Best Assault Builds in Warhammer 40K: Space Marine 2
Best Assault Builds in Warhammer 40K: Space Marine 2
The Assault class in Warhammer 40K: Space Marine 2 specializes in close-quarters combat and uses the Jump Pack, allowing for quick battlefield maneuvers and powerful aerial attacks with the Ground Pound ability. This guide covers the best builds for early, mid, and late-game, perk selection, weapon loadouts, and strategies to play effectively as an Assault.
Assault Class Overview
- Special Ability: Jump Pack
The Jump Pack enables swift dashes and powerful leaps, allowing you to perform devastating Ground Pound attacks from the air. - Armor Class: 3
- PvE Rating: B
- PvP Rating: B
Best Assault Builds and Loadouts
Early Game Assault Build
In the early stages, the Assault class focuses on quickly eliminating large groups of enemies using the Ground Pound ability. This allows you to clear waves of enemies efficiently while protecting yourself from incoming attacks.
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Core Perks:
- Winged Fury: Increases melee attack damage by 25% when dashing or sprinting.
- Auxiliary Arsenal: Increases secondary weapon damage by 15%.
- Perseverance: Prevents being stunned or knocked back while charging melee attacks.
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Team Perk:
- Squad Cohesion: Reduces ability cooldowns for all squad members by 10%.
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Gear Perks:
- Smiting Angel: Increases Ground Pound damage by 10%.
- Wings of Flame: Jump Pack dashes damage enemies along the path.
- Pride in Duty: Increases Ground Pound damage by 25% for 10 seconds after executing a Finisher.
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Signature Ability:
- Ample Ammunition: Using the Jump Pack reloads your ranged weapon automatically.
Weapons:
- Primary Weapon: Not available for this class.
- Secondary Weapon: Heavy Bolt Pistol (Master-Crafted — Alpha)
- Perpetual Precision: Increases accuracy and reduces recoil.
- Elite Precision: Boosts damage against elite enemies.
- Melee Weapon: Thunder Hammer (Master-Crafted — Alpha)
- Perpetual Strength: Increases melee damage.
- Fast Preparation: Reduces charge time for heavy attacks.
Strategy:
- The primary focus in early-game is to eliminate groups of enemies quickly with Ground Pound and use the Thunder Hammer for powerful melee strikes. Use dashes to quickly close the distance between targets and rely on the Heavy Bolt Pistol for ranged threats.
Mid-Game Assault Build
In the mid-game, the Assault class gains access to more powerful perks, significantly enhancing melee damage and mobility through the Jump Pack.
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Core Perks:
- Overcharge: Increases charged attack damage by 15%.
- Retribution: After being grabbed or knocked back, you deal 15% more melee damage for 10 seconds.
- Perseverance: Prevents stuns and knockbacks, allowing uninterrupted melee charges.
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Team Perk:
- Squad Cohesion: Speeds up the recharge rate of the Jump Pack by 30%, allowing for more frequent Ground Pound attacks.
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Gear Perks:
- Smiting Angel: Continues to boost Ground Pound damage, making it even more devastating.
- Maneuverability: Increases Jump Pack recharge speed for more agile movement and frequent attacks from above.
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Signature Ability:
- Ample Ammunition: Remains crucial for sustained firepower during extended battles.
Weapons:
- Primary Weapon: Not available for this class.
- Secondary Weapon: Heavy Bolt Pistol (Salvation of Bakka)
- Perpetual Precision: Increases accuracy and headshot damage.
- Head Hunter: Enhances critical hit damage against elite enemies.
- Melee Weapon: Thunder Hammer (Salvation of Bakka — Alpha)
- Perpetual Strength: Continues to increase melee damage.
- Seismic Chain: Boosts area-of-effect damage, making the Thunder Hammer even more effective against groups of enemies.
Strategy:
- Focus on using Ground Pound to quickly take out groups of enemies, while the Thunder Hammer remains your main weapon for dealing with tougher targets. The Jump Pack should be used frequently to avoid incoming damage and to position yourself for more effective strikes.
Endgame Assault Build
In the late game, the Assault class reaches its full potential, becoming a highly effective tool for devastating enemies in close combat. Its perks and gear are fine-tuned for maximizing damage output and survival.
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Core Perks:
- Armor Reinforcement: Restores armor after performing Gun Strikes, enhancing survivability.
- Consecutive Execution: Killing 15 enemies in rapid succession restores equipment charge, ideal for prolonged fights.
- Act of Attrition: Enemies hit by melee attacks take 10% more damage for 3 seconds.
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Team Perk:
- Proven Efficiency: Increases Gun Strike damage for all squad members by 50%, allowing your team to be more effective in battle.
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Gear Perks:
- Precision Strike: Doubles Ground Pound damage but reduces its radius by 50%.
- Zealous Blow: Kills with Ground Pound restore 10% of the Jump Pack charge.
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Signature Ability:
- Commitment: A perfectly timed dodge using a Jump Pack Dash restores the Jump Pack’s charge.
Weapons:
- Primary Weapon: Not available for this class.
- Secondary Weapon: Heavy Bolt Pistol (Ophelian Liberation — Alpha)
- Perpetual Precision: Continues to increase accuracy and headshot damage.
- Head Hunter: Effective against elite enemies.
- Melee Weapon: Thunder Hammer (Ophelian Liberation — Beta)
- Seismic Chain: Increases the area-of-effect damage and is perfect for clearing groups.
- Tyranid Slayer: Enhances damage against stronger enemies, making it a powerful choice for late-game combat.
Strategy:
- In the endgame, the Assault class excels at clearing out hordes of enemies with Ground Pound, while the Thunder Hammer is essential for dealing with tough bosses and elites. Zealous Blow allows you to keep using the Jump Pack more frequently, ensuring that you can stay mobile and aggressive throughout the fight.
Assault Trials Guide
Trial 1: Jump Pack
- Objectives: Complete in 60, 50, and 40 seconds.
- Tip: Use the Ground Pound to quickly move between enemies. Use the pistol to finish off weakened foes to save time.
Trial 2: Cover Ground
- Objectives: Focus on eliminating sniper Tyranid Warriors. Ignore smaller enemies on the platforms and use Jump Pack dashes to avoid sniper shots.
Trial 3: Death From Above
- Objectives: Hit 5 enemies with Ground Pound and kill 5 enemies in melee. Use your Jump Pack's two charges to complete these objectives efficiently.
Assault Class Weapons
- Primary Weapons: Not available for this class.
- Secondary Weapons:
- Bolt Pistol
- Heavy Bolt Pistol
- Melee Weapons:
- Chainsword
- Thunder Hammer
- Power Fist
How to Play Assault Class
- Annihilate enemies with Ground Pound: Use this ability to deal massive damage to groups of enemies.
- Use the Thunder Hammer cautiously: Heavy attacks take time to charge, so use them wisely when you have space.
- Focus on Executions and Gun Strikes: These help you regain armor and stay alive in extended fights.
- Utilize the Jump Pack for dodging: Jump Pack dashes can be used to evade attacks and reposition quickly.
This comprehensive guide to the Assault class in Warhammer 40K: Space Marine 2 provides everything you need to dominate in both PvE and PvP with optimal builds, perks, weapons, and strategies.