community rank number as a verified gate for Marauder or Hunter until the in-game UI says so.
Slot conflicts, mutually exclusive Major/Minor pairs, and the full Perk Grid stay TBA. The specialist page owns the unlock path; builds owns Campaign vs Horde examples. This page only needs the gate: five kits in, hybrid out.
Whether that hybrid is for a linear campaign drop or a Horde hold is the last pick.
Yes — because the enemy preview and the hold length change. Campaign is a briefing you can load for. Horde is escalating waves plus Challenge Cards on Blacksite, Crash Landed, Crusher, with faction pools that can rotate Xenomorph / Pathogen / Synth.
| Scene | Class bias (not a rank) | Why |
|---|---|---|
| Campaign, first clear | Duelist or Medic | Lowest UI, or rescue if you already wipe |
| Campaign, Synth-heavy briefing | Hunter + Piercing (any kit) | Djinn / weak-point perks vs plates; piercing ammo still matters on Duelist |
| Campaign, hive corridors | Marauder or Machinist | Rockets / turret on the door — FF-aware from Intense up |
| Horde hold | Machinist | Sentry is a lane that does not walk off; no FF on the gun |
| Horde swarm cards | Marauder | Rampage wants kills; cards all apply — do not stack three heavies without a Medic |
| Horde elite / armor waves | Hunter | Stasis / Cryo Pulse then weak-point |
| Any scene, missing revive | Medic | Downed Marine stays on the floor until pickup |
| After ranks | Specialist | Patch the hole the four-stack still has |
The six names do not change. The job mix does. Challenge Cards all apply for the run in public Horde notes — a high-risk card on a four-Marauder stack is how you learn friendly fire. Keep a piercing option if Synths can rotate in. Map layouts and ammo-box counts stay TBA on horde.
A Machinist that wins a Blacksite hold can still be the wrong pick for a linear Campaign run with no door to plant. This wiki will not print a global class ladder. If you need a first name anyway, use the start table above, then come back here when the briefing or the Horde card actually changes.
Next: Specialist unlock path · Campaign vs Horde kits · named guns.
Six: Duelist, Marauder, Machinist, Hunter, Medic, and Specialist. Five launch as remade USCM roles; Specialist is unlocked by progressing the others.
No verified S-tier. Duelist is the teaching kit, Medic covers rescue, Machinist holds solo/Horde doors, Marauder clears swarms, Hunter deletes elites. Specialist is the later mix.
Duelist if you want to shoot. Medic if your group already goes down. Machinist if you mostly play solo. Do not start Specialist.
Specialist is the sixth class. Parts unlock by leveling the five base classes. Exact rank gates stay TBA until you see the unlock UI.
Showcases and launch-window guides treat Duelist as two primary slots instead of a class Signature. Other kits use primary + Signature + infinite sidearm. Full restriction tables stay TBA.
Launch-window class guides citing developers: sentries deal no friendly fire. Your rockets and grenades are not that exception — Intense+ still punishes stacked corridors.
Duelist was Gunner, Marauder was Demolisher, Machinist was Technician, Hunter was Lancer, Medic was Doc. Specialist is new.
Unlock path and mix rules on specialist, then builds for Campaign vs Horde kits. Gun names: weapons.
August 26, 2026
Matched by build plan, shared topics, and guide progression — not random related links.