Highlights:
* Warhammer 40K Space Marine 2 Assault class is ideal for enhanced damage output in close quarters.
* The Assault class’ Jump Pack ability can be utilized with Thunder Hammer for executing ground pounds.
Warhammer 40,000 Space Marine 2 offers six playable classes with distinct capabilities and roles. The Assault class is one of them and offers a great AoE damage. With Warhammer 40K Space Marine 2 Assault class, one can only use pistols or melee, which is ideal to use in close-quarters and enhance the team’s damage output in PvE mode. At the same time, the class also has a unique ability known as Jump Pack, which grants some of the exceptional aerial movement capabilities. Check out the weapons, ability, best build, and more in our Warhammer 40K Space Marine 2 Assault class guide.
Warhammer 40K Space Marine 2 Assault Class Guide – All You Need To Know
The Warhammer 40K Space Marine 2 Assault class has the ability named Jump Pack, which lets players enhance the movement capabilities in the air. The class perk not only increases the height of jump, but also improves the maneuverability. Besides, players can jump higher before executing a melee attack to get an increased AoE damage output.
Apart from the perk, Warhammer 40K Space Marine 2 Assault class can be equipped with a secondary and a melee weapon. There are two options for secondary weapons – Bolt Pistol and Heavy Bolt Pistol – and three melee alternatives – Chainsword, Thunder Hammer, and Power Fist. There is no room for a primary weapon.
Bolt Pistol offers lesser damage output, but has greater ammo capacity, while Heavy Bolt Pistol deals much more damage with a low magazine. Among the melee weapons, Chainsword is a weapon that is easily manageable, while fighting against the enemies. However, Thunder Hammer and Power Fist can deal a higher AoE damage, with the former getting a better output with Jump Pack.
Here’s a look at the best Warhammer 40K Space Marine 2 Assault class build:
- Class Perk – Jump Pack
- Core Perks
- Winged Fury – Damage from melee, while sprinting or dashing, enhances.
- Auxiliary Arsenal – An increased damage for the secondary weapon
- Act of Attrition – This perk allows players to deal more damage with melee, temporarily.
- Team Perk
- Squad Cohesion – The abilities of all team members recharge faster.
- Gear Perks
- Manoeuvrability – Jump Pack will recharge faster.
- Smiting Angel – Ground Pound’s damage increases.
- Pride in Duty – Ground Pound’s damage increases, after a finisher.
- Signature Perk
- Ascension – Deal damage to all enemies in takeoff area, while using Jump Pack
- Core Perks
- Primary Weapon – Not available
- Secondary Weapon – Heavy Bolt Pistol
- Melee Weapon – Thunder Hammer
- Armor – Three Armor Bars
To make the best out of Jump Pack, players must rely on Thunder Hammer to execute ground pounds, which will maximize the damage dealt by the melee. Once the Jump Pack is under cooldown, maintain a distance from the opponents and focus on ranged attacks until the ability recharges again.