Aliens: Fireteam Elite 2 Class Loadouts
Optimised weapon pairings for every class and mission type.
A good loadout bridges your class’s strengths and covers its weaknesses. This page gives curated loadouts for every class across campaign and Horde contexts. All prices are approximate in-game credit costs.
Loadout basics
Each loadout has four slots:
- Primary — Main weapon for most combat.
- Sidearm — Secondary weapon for emergencies and close-range situations.
- Tool — Class ability, deployable, or stim system.
- Grenade — Throwable utility.
Marauder loadouts
Campaign heavy Primary: OCAP-91 Volcan ($8,000) — sustained close-range area damage for hive corridors. Sidearm: M4A3 Pistol ($1,200) — reliable backup. Tool: Blast Cannon — Rapid Drone clearing. Grenade: Shrapnel grenade.
Horde anchor Primary: M12A1 Rocket Launcher ($12,000) — Praetorian and heavy spike removal. Sidearm: Smartgun pickup if found. Tool: Titan Rockets — Maximum single-shot area. Grenade: Shrapnel grenade.
Duelist loadouts
Balanced sustained Primary: DB-48 Daittyo Heavy Rifle ($6,500) — stable mid-range sustained fire. Sidearm: M4A3 Pistol. Tool: Fragment grenade — Burst Configuration. Grenade: Shrapnel grenade.
Precision Horde Primary: HNT-1 E1 Alamein Revolver Rifle ($7,000) — heavy single-target damage. Sidearm: DB-48 Daittyo (switch mid-fight as needed — dual primary slots). Tool: Fragment grenade — Precision Configuration for Praetorian detonations. Grenade: Shrapnel.
Machinist loadouts
Horde drone control Primary: SMB-94 Zephyr Plasma Emitter ($9,000) — sustained plasma clearing. Sidearm: M4A3 Pistol. Tool: Bodyguard Drone — Shredder variant. Grenade: Shrapnel.
Campaign precision Primary: EDS-93 Plasma Discharger ($8,500) — burst plasma for priority targets. Sidearm: M4A3 Pistol. Tool: Sentry Turret — Gas variant. Grenade: Shrapnel.
Hunter loadouts
Precision boss killer Primary: BD-03 Djinn Personal Railgun ($10,000) — maximum weak-point damage. Sidearm: M4A3 Pistol. Tool: Particle Beam. Grenade: Shrapnel.
Control build Primary: Type 111 Directed Particle Emitter ($9,500). Sidearm: M4A3 Pistol. Tool: Stasis Bolt — Vlad Bolt for interrupt. Grenade: Shrapnel.
Medic loadouts
Horde sustain Primary: Armat X1 Fireball ($7,500) — close-range shotgun. Sidearm: M4A3 Pistol. Tool: Combat Stims — Adrenaline Surge mode. Grenade: Shrapnel.
Campaign support Primary: Type 21 Tactical Shotgun Mk.2 ($8,000) — slightly more range. Sidearm: M4A3 Pistol. Tool: Combat Stims — Overclock mode for squad damage boost. Grenade: Shrapnel.
Specialist loadouts
Specialist loadouts depend entirely on your chosen fragment combination. See the Specialist guide for build-specific recommendations. Treat the Specialist as one role: a Machinist-major kit is still Tech, not a second Heavy with a turret hobby.
Patch 1 loadout notes
Explosive Duelist is viable again. Residual explosives are no longer an automatic bench. Companion-bot perks work in multiplayer, so a three-human plus synthetic lobby can keep a Marauder Titan loadout without pretending the bot is a fourth Duelist. Re-read Patch 1 before you copy a preview-era sheet that called Explosive Rounds dead.
Credits still buy attachments and shop weapons in Horde. Campaign Standard does not need maxed guns; Intense and above punish a pulse rifle that never left the first bench. Pair this page with the weapons hub and the class tier list. Difficulty names are Casual, Standard, Intense, Extreme, and Insane — Insane unlocks after you finish the campaign on any difficulty.
Grenade and tool habits
Shrapnel is the default because hive corridors reward fragments. Swap to a utility grenade only when the fireteam already has a Marauder covering the floor. Tools are class identity: Blast Cannon and Titan Rockets are not interchangeable with a Medic stim. Do not steal the Machinist turret slot in the planner just because the primary looks similar.
Save a campaign loadout and a Horde loadout. Switching mid-wave in Horde wastes shop time; switching between Rescue and Recovery and Ancient Anomaly is free in the hub. Sidearms exist for when the primary overheats or you get pinned in a doorway — they are not a second Smartgun unless you actually found one.
Frequently asked questions
Should I upgrade weapons or save credits? Save enough credits for weapon upgrades when you reach a difficulty where your current weapon underperforms. On Casual and early Standard, base weapons are adequate. By mid-campaign, Intense, and deep Horde, weapon upgrades become meaningful.
Are weapon skins purely cosmetic? Yes. Weapon skins purchased from the in-game shop or earned through events have no effect on weapon performance.
Frequently Asked Questions
Quick answers to the most common questions about Aliens: Fireteam Elite 2.
Can I reuse the same loadout across all missions?
Yes. You can save loadouts and switch between them from the loadout screen. Create separate saves for campaign and Horde if your preferred weapons differ.
Do weapons have durability?
No. Weapons do not degrade or break. There is no durability mechanic.
Are DLC weapons better than base weapons?
DLC weapons are cosmetic variants of existing weapons with identical performance. No DLC weapon provides a gameplay advantage.