Each class in Outriders is unique and enjoyable to play, providing players with different gameplay choices and challenges depending on their Class choice. It is safe to say that there are no duds for Classes, as each one has Skills that help your team, or allow you to dominate the battlefield on your own.
When you choose your Class in the Outriders prologue, it is a permanent choice. However, when starting a second character, you are given the option to jump directly to the Class selection screen, skipping 30-45 minutes of the prologue and getting you right onto the battlefield. This means that you don’t have to feel too stuck playing a particular class. If you feel that you might like to see what another class has to offer, head to the character select screen and see what takes your fancy.
Each Class fits into a broad category, such as “Long Range” or “Tank”. These roles are determined by the following:
- Unique Healing Traits – Some Classes heal by getting kills within Close Range, while others heal by dealing damage with their skills.
- Skills – Each Class has 8 Skills that will be unlocked throughout the game, of which you can use 3 at a time. Many of these can support your team members, deal damage to enemies or Interrupt stronger enemies.
- Class Trees – Class Trees offer you the chance to personalise and tailor your Class. You can choose more effective skill bonuses for your playstyle, or experiment with unique perks. You get a maximum of 20 points for your Class Tree, which can be assigned and reassigned without penalty, so experiment and find your favourite build!
Let’s get down to the nitty gritty about what each Class is good and bad at doing so that you can make an informed decision in the game.
|Long Range. Support. Gadgets.|
|Strengths||Deadly at range, One-on-one combat.|
|Weaknesses||Large crowds, Close range combat, Mobility|
|Class Traits||Increase Long Range Weapon Damage by 15%.|
|Healing Trait||Increase Skill Leech by 15%.
Increase Weapon Leech by 15%.
The Technomancer is the dedicated long range class. With a bonus to Long Range Weapon Damage, this class ideally uses snipers from the back of the arena. Because of this, they also carry a number of defensive skills, such as turrets, proximity mines and Freeze effects.
Because the Technomancer is rarely up close and personal, they have to heal at a distance by using their innate Skill and Weapon Leech, which harvests a percentage of the damage they deal for their own health. This makes them an ideal Class for One-on-One battles with bosses and Altered combatants, as any damage dealt will keep their health in check.
However, put them in a crowd of melee opponents and they will quickly be overwhelmed. If playing this class solo, it’s important to remember to watch any approaching enemies, as more than one or two can quickly prove to be lethal.
|Scrapnel||Ordnance, Interrupt||Throw a proximity mine. The explosion deals damage and Interrupts the skills of enemies caught within the blast radius.|
|Cryo Turret||Gadget, Turret||Place an automated turret that deals damage and inflicts Freeze onto enemies. The turret’s health depletes slowly over time and when it takes damage.|
|Pain Launcher||Ordnance, Interrupt||Place a missile launcher and bomb the area in front of you. Each missile deals damage per hit and Interrupts enemy skills.|
|Blighted Rounds||Decay||Fill your current weapon’s magazine with decay-infused bullets that inflict Toxic onto enemies. Enemies within a small radius of the main target also receive Toxic and 50% of the damage. The skill lasts until you reload or switch weapons.|
|Tool Of Destruction||Ordnance, Interrupt||Conjure a Rocket Launcher that can Interrupt enemies or a Minigun. The skill will remain active until all ammo is depleted or you switch weapons.|
|Fixing Wave||Gadget, Heal||Release your energy to restore 33% of Health to all players and 50% of Health to your turrets regardless of distance.|
|Cold Snap||Gadget||Drop a gadget to inflict Freeze onto all enemies within a large radius around you.|
|Blighted Turret||Decay||Place an automated turret that deals damage and inflicts Toxic onto enemies. The turret’s health depletes slowly over time and when it takes damage.|
|Skill Tree Specialisations|
|Pestilence||Increases Weapon Damage, Including Medium Range
Increases Toxic and Assault Weapons potency
|Tech Shaman||Increases Health and Leech effects
Increases Gadgets and Freeze potency, unlocks Resurrection
|Demolisher||Increases Anomaly Power and Toxic Damage
Increases Ordnance and Low Health potency
|Medium Range. Conjurer. Fire.|
|Strengths||Large crowds, Anomaly Power and Range|
|Weaknesses||Mobility, Skills are limited to Mid-Range|
|Class Traits||Receive 10% Anomaly Power.|
|Healing Trait||Skills Mark damaged enemies for 15 seconds.
Killing a Marked heals you by 24% of your Max Health.
The Pyromancer’s skills deal damage to many enemies at once, inflicting Burn and Ash.
Getting in close can work but only if many enemies have been marked. Many Pyro skills are not strong enough to take an enemy down with a single cast, so the Pyromancer should cast skills at a distance to mark multiple enemies in the crowd before moving closer. That way, they will have multiple health regeneration targets to choose from as they get closer to danger.
The Pyromancer’s numerous immobilisation skills will help to keep crowds out of cover and vulnerable to gunfire. Other damage dealing spells will chip away at many enemies at once, helping to weaken all enemies on the field. This makes them an ideal support class for multiplayer.
|Heatwave||Ignite||Summon a fiery wave that deals damage and inflicts Burn to all enemies in its path.|
|Feed the Flames||Immobilise||Pull an enemy toward you, dealing damage, draining Health, and inflicting Ash.|
|Thermal Bomb||Explosive, Interrupt||Select an enemy to Burn, Interrupt, and deal damage to. If killed while still afflicted by the skill, the enemy will explode, dealing damage within a large radius.|
|Overheat||Explosive, Interrupt||Deal damage to all enemies within a large radius and Interrupt their skills. Enemies afflicted with Burn receive more damage instead (the Burn will be consumed).|
|Volcanic Rounds||Ignite||Fill your current weapon’s magazine with Anomaly-infused bullets that will inflict Burn within a small radius and pierce targets, damaging enemies behind them. The skill lasts until you reload or switch weapons.|
|Ash Blast||Immobilise||Create an Anomaly blast to inflict Ash on all enemies in a large radius around you.|
|F.A.S.E.R Beam||Ignite, Interrupt||Fire an energy beam that deals damage that benefits from 125% of Status Power, inflicting Burn and causing Interrupt.|
|Eruption||Explosive||Create a volcanic eruption beneath the selected enemy, dealing damage to them, and all enemies within a small radius around the target.|
|Skill Tree Specialisations|
|Ash Breaker||Increases Weapon Damage, especially at longer ranges.
Increases Immobilise Skills and Ash potency.
|Fire Storm||Increases Health and Skill Leech.
Increases Ignite Skills and Burn potency.
|Tempest||Increases Anomaly Power.
Increases Explosive Skills and Burn potency, unlocks Resurrection.
|Close Range. Hit and Run. Spacetime.|
|Strengths||Mobility, Shield Generation, Strong Skills, Close Range Combat|
|Weaknesses||Lower Health, Can be easily overwhelmed|
|Class Traits||Receive an additional 5% Max Health. Active Shield grants 5% damage mitigation.|
|Healing Trait||Every Close Range kill heals you by 20% of your Max Health and grants you 20% Shield.|
When killing enemies up close, the Trickster will heal, as well as generate a small portion of Shield. While not as tanky as the Devastator, they can still cause massive damage up close, especially with their damage skills.
The Trickster has skills that inflict Weakness and Slow, allowing them to control a crowd and make enemies more vulnerable to the team’s attacks. Suspend them in the air, weaken them with a temporal knife or slow down time in an area.
The Trickster also has a number of movement skills at their disposal, allowing them to warp in and out of the fight as they need.
The Trickster is a great pick for Solo play, as they are able to heal just by dealing damage up close. The mobility skills keep them dangerous, but also swift enough to retreat when necessary.
|Temporal Blade||Damage, Interrupt||Paralyse and slice enemies in front of you, dealing damage and inflicting Slow and Interrupt to all targets.|
|Slow Trap||Deception||Create a spacetime Anomaly sphere that inflicts Slow onto enemies and projectiles for 10 seconds.|
|Hunt The Prey||Movement||Select an enemy and teleport behind them, receiving a Shield bonus.|
|Twisted Rounds||Damage||Fill your current weapon’s magazine with Anomaly-infused bullets that increase your Fire Power. The skill lasts until you reload or switch weapons.|
|Cyclone Slice||Damage, Interrupt||Create a whirlwind of Anomaly blades that deal damage and Interrupt onto enemies within a small radius of you with every hit. The skill lasts 5 seconds.|
|Borrowed Time||Movement||Receive Shield and mark your location for 28 seconds. Triggering the skill again will bend spacetime and teleport you back to the marked spot.|
|Venator’s Knife||Deception||Throw a temporal knife at an enemy. The blade will ricochet between a maximum of 5 enemies within a small radius, dealing damage and marking them. All marked targets will be inflicted by Slow, and for 10 seconds the first damage dealt by you will be doubled.|
|Time Rift||Deception, Interrupt||Create a shockwave that suspends enemies in the air, leaving them unable to fight for 3.5 seconds and inflicts Weakness.|
|Skill Tree Specialisations|
|Assassin||Increases Weapon Damage, especially at close range
Allows Skills to increase weapon damage
|Harbinger||Increases Health, Armour and Damage Resistance
Allows Skills to increase Shields/Damage Mitigation
|Reaver||Increases Anomaly Power and Decreases Skill Cooldown
Allows Skills to increase Anomaly Power and Resistance Piercing
|Close Range. Tank. Stand your ground.|
|Strengths||Close Range Combat, High Health, High Mobility|
|Weaknesses||Only heals on kills|
|Class Traits||Receive additional 15% Max Health. Increase Armor by 30%.|
|Healing Trait||Every Close Range kill heals you by 24% of your Max Health.|
The Devastator is a sturdy, indomitable force in Outriders, relying on close range combat. Manipulating the ground beneath enemies feet, the Devastator is best when marching slowly forward through the line of fire.
As the Devastator can take a number of hits, they are paired well with the Technomancer, as it allows for the close range combat to be handled up front, with supporting fire from the backline.
The Devastator can protect their friends and themselves with protection skills, while also dealing massive damage with Seismic power. They can also have a surprising amount of mobility for a tank, able to jump directly into the heat of things.
Because the Devastator only heals on close range kills, it will be important to weaken multiple targets before jumping right in, or only take on enemies in smaller groups, as larger groups will provide minimal healing opportunities if they are all healthy.
|Earthquake||Seismic, Interrupt||Release a shockwave to deal damage and Interrupt all enemies in front of you.|
|Golem||Protection||Fortify yourself against 65% of incoming damage for 8 seconds.|
|Gravity Leap||Kinetic, Interrupt||Leap into the air and strike your targets from above, dealing 170 damage and Interrupting enemies within a small radius of the area you land in.|
|Reflect Bullets||Protection||Create a barrier that captures all enemy projectiles and accumulates damage. After 10 seconds of triggering the skill, the accumulated damage is reflected back to enemies in front of you. The barrier also protects against melee attacks by reflecting some damage back.|
|Impale||Seismic, Interrupt||Select a target to Interrupt their skills, inflict Bleed and deal damage. If the damage is lethal, the enemy will be impaled, creating a zone that grants a powerful bonus to Armour and Health regeneration to all allies in range for 9 seconds.|
|Tremor||Seismic||Create a series of explosions around you, each dealing damage and draining Health from enemies within a medium radius around you.|
|Boulderdash||Kinetic, Interrupt||Charge forward to Interrupt all enemies in your path and deal damage. At the end of the charge, you will smash the ground and deal damage to all enemies in a small radius around you.|
|Endless Mass||Kinetic||Encase a target in stone, inflicting Bleed and pulling enemies within a small radius towards the initial target. The stone will then explode, dealing damage to all enemies within a small radius around the target.|
|Skill Tree Specialisations|
|Vanquisher||Almost exclusively increases weapon effectiveness|
|Warden||Almost exclusively increases Health, Resistance and Regen|
|Seismic Shifter||Increases Anomaly Power, Leech, Bleed Effectiveness|