Aliens: Fireteam Elite 2 launches with six classes, five of which are ready to use from the start. Each one fills a distinct combat role, so the real question is not which class is strongest in isolation but which combination keeps a fireteam alive against waves of Xenomorphs. The ranking below sorts the launch roster by how reliably each class carries its weight on default builds.
Quick answer: Marauder and Medic are the two classes you want on almost every squad. Duelist and Machinist are strong, flexible picks. Hunter rewards accuracy but punishes misses, so it sits lower until you master it.
| Tier | Classes |
|---|---|
| S | Marauder, Medic |
| A | Duelist, Machinist |
| B | Hunter |
| Unranked | Specialist |

How this ranking was decided
Placements are based on each class’s default kit and how consistently it contributes across difficulty levels. Advanced perks let you customize any class later, which can shift these standings for a skilled player. This tier list reflects the launch state of the game as of August 2026, developed by Cold Iron Studios.
- S-tier classes are a dependable pick for any working team.
- A-tier classes are strong alternatives that ask more of the player.
- B-tier classes need real understanding before they pay off.
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Add to Google Preferences →S-tier: Marauder and Medic anchor every squad
The Marauder is the roster’s crowd-control specialist and belongs on a team at every difficulty. It carries some of the biggest weapons in the game, and the splash damage lets it clear packed groups of enemies in one go. That value dips slightly against single large bosses, but when you are surrounded, no class buys more breathing room. It evolves the original Demolisher role, pairing a rifle with heavy tools like the M12A1 Rocket Launcher and the OCAP-91 Volcan flamethrower.

The Medic is the team’s insurance policy. You will take damage on the easiest and hardest missions alike, and having a dedicated healer keeps your squad from losing members early. This updated take on the Doc brings a returning Advanced Trauma Station that can be tuned into a Buffing Station or a Poison Station, plus revive-focused perks that keep a collapsing push alive.

A-tier: Duelist and Machinist reward the right player
The Duelist is the easiest way into the game and a genuine all-rounder. It hits for solid damage and offers a wide range of weapon setups, including the option to run two primary weapons or lean into extra ammo. That forgiveness is ideal for new players, but at the highest difficulties you will want a class with more specialized abilities, which keeps the Duelist in A tier. It carries the reworked Gunner identity, with perks that ramp damage the longer your shots keep connecting.

The Machinist controls space and enemy movement through its gadgets, from a modifiable Sentry Turret to a flying Bodyguard drone and plasma weaponry. The catch is that it demands strong positional awareness to get full value from those tools. Plant hardware in a chokepoint, hold the line, and cover flanks while the rest of the squad focuses priority targets, and it becomes a real asset.

B-tier: Hunter has the highest ceiling and the harshest floor
Nothing melts a single target like the Hunter. Its long-range rifles and beam weaponry can shut down a boss in seconds, built around slowing prey and cashing in weak-point damage. That power comes with risk, because every missed shot is a real cost. Master the class and it easily climbs toward S tier, but for most players at launch it settles in B tier.

Specialist: the unlockable sixth class
The Specialist is the endgame class rather than a fixed sixth role. You unlock it by progressing the other five, then mix their abilities, weapons, and perks into one custom marine. Because it depends entirely on which pieces you have unlocked and how you build it, it sits outside the ranking for now. Its placement will firm up once there is enough time with what it offers.
For most squads, the safe foundation is a Marauder for wave clearing and a Medic to keep everyone standing, then round out the group with a Duelist or Machinist depending on the map. Bring a Hunter once your aim is sharp enough to make its damage count, and revisit these placements as you unlock advanced perks and start shaping the Specialist to your own playstyle.





