Build database

Aliens: Fireteam Elite 2 Builds

Loadout frameworks for all six classes, assembled strictly from weapons, abilities and perks named in Cold Iron's official class showcases and preview coverage. Where a combination is our editorial recommendation rather than an official pairing, it is labeled as such.

How to read these builds

Every build below cites its parts: signature weapons and kit-UI figures come from AvP Central's weapon roundup, abilities and perks from the AvP Central class roundup and the Steam News showcases as summarized by G2A's class guide. Four-player squads (up from three in the first game) mean each build is framed around the problem it solves for the squad, not just personal damage.

Marauder — swarm clear & heavy ordnance

Role: delete packs, punish anything that breaks the front line. Signatures: M12A1 Rocket Launcher (72 acc / 43 stab, damage holding to ~80 m) for reach, or OCAP-91 Volcan heavy flamethrower (100 / 82, full damage to ~30 m) for room clears; Marauder also fields smartguns as swarm-clearing heavies. Shoulder kits: Blast Cannon (Blastwave or Thermal Cannon modifiers) for close pressure, Titan Rockets (Phosphorous Rocket or Rocket Mines) for big explosive answers. Perks: Rampage stacks on kills — at 25 stacks it spikes fire rate, reload and movement speed for eight seconds at the cost of stability; Reactive Charges answers melee hits with a concussive knockback on a 30-second cooldown (AvP Central).

Editorial note: this is the natural Horde mode anchor — Volcan plus Rocket Mines covers lanes, and Rampage rewards exactly the kill density Horde waves provide. Keep a Hunter or Machinist nearby for anything that slips the flame line.

Marines pour heavy fire into a Xenomorph rush
Heavy ordnance against a rush — the Marauder build's home turf · official Steam store screenshot

Duelist — sustained DPS with an exit plan

Role: flexible primary damage that can reposition. Duelist can run two primary weapons (AvP Galaxy). Signatures: DB-48 Daittyo Heavy Rifle for sustained corridor fire, HNT-1 E1 Alamein Revolver Rifle (87 / 67, steep drop toward 100 m) for precision hits on heavies — swap mid-fight when a runner flood becomes one big target (AvP Central). Kit: Burst Configuration (Fragment or Precision Configuration) plus Shrapnel Grenade for explosive distance creation. Perks: Stay on Target rewards sustained fire on one enemy; Mobility raises movement speed and stun recovery (G2A / Steam News).

Editorial note: the most forgiving DPS build for players learning spawn patterns — Stay on Target plus the Alamein handles Warden- and Crusher-style heavies, while Mobility is your insurance against Drone ambushes.

Machinist — hold the corridor

Role: area denial and flank security. Signatures: SMB-94 Zephyr Plasma Emitter (kit UI in the mid-70s/80s, the longer plasma reach) to melt dense packs and synthetic armor, EDS-93 Zadak Plasma Discharger Mk.2 (44 / 66, falls off after ~8 m) as the close dump. Deployables: Sentry Turret (Rumble or Gas variants) and the Bodyguard drone (Shredder or Artillery kits). Perks: Cross-Platform Synergy gives allies near your turret 10% damage resistance and regenerates the turret 5 hp/s while you stand near it; Scalable Machine Learning grants 10% reload speed and stability per machine kill, stacking to five (AvP Central).

Editorial note: the highest-ceiling build on the roster — turret placement is everything. Anchor chokepoints on defense objectives and treat the Zadak as a panic button when something slips past your hardware.

Hunter — weak-point executioner

Role: mid-range shred and priority-target deletion. Hands-on coverage puts Hunter on SMGs and shotguns, with electric traps to slow enemies (AvP Central; Wikipedia). Signatures: BD-03 Djinn Personal Railgun — the finisher once Particle Pulse or Stasis Bolt opens a weak-point window — and the Type 111 Directed Particle Emitter beside it. Perks: No Mercy and No Rest raise weak-point damage and stopping power on exactly those pinned-target shots (AvP Central).

Editorial note: the trap → slow → railgun sequence is the build: electric traps set the window, Djinn closes it. Pair with a Marauder so someone else owns the trash mobs while you execute the big ones.

A Marine fires down a corridor at distant Xenomorphs
Lane control with sustained fire — Hunter territory · official Steam store screenshot

Medic — keep the push alive

Role: sustain and team damage. Kit: a deployable healing device that restores nearby Marines over time, plus an adrenaline burst that boosts team damage for a short window (AvP Central, citing IGN's preview). Signatures: Armat X1 Fireball (86 / 59, sharp drop after ~50–60 m) as the incendiary mid option, and the Weyland-Yutani Type 21 Tactical Shotgun Mk.2 (39 / 65, falls off inside 10–20 m) for doorway defense (AvP Central).

Editorial note: the best first build in co-op — healing forgives positioning mistakes while you learn maps, and the adrenaline burst makes even a defensive pick contribute damage during heavy spawns.

Specialist — build around the gap

The Specialist unlocks after leveling the other classes and can mix major and minor abilities from across the roster (G2A / Steam News; official site). The Steam News-derived guidance is to build around problems, not favorite abilities:

Build goalWhat to prioritizeBest against
Swarm controlArea damage, explosives, knockback, fire/electric ammo, lane denialExploders, swarm waves, tight corridors, Horde mode
Heavy target killerSustained and precision damage, burst tools, mobilityWarden, Crusher, Drone, priority threats
Squad supportHealing, buffs, emergency and defensive utilityLong missions, bad pushes, mixed packs
Control & recoveryStun recovery, movement, knockback, traps, distance creationHarbinger grapples, Drone ambushes, Crusher charges

Framework per G2A's summary of the Steam News showcases; enemy behaviors (Warden zone control, Harbinger grapple, Crusher charge, Drone vent ambush, Exploder splash) from the same Steam News coverage.

Horde mode — squad composition

Editorial recommendation, from the sourced kits above: a proven-shaped four-Marine Horde core is Marauder (Volcan + Rocket Mines for lanes), Machinist (turret + Bodyguard anchoring the point, Cross-Platform Synergy toughening the stack), Medic (healing device + adrenaline for heavy waves), and a flex slot — Hunter for executions or a second Marauder for pure clear speed. Once your roster is leveled, a Specialist built for swarm control or recovery replaces whichever slot your squad keeps failing.

Xenomorphs crawl across the ceiling toward a Marine
Horde waves attack vertically — hold spacing and watch ceilings · official Steam store screenshot

Sources on this page: AvP Central weapons roundup · AvP Central class roundup · AvP Galaxy · G2A (Steam News summaries) · official site · Wikipedia. Editorial recommendations are labeled; per our editorial policy no stats are invented.