Assault
10 de octubre de 2025
Core Strategy
Assault soldiers are to a squad as a striker is to an association football team: their duty is to aggressively score for their squad, whether it is through objective plays or straight up wiping out the opposition.
On the surface, the flashy lone wolf with an offensive tool for every situation seems like they could be the G.O.A.T. But don’t let the highlight reels fool you: the true greats - the ones who define undefeated squads - are disciplined, calculating tacticians who set up scoring situations just as much as they finish the job. Legendary Assault soldiers don’t go offsides deep into enemy territory often, nor make reckless attacks when outnumbered, nor forget the objective and focus on padding their K/D stat.
Rather, they realize the more indirect Gadgets in their arsenal - the Assault Ladder, Deploy Beacon and various launchers - to open up new paths to victory for the squad. Specifically:
Gadgets
Assault Ladder - Map knowledge becomes the key to unlock this unassuming, yet powerful tool. As a ladder, it neutralizes enemy high ground positions on rooftops, above-ground-level windows and tall cover. As a ramp, it serves as a time-saver across chasms or a conduit between buildings, especially rooftops. In either case, the Assault Ladder is essential for faster infantry travel for you, your squad and the whole team.
Deploy Beacon - Arguably the most tactical gadget in Assault’s toolkit, the Deploy Beacon should be placed where an enemy cannot easily destroy it. The next priority for Deploy Beacon success? Positioning it as close to the objective as possible, where the whole squad can spawn in and make a more immediate impact. Alternatively, the Beacon can be used to break through enemy lines if they are up against your headquarters.
Breaching Projectile Launcher - The handheld launcher shoots a projectile that latches on contact, burrows, then delivers a blinding explosion. Its standard purpose is to go through walls or doors - or even floors - to disorient enemies on the other side, making it great for urban combat scenarios. If it hits an enemy directly, it will cause minor impact damage before blinding them, making for an unpleasant start to their engagement.
Thermobaric Grenade Launcher - An area denial tool with multiple opportunities for damage: an explosion when it lands, damage-over-time due to flames, and a crowd control effect by impacting nearby enemies’ vision. Aim towards objectives or clusters of enemies that pin the squad down with suppressive fire. Can be equipped to Primary Weapons with the “Gadget Mount” attachment for faster access.
High Explosive Launcher - A gadget for all skill levels, this deals solid damage to enemies and structures (albeit, not as much as the Engineer’s arsenal). The High Explosive Launcher is able to bring the boom onto an objective or an enemy-infested room in a pinch. Direct impacts for this launcher are also confirmed kills. Can be equipped to Primary Weapons with the “Gadget Mount” attachment for faster access.
Incendiary-Round Shotgun - A bolt-action shotgun with incendiary buckshot rounds with two primary use cases. Its direct hits, while not causing automatic kills even at point blank, sets the target on dire and burns them for damage-over-time. When fired onto the ground, it creates a small fire that, when entered, damages enemies over time, making for a great area denial tool in tight spaces or on objectives.
Extra Primary Weapon - Of course, carrying another Primary Weapon is never a bad idea. Lean into the Assault’s offensive role by covering a range gap within the squad. If you have the Signature Weapon Assault Rifle as a Primary, our advice is to supplement with a Carbine or DMR to double-up on ideal combat range, or a Shotgun to punish close-quarters combatants.
Signature Gadget, Trait, Weapon, Throwables and Training Paths
Signature Gadget - Adrenaline Injector:
An on-demand buff to sprinting and nerf to flash grenades, stun grenades, incendiary and explosive damage, pop this before an anticipated fight. Alternatively, this can help you cover ground when vehicles aren’t available; combine this while wielding a knife for maximum ground speed.
Signature Trait - Mission Focused: Faster progress with objectives, including arming and disarming M-COM explosives. Quicker cooldown for your in-combat state, allowing squadmates to deploy on you sooner.
The Assault Class can be thought of as the main objective player with this trait. Interacting or capturing objectives quicker is great on its own, but the ability to spawn in squad members faster than other Classes is crucial for gaining needed reinforcements. You’ll still need to take a break in between engagements, but the reduced cooldown means an ally can more reliably spawn in for the assist.
Signature Weapon - Assault Rifle:
Playing into the class’ versatility, this trait reduces mobility penalties when using Assault Rifles kitted for accuracy. Alternatively, it turns an Assault Rifle with multiple sprint-to-fire benefits into a beast for run-and-gun operations.
In Closed Weapon experiences, the Assault Class becomes the designated “all-around” soldier when using an Assault Rifle, albeit with a particular advantage when it comes to mid-range engagements (12-50 meters out).
Get more intel on Assault Rifles in our dedicated loadout and weapon guide.
Signature Throwable: Concussive Grenade - Prime for starting engagements by slowing an enemy down with an unpleasant tone as a bonus. Although it can make an impact against a stationary foe, including those holed up on objectives or sniper perches, a Concussive Grenade can ruin a charging (or fleeing) enemy’s day by making them a slower-moving target.
Signature Throwable: Flash Grenade - A different flavor for beginning enemy encounters, disorienting foes with bright lights and a high-pitched noise. Chuck this onto a contested objective, in an enemy’s window or around a corner before following up for the kill.
Active Ability - Rally Squad: You and nearby squad members gain a temporary adrenaline effect. Its effects on you can be extended with kills.
This is not invincibility for the squad. Rather, this gives the benefit of an Adrenaline Injector to you and all squad members within a few meters. Use this in a match’s pivotal moment, such as a final push towards an objective or when trapped deep into enemy territory.
Frontliner
Passive Ability - Adrenaline Rush: Squadmates that deploy on you gain the effects of the Adrenaline Injector for several seconds. Effects also apply to you or your squadmates when deploying on your Deploy Beacons.
As a Frontliner, you are able to get squadmate reinforcements faster than any other Class Training Path. Don’t overextend yourself too far past enemy lines, but feel free to be a bit more aggressive in pushing up towards objectives knowing the squad can deploy on you quicker. The additional effect that applies to the Deploy Beacon may steer you to use that Gadget in your build; although you still have the option to use another Gadget, having it grant Adrenaline Rush with this Training Path makes it tough to pass up.
Level 1 - Soft Landing: Reduced impact from falling or jumping from heights.
No need to aim for the bushes: Soft Landing makes jumps from reasonably tall heights much more manageable, which makes it easier to take said damage rather than doing a tuck-and-roll and stowing away your weapon temporarily. This plays well into the Assault Class’ more aggressive playstyle, although you still need to avoid massive drops off entire buildings, should you want to avoid an embarrassing death.
Level 2 - Quicker Recovery: Passive health regeneration triggers faster and provides an improvement on healing.
What seems like a “new player trap” is also a great learning tool: health regenerates out of combat, therefore you want to take your time in between fights to heal. Methodically take cover and breathe for a few seconds after combat to replenish your health, then charge forward for the next fight.
Breacher (Unlocked via Assault Class Assignment)
Passive Ability - Extra Grenades: Carry more grenades.
Combined with Flash or Stun Grenades, a Breacher can become a menace for starting and disrupting engagements. On the other hand, a chef with the Frag Grenades can serve up solid damage with well-cooked, well-placed throws on objectives or in small rooms. Link up with a Support squadmate to consistently restock and relentlessly chuck ‘nades towards the enemy.
Level 1 - Agile Shooter: Reduced movement speed penalty when firing.
Run-and-gunners look no further for your preferred Assault Training Path. For your Primary Weapon (both of them, if applicable), try maximizing your mobility by equipping attachments that further reduce movement or aim-down-sight penalties, such as select grips, stocks and barrels.
Level 2 - Unrelenting Reload: Faster reload for the Incendiary-Round Shotgun and the Grenade and Breaching Projectile Launchers.
All three launcher types benefit from this ultimate passive effect. For both grenade variants, having additional grenades and faster reloads let an Assault Breacher rival an Engineer’s explosive ordinances by sheer volume. Should your squad lack an Anti-Armor Engineer or need more destructive options, this Training Path fills in that role well while still maintaining an Assault’s signature versatility. When it comes to the Breaching Projectile Launcher, this boon keeps that shotgun well-fed for frequent room-clearing operations.
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