Warhammer 40K Space Marine 2 offers 6 different classes to pick while completing the missions in the game. Each class is built differently and they have varying skills and weapon loadouts. The best part is that you can test out each of the classes in Space Marine 2 and figure out which playstyle you prefer the most. The Assault Class comes with a devastating skill of slamming into the ground and unleashing massive AoE damage. Besides that, there are a few choice weapons assigned to the Assault class that can further enhance its build.
With the right perks, the Assault class can turn into a beast that can leave destruction in its wake. In this guide, we have put up what we consider as the best Assault build in Space Marine 2.
Space Marine 2 Assault Class Overview
The Assault is great solely for its unique Jump Pack ability. This class offers a versatile moveset based on this ability alone. You can jump up high and slam into the ground, dealing an AOE damage for mob control and you get added maneuverability. Plus, with the high Armor stat the Assault class also offers better defense. The Assault offers the highest mobility amongst all other classes without compromising on the use of heavy duty weapons. The only drawback with the Assault is that there is no primary weapon slot available – but that is something that you won’t miss at all in this Assault build for Space Marine 2.
- Armor Class: 3
- Class Perk: Jump Pack
- Class Perk Description: Enables powerful jumps and enhanced dashes, resulting in new combat moves.
- Starting Perk: Perfect Dodge timing increased by 50%
Space Marine 2 Best Assault Class Perks
There are several perks associated with the Assault class, but you can only pick 8 of them for the perfect build. The below perks focus more on enhancing the Jump Pack ability and increasing its range and damage output. You will also find perks that will improve the Assault class’s charge attack and some perks that benefit squad members.
Perk | Description |
Ample Ammunition | While using Jump Pack, the attached Ranged Weapon is reloaded. |
Pride in Duty | Following a Finisher, Ground Pound provides 25% greater damage. Lasts 10 seconds |
Wings of Flame | Jump Pack Dash damages all enemies along its path |
Precision Strike | Deal 100% more damage on Ground Pound but with 50% reduced radius |
Squad Cohesion | 10% faster Abilities recharge for all Squad Members |
Perseverance | You remain controlled while using Charged Attacks; you will not suffer knock back or lose control after taking Heavy Hits. |
Auxiliary Arsenal | Secondary weapon damage output increased by 15%. |
Winged Fury | Melee attacks used while dashing or sprinting will increase damage by 25% |
Alternate Perk Swaps: All perks up to Assault Class level 9 can be used as you just start building up this class. Later on, when you reach mid level, you can make some perk swaps. You can switch out Winged Fury and Auxiliary Arsenal with Overcharge and Retribution as the core perks. Overcharge increases charged attack damage by 15%, while Retribution increases melee damage by 15% if you are grabbed or receive knockback.
Once you receive the Manoeuvrability and Diligence perks, switch them out with Wings of Flame and Pride in Duty. Diligence increases Ground Pound damage by 20% at the cost of 25% more preparation time, while Maneuverability increases the recharge rate of the Jump Pack.
Space Marine 2 Best Assault Weapons
As mentioned above, the Assault class does not have a primary weapon slot. So you need to compromise and pick secondary and melee weapons that focus more on range, stability, and damage output. For that, we have picked the following choices of weapons for the Assault class
- Primary: none
- Secondary: Heavy Bolt Pistol
- Melee: Thunder Hammer
Best Heavy Bolt Pistol Perks
You need the best perks to compromise on not having a primary weapon. The below perks will help in recoil control, range, and increase damage and ammo speed for the Bolt Pistol. You can use the Heavy Bolt Pistol for close and mid-range combat. Later on, as you level up the Assault class, you can switch the Heavy Bolt Pistol with something better like the Ophelian Liberation.
- Adamant Hunter: When HP gets below 30%, Headshots damage gets increased.
- Adamantine Grip: Recoil is reduced by 25%.
- Close Combat: Enemies within 15 meters take 10% more Damage.
- Death Strike: Killing a Majoris-level or higher enemy using a Melee Weapon will increase damage by 25% for 5 seconds
- Great Might: Damage against Terminus enemies increases by 10%.
- Head Hunter: Headshots deal 10% more damage.
- Honed Precision: Equipped Weapon’s Maximum Spread is reduced by 25% if firing without aiming.
- Iron Grip: After a Gun Strike, Recoil gets reduced by 35%, lasting 5 seconds.
- Tyranid Eliminator: Increases Tyranid enemy damage by 10%
Tip: If you think that Honed Precision isn’t for you, that can be swapped with Perpetual Precision instead. The only difference is that you don’t have to worry about not aiming, and the maximum spread is reduced by 10% instead of 25%. Perpetual Penetration is also a perk you can contemplate on using, as each shot will penetrate 1 additional target
Best Thunder Hammer Build
The Thunder Hammer seems to be the best melee weapon for the Assault class. It deals crazy levels of damage to individual and groups, at the cost of speed; and complements this class’s AOE attacks. But if you wish to use something that is more balanced between speed and damage, you can switch the Thunder Hammer with the Chainsaw. Below are the perks that will enhance the Thunder Hammer’s abilities
- Armored Strength: With full Armor, Melee Damage is increased by 10%.
- Chaos Slayer: Increase in Melee Damage against Chaos enemies by 10%.
- Crushing Heel: Enemies that are hit by Stomp will deal 30% less Damage. This lasts 4 seconds and Cooldown is 10 Seconds.
- Fast Preparation: Reduces Aftershock preparation time by 30%
- Hard Target: Take 15% less Ranged Damage when using Light Combo
- Majoris Slayer: Increases melee damage against Majoris-level enemies by 10%.
- Momentum Gain: Consecutive Light Attack increases melee damage rate of the Light Attack by 3% (up to 30%). Lasts 3 seconds.
- Perpetual Strength: Melee Damage increases by 5%.
- Reverberating Impact: Stomp AOE radius increases by 50%.
- Shattering Impact: Ground Slam AOE radius increases by 50%
- Trampling Stride: Hold the attack button after performing Stomp to perform an additional Stomp.
Tip: Your focus should be more on Perpetual Strength for early, mid, and late game. Since you will be depending on your melee weapon besides your secondary weapon, this perk will greatly increase damage. Besides the above, you can also use Extremis Slayer and Seismic Chain and switch them out with Majoris Slayer and Trampling Stride. They give the same attributes as the mentioned perks, but Extremis Slayer focuses on Extremis-level enemies while Seismic Chain is great for Ground Slam.
The above build focuses on preparing the Assault class for PvE, but you can switch out perks as per your liking before heading into PvP. In PvP, your main focus will be on improving damage output of your weapons and build, while focusing on boosting your squad’s abilities at the same time. Utilizing the Jump Pack ability is the only thing that sets the Assault class apart from the rest. If you like this Space Marine 2 guide you can check out our other guides like Best Vanguard Build In Space Marine 2 and How To Customize Your Armor In Space Marine 2.