Build Recommendations#
Building starts with knowing what each class actually holds. Every construction idea on this page uses only verified skills and equipment; the complete per-class skill trees weren’t documented this pass (verified portions on the Classes page), so this page offers frameworks and direction — no fabricated upgrade tables.
Three Baselines#
- Action-point structure: 2 action points per turn — the core build question is where those 2 points go. Damage-dealers buy hit probability (high ground, cover-breaking support); supports buy margin (healing protocols, overwatch coverage).
- The three weapon tiers: Conventional → Magnetic → Beam/Plasma is the whole squad’s damage spine. No build discussion means anything without tracking weapon-tier progress.
- Aim is probability: cover defense and high-ground bonuses rewrite hit chances directly. The end goal of every build is stacking the odds in your favor each time you fire.
Ranger#
Direction: ambush finisher.
- The shotgun scales across the three tiers; the sword (Sword → Arc Blade → Fusion Blade) provides reliable close-range damage;
- The kit is bound to concealed ambushes: once the ambush triggers the squad’s free overwatch, the Ranger cleans up wounded and point-blank targets;
- Position it as a flanker and melee cleanup — never trade shots at range.
Sharpshooter#
Direction: elevated suppression.
- The sniper rifle’s three tiers run Sniper Rifle → Gauss Rifle → Plasma Lance (4-6 → 6-8 → 8-10 damage);
- The verified signature ability Squadsight enables extreme-range shots;
- Positioning discipline: always high ground, always away from the engagement line — snipers take a close-range aim penalty;
- Build for a protected firing position, not for personal close-quarters survival.
Specialist#
Direction: protocol support hub.
- Primary weapon is the assault rifle (3-5 → 5-7 → 7-9 damage); the combat core is the GREMLIN drone;
- Among verified skills, Ever Vigilant, Guardian, Restoration, and Capacitor Discharge split into two protocol directions: support and offense;
- Pick one: the healing lean raises the whole squad’s margin for error; the attack lean turns the drone into a second damage slot. Low randomness makes this the best support for newcomers.
Grenadier#
Direction: wall-breaking and area denial.
- Primary weapon is the cannon across three tiers (Cannon → Mag Cannon → Beam Cannon), plus the grenade launcher as secondary;
- Grenading cover apart amplifies the entire team’s hit chances: strip cover first, then focus fire — the most reliable damage loop in the game;
- Carry plenty of ammo and thrown items, and hold the mid-line where fire covers the main engagement zone.
Psi Operative#
Direction: hard-target removal and control.
- Weapon is the assault rifle plus the Psi Amp (three tiers: +0/+20/+40); the amp tier sets psi strength;
- Skills roll three-at-a-time from a candidate pool. Verified skills: Soulfire, Stasis, Insanity, Null Lance, Void Rift, Domination;
- Build logic: rolling Stasis/Domination leans control; Null Lance/Void Rift/Soulfire leans damage. The random results shape the build — train at least two by mid-game to smooth the variance.
Hero Class Pairings (WOTC)#
War of the Chosen’s three hero classes are their own build systems:
| Class | Weapons | Build Direction |
|---|---|---|
| Reaper | Vektor rifle + Claymore | Stealth recon and ranged picks — the intel core of ambush play |
| Skirmisher | Bullpup + Ripjack | High-mobility melee, intercepts rushers |
| Templar | Psi gauntlets + autopistol | Psionic melee, front-line damage |
Shen’s Last Gift adds the SPARK (heavy autocannon + BIT) on a mechanical damage route. Full hero skill trees aren’t documented here — the game is the authority.
The Standard Squad Framework#
| Slot | Class | Job |
|---|---|---|
| Ranged | Sharpshooter | Elevated damage, kills high-threat targets |
| Wall-breaker | Grenadier | Destroys cover, opens hit windows |
| Assault | Ranger | Close-quarters cleanup after ambushes |
| Support | Specialist | Drone protocol support |
| Control | Psi Operative | Stasis/Domination on hard targets (mid-game) |
| Recon | Reaper (WOTC) | Stealth intel that feeds the ambush system |
Run “Sharpshooter + Grenadier + Ranger + Specialist” at the 4-soldier opening; add psi and hero classes once squad size reaches 5-6.
Framework note: wall-breaking and control are the two pillars — the Grenadier manufactures hit windows while the Psi Operative removes high-threat units. Missing either makes full-cover targets and psionic enemies noticeably painful.
Ironman Adjustments#
Ironman mode has no reloads, so builds tilt toward survival:
- Guarantee every soldier’s cover survivability first; damage optimization comes second;
- Raise the priority of overwatch and restoration skills;
- Keep bench depth — no single loss may cripple the roster.
Editorial advice: pull the squad-size upgrade forward in Ironman — bench depth is your error margin, and in a mode without reloads, error margin is survival.
Common Build Mistakes#
| Mistake | Correction |
|---|---|
| Discussing builds without weapon tiers | The three tiers carry the damage; attachments are a supplement |
| Buying identical attachments for everyone | Concentrate attachments on core damage-dealers |
| Training Psi Operatives on a fixed path | Skills roll randomly — adjust the role to what arrives |
| Using the Ranger as a marksman | Shotgun and sword both live at close range; don’t trade at distance |