Horde/Escape Class Loadout (made for a friend, feel free to ignore)

Horde

Assault

  • Blademaster


    Blademaster is hard to play in horde but is really good on some closequarter maps like District and Reactor.
    Don’t venture too far from the base. Essentially, you want to stay close to the barriers so you can quickly deal with the enemies trapped or slowed by them.
    Your ultimate doesn’t affect some enemies and others not under the influence can still down you while it’s active so pay attention to your surroundings.

  • Marksman


    Markman functions well in most open maps, especially ones like Clocktower, Blooddrive, Gridlock and Allfathers’ Arena. Longshot handling is really nice because you won’t have to reload (at all at level 6) as long as you’re getting kills.
    There’s a custom longshot card that adds 20% longshot damage but it’s only really useful at lowlevels when you haven’t unlocked most of the better cards.
    Explosive critical hit is extremely good as you can kill a group of enemies with just one headshot.
    Critical Parade is very good for horde. Ensure you shoot through a wall or obstacle to get your 50% damage during ult.
    Between Lonshot handling, ambush, and critical parade, you can have your ult last the entire wave by choosing your targets and getting only critical kills.

  • Demolitions


    Demolician is one of the strongest classes in horde.
    Usually you’ll just need a level 4 locker for yourself and you’re golden. You can choose to play GL or Boomshot (or both.
    Know how to prioritize targets, like taking out fliers (sentries, guardians and bastions) and hard hitting heavies (Boomshot and Dropshot Scions, and DR1 Devastators). Shoot groups of trash mobs instead of just singling out one target. Elite drones and snipers are deadly so deal with them quickly if you can.
    Confirmed kill is pretty good for getting your ultimate back.
    Artillery strike drops multiple explosives on marked enemies (including team-marked ones hence the necessity of running spotter support with a team that marks).
    All explosive hits deal bleed damage (unless a daily modifier prevents it so watch out for that) and you can end up using your ultimate multiple times in the same wave.

  • Infiltrator


    Infiltrator is a really good DPS. You deal bleed damage with shot guns within 5 m so the gnasher and overkill are your best friends. In a typical boss wave, you can one shot the boss since exiting Cloak deals 10x the damage of that one hit (bleed damge included). Just be sure to active the weapon and aim for a critical hit (Matriach back, Snatcher belly, Swarmak blister, Carrier chest). Bleed won’t affect the Kestrel since it would be outside 5m but an active Boomshot in the engine will do wonders.
    On higher diffulties, it will take more than one shot to kill most trash mob, and this is where lasceration comes in useful since bleeding enemies will take more shotgun damage. Invest in shotgun damage perk and you’re good to go.
    Shotgun (and also bleed) kills gives stim. You can use a card to increase stim capacity but ensure you run the Reaper card since this is what allows it in the first place.
    In horde, you can try getting as many executions in your ultimate before one shotting a heavy or miniboss.

  • Nomad


    Nomad can be pretty fun and pretty useful in horde. You can choose to play with executions or snipers depending on the map or your playstyle.
    Fear can be useful for getting enemies off the team and affects all enemies except bosses.
    Ensure to use your ultimate when enemies are trapped, otherwise they will just run off and make it harder for the team to kill.
    Nomad comes equiped with a Markza so extra damage can’t hurt… Use acceleration if you want to play sniper.
    Enemies under fear take 50% extra damage so don’t be afraid to use your ultimate when the oppurtunity is right.

Tank

  • Anchor


    Although the class is much better in Escape, Anchor can be pretty handy in Horde.
    Boltok bandolier allows you to carry more than twice the usual ammo and since that’s your primary weapon, it’s a must.
    Use barrier to reduce incoming damage. Remember it doesn’t protect from melee hits and environmental damage or hits from behind so watch your surroundings.
    Firing through your barrier automatically deals 50% more damage so you can even use heavy weapons to target choked areas.

  • Brawler


    Brawler plays very differently in horde than it does in escape. You can choose to be out on the field getting tackle kills, but the stim isn’t as reliable as the infiltrator’s and most times you’ll end up killing enemies from fire than the actual tackle and won’t get to heal so it’s best to stay in cover with the rest of the team.
    All the glory functions like the marksman’s explosive critical and will kill multiple enemies at once when they die while on fire. This isn’t only triggered by torch tackle which is what makes play with fire so useful in Horde.
    There are scorcher cards but ignore it. Lancers have more range and will potentially deal more damage as long as you hit your active rounds since bullets have x% chance of setting enemies on fire, and this works on all bosses. That means not having to shoot the matriach in its back or a warden on its head to deal damage.

  • Gunner


    Gunner is very fun to play in Horde and you have so many tools at your disposal - bleed on torque bow, bleed on ult, extra heavy ammo, getting your ult multiple times per wave.
    Your ult is very useful for dealing with heavies and guardians and enemies that like to just go ham when they see your elbow out of cover. Ensure you invest in your ult duration perk before venturing out however.
    Gunners can use any heavy weapon of their choosing since they get to carry twice as much ammo with the heavy capacity card, but it usually boils down to the mulcher or the trishot.
    The Mulcher mastery card gives extra damage, but the mulcher downs most non-boss enemies so watch out for that.
    Personally, I prefer the trishot because it deals more damage and you are more likely to headshot an enemy rather than down them.
    Watch out where you take cover as getting downed or flashed might cause your chaingun to fall somewhere you can’t pick it back up.
    Concussive explosives stuns enemies within 15 m when hit with explosive weapons (salvo, torque bow, dropshot, grenades etc.

  • Pilot


    The Pilot is one of my all time favourite classes to play. Very useful in and outside of her ultimate.
    Cold Finish instantly freezes any enemy under 25%. Any. Including the very annoying matriach and deadly kestrel.
    In addition to this, her drophot will stun enemies and deals extra damage with the hammer card. Very useful for enemies stuck at choke points, and for stunning bosses, minibosses, and trash mobs in cover. - and especially useful for shooting behind enemy shield if you’re a good shot.
    The silverback is very useful. You can equip a variety of weapons and will randomly rotate between weapon types if you have multiple cards equiped each times you use your ult.
    Silverback salvo extends the ultimate per hit (20 s if you hit all shots). Bleeding mulcher drains bosses and crowds very quiclkly.
    Bosses can one hit your silverback and with healing munitions, you can extend the life of your silverback while healing it a % of the damage dealt.

  • Veteran


    Veteran is a very viable class on most maps with good cover (Allfathers’ Arena, Clocktower, Overload etc).
    While in cover, teammates in cover will automatically get headshots too so naturally it is frowned upon if you run around during your ult try to be a hero. The dug in card also gives damage reduction while in cover so more incentive to stay in cover with your team.
    Veteran and Marksman makes a very good pairing since the Marksman will be able to shoot through walls and deal extra damage during his ult while getting auto headshots, essentially dealing with threats as they spawn.
    Retro lancer is preffered as primary because it pops trash mobs heads during ult instead of downing them like most of the other assault rifles.
    The claw and lancer GL makes really good secondary weapons because of their ammo capacity.
    Trishot is a really good weapon when outside ult as well.

Support

  • Combat Medic


    The medic is not a very rewarding class to play. If done right, you won’t have to even use your ultimate ability a lot, but it’s necessary to keep it on standby for emmergencies.
    Helpful headshots gives stim to self and nearby allies.
    Downed enemies can be revived if you can get an enemy kill close to them.
    Ultimate will revive self and downed allies in addition to repairing all fortifications so your engineer will thank you for it.
    Most cards are just based around reducing incoming damage so you can be up and ready to revive down enemies if they are close by without a lot of exposure to getting insta-downed yourself.

  • Jack


    Jack is truly a jack of all trades. Very essential support class and can output a lot of damage during his ult. Explosive hijack ensures a kill when you hijack an enemy so prioritize options when hijacking.
    Healing reach and healing upgrade helps keep you and your team up and at em.
    Don’t venture too far from base, since you can’t even crawl for assistance when downed.
    Be aware of your surroundings when using your zapper because you’re in the air and make a very obvious and compelling target for enemies.
    Most cases, Jack would just stay cloaked in the background and pick up downed allies. Carrying and picking up cog tags does not decloak so very useful for retrieving dead allies.

  • Mechanic


    Very solid engineer class. Healing repair gives stim when repairing (not refilling ammo) and reinforced fortifications make all fortifications have more health.
    Overclocked locker refills weapon ammo 30% faster at max level.
    Effeciant fabrication gives x% discount to the 15% discount all engineers get, so you can purchase and upgrade more fortifications sooner.

  • Robotics Expert


    IMO the better engineer class. Global overclock refills weapon ammo quicker than the mechanic’s similar card, and even though fortifications aren’t as tanky, you can repair them by getting sniper kills.
    Sniper hits also deal bleed damage when your ultimate is ready with bloody support.
    Additionally, you can chose to use Bloody DR1 as well so your bot deals extra damage when summoned, however, this isn’t always advised since the DR1 doesn’t always target marked enemies.
    Combat engineer allows you to repair fortifications noticeably faster.
    Global sentry upgrade allows your MG sentries to deal +35% extra damage at level 6.

  • Tactician


    Tactician is a very expensive but rewarding class. The class doesn’t shine until his explosive ammo regen perk is at least 8 or 9, but once he does he becomes a very valuable teammate.
    Shredder adds bleed damage to explosive hits.
    Recharge bounty adds multiseconds cooldown to anyone who kills your target so mark before you kill and otherwise always be marking to help teammates.
    Resupply speed loader bypasses reload with an active round during ult at max level.
    Most tacticians spam boomshot, GL grenades or salvo during ult, and can use ult multiple times because of the high damage output.

Escape

Assault

  • Blademaster


    You could also swap bladedancer for brutal claw, but if the venom moves fast in the hive, it’s best to be dealing melee damage. Ride the venom so you can do extra melee and bleed damage.

  • Marksman


    Most of the same practices apply in Escape as it does in Horde, which is why the cards are mostly the same.
    There are Markza on most maps and icy precision freezes enemies with headshots which is good for trash mobs and slowing bosses and mini bosses.
    Depending on the hive, you might want to switch out a few cards, like using Modified Embar over Custom Longshot on The Malfunction since all the snipers carry Embars.
    Exploit weakness is good but Ambush is still better since you can essentially one-hit scion.

  • Demolitions


    Demotions is a good class in Escape but often times than not Tactician will be a better pick.
    Nonetheless, most maps have boomshots so dealing 30%+ extra damage isn’t too shabby, especially since you should be hitting only active shots.
    Grenade satchel allows you to carry additional grenades, and frag grenades can be picked up from ammo rooms and poppers.
    Spotter support and concussive strike are really good if you playing with players that mark. Being able to stun enemies in escape is very useful.
    Razor hail allows you to put out decent damage with any explosive weapons, so don’t be afraid to pick up a torque bow or dropshot.

  • Infiltrator


    Gameplay doesn’t change much from horde, and most waves will have shotguns - you’ll just have to get it from an enemy most times. Focus on staying alive so stim batteries and so on will come in handy.

  • Nomad


    Nomad is essential for some hives, expecially those ones where it’s easy to get overrun with flushers (juvies, rejects, sires etc). Fear is always handy since it keeps enemies off the team and helps take them out quicker since they have no where to run.
    Boltok headshots stuns drones with concussive rounds and help set up the kill.
    Be mindful as using fear at the door cause the enemies to beeline straight to you so only do this is you have a way of taking them all out.

Tank

  • Anchor


    Extremely useful for most hives, but yk this already.
    Escape is already ammo starved, so boltok bandolier comes in clutch again. Firing through your barrier deals 50% more damage, and you deal more damage in venom as well, in addition to recharging your ultimate faster. Basically ride the venom.
    You will often be the last line of defense between the enemy and your teammates so ensure you’re watching each other’s backs.

  • Brawler


    Brawler is very useful for escape because of its overall tankiness and the ability to elimate multiple enemies with all the glory - especially on maps where it’s easy to get overrun by juvies and leeches and sires.
    Play with fire is very useful as well since assault rifles litter escape maps and it’s easier to set enemies on fire then go in for the tackle.
    Incendiary grenades deal extra damage and benefits from your fire related cards as well. Useful for creating quick choke points.
    Thrashball pro reduces incoming melee damage but can be switched around depending on the hive and the modifiers. Be careful when tackling enemies around teammates because for some reason the explosion on kill deals damage to allies as well.

  • Gunner


    Gunner doesn’t play very differently in escape from it does in horde.
    There are cards that help teammates recover ultimate faster and take less damage but naturally you’ll have to ensure the hive has heavy weapons to spare (for example the gauntlet).

  • Pilot


    Pilot in escape doesn’t play very differently than it does in horde, except it’s mostly needed to finish off enemies and make use of the dropshots that are on most maps.
    There aren’t many enemies that can damage your silverback before you finish them off but sires can drag you from the SB from the front an back so don’t let them get close.
    Feel free to switch healing munitions for agressive armor so you can get stim from damage dealt.

  • Veteran


    Veteran isn’t as useful in escape because there are significantly less cover fights carrying on for any duration where the ultimate ability will be useful. Executions recharge ult faster though so ult can be recoverred quickly if you wish to take that high risk high reward approach.

  • Support

  • Combat Medic


    Not very useful in escape except for one act hives, and even then, a DPS class is favorable.
    Grenade pouch allows you to carry extra grenades and suppresive recharge will ensure your ultimate is ready in case of emergencies.
    Healing bounty helps keeps allies up, so mark as often as you can.

  • Tactician


    Tactician is a good class for most hives since there are almost always explosive weapons being dropped by enemies and in locker rooms, and the venom moves faster on higher difficulties.
    Because of this, you’ll want to ride the venom as with the other Scorpio classes, since venom boost and venom explosive resupply lets you deal more damage and resupply explosive ammo while in venom.
    All explosive hits does bleed damage so having extra grenades is never a bad idea depending on the hive.
    Recharge bounty allows you and teammates to get ult quicker which is very important in escape.

1 Like

Curious on the marksman, you don’t notice a damage drop off without using exploit weakness?

I don’t use any of the “explode on death” cards (Explosive Headshot, All the Glory) in Horde; enemies just don’t group up enough to get good use out of them. In Escape, though, they’re definitely worth bringing.

Icy Precision is straight garbo below level 6, 99% of the time it does nothing at all. I don’t find it worth bringing at level 6, either, but at least it does something there.

Not if I’m prioritizing targets. My exploit weakness does gives 45% more critical damage but if I focus on heavies and scions, my first shot will usually be enough with an active round. Plus you can invest in the critical damage perk. I don’t need to sacrifice a card slot for damage that will just go to waste

I’d have to say that in Escape due to the mutators, how you approach one hive to the next can be quite different even when you’re using the same class. My classes aren’t as fixed as in Horde, and I find myself switching it around a fair bit.

Yup. That I can certainly agree with. Just wanted to create a base for her to start with and we’ll modify as need

No Execution Shield and Faze cards for Nomad?

Why?

Those are the most useful cards for the Nomad class. Those cards should remain a constant throughout all escape maps. By equipping these cards, you have a very strong execution build.

Intimidation or Terror can be replaced by these two cards.