Guide to Synthetik 2’s subcla*ses, using screenshots of active and pa*sive abilities. Make informed choices when using tokens to unlock subcla*ses.
Mainly intended to inform you about subcla*s details so you can make informed decisions with your unlock tokens, this guide also includes details on the main cla*ses. It’s useful to understand how the subcla*ses differ from their main cla*ses, and in some cases you may even prefer (as I do with Riotguard) to just use the main cla*s and its abilities. Use the Guide Index on the lower right to jump to the subcla*s you’re interested in learning more about.
Nov. 20 UPDATE
Filled out the sections on all main cla*ses: Riotguard, Grenadier, Chron Trooper, Recon. Also adding a few tips here and there on using certain abilities, based on my experience and general screwing up. 🙂
Nov. 19 UPDATE
Updated to include Recon main cla*s and its subcla*ses: Recon Psyonic and Anti-Material Recon.
According to dev posts on Discord, the next cla*s for Synthetik 2 is the Rogue, which is scheduled for addition to the game in December. The dev roadmap released on Discord suggests Engineer and its subscla*ses will be in eventually but perhaps that’s a more longer term thing to expect in 2022 some time.
CLASS: Riotguard
ACTIVE ABILITIES
Dash & Bash
NOTE: To do damage on your dash, you need to first activate Hold the Line to get your shield up, THEN dash to do great damage against single or multiple targets.
Hold the Line
NOTE: Initial build had tear gas grenade always flying over your target. Has since been patched to go where you throw it. 🙂 Note that this will alert enemies, who may charge towards you *ahead* of your tossed tear gas grenade’s cloud. This does useful Damage Over Time, though I *think* patch may have reduced its damage a wee bit.
Battlecry Module
NOTE: Currently this ability will *fling* lesser humanoid enemies long distances from you. It’s quite comical. Most of the time it’s useful, but it may be annoying if you’re trying to keep enemies within melee range.
Methadone B
NOTE: A carryover from the first Synthetik, this gives you a few seconds of precious Health *Regeneration,” but it’s not a “direct,” instant heal. Keep this in mind if using in combat.
PASSIVE ABILITIES
Fortress
NOTE: Any ability to instantly gain armor plating – signaled by a silver block appearing in between the health and shield portions of your health-shield meter – is precious.
Painkiller
Team Player
NOTE: As the title suggests, this is helpful if you like items or upgrades that summon friendly Guardians or a turret, for example.
> SUBCLASS: Guard Judge
ACTIVE ABILITIES
Quickdraw Dash
NOTES: Note that to do damage on your dash, you need to first activate Stabilized Bulwark to get your shield up, THEN perform this Quickdraw Dash to do great damage against single or multiple targets.
Stabilized Bulwark
Orbital Authority
TIPS:
- Best on stationary or slow-moving targets because when the “disc” lands, it alerts enemies to charge after you.
- You can anticipate this alerting of enemies and “lead” enemies into the explosive disc’s radius, but it’s tricky.
- FRIENDLY FIRE NOTE: Although you don’t need line of sight for this ability, you will drop the disc on YOURSELF and cause friendly fire if you are standing too close to a tall wall/object when you throw it.
Life Absorb
NOTE: important because this is Guard Judge’s only innate ability to heal a bit, because he lacks the Methadone-B ability.
In my experience, i’m a little befuddled by this ability. I think when you trigger it, if you immediately off some enemies, you absorb very little health. Then it seems like a period of time later, enemy kills give you much more health. But I’m unclear on how long the health-steal effect lasts.
Pa*sive Abilities
Retaliate
High Order
NOTE: Currently, the tougher Elite enemies are signified by a bright, sort of “shining star” effect on the enemy’s character mode. This pa*sive helps you deal more effectively with these tougher Eite enemies.
Hot Shot
NOTE: As the description explains, your first shot after an Active Reload will do bonus burning damage. While this is useful, I tend to not be paying attention in a fire fight. 🙂
> SUBCLASS: Riotguard Disruptor
ACTIVE ABILITIES
Dash and Bash
NOTE: As with basic Riotguard; however, the tricky thing is that Riotguard Disruptor does NOT have an *active* ability that puts up its armored shield. Its pa*sive Bulkwark only deploys if your energy shield drops.
So to do an armored-shield bash, you’d need your energy shield to drop, Bulwark pa*sive to depoy and THEN use this Dash and Bash. Challenging to pull off. 🙂
Shock Mastery
NOTE: This powerful lightning attack will make you feel like a wizard in ARPG. 🙂 It sprays a pretty wide, show-stopping lightning spread, just note that it’s not necessarily great against heavily armored targets. I find it best against “soft” targets.
Shock Trophy System
NOTE: This drops a fragile, stationary “lightning pulse zapper” that zaps nearby enemies for modest damage. You can have more than one of these deployed, but the cooldown period is pretty long.
As I play this subcla*s more, these summoned zappers are very useful as decoys, and as brief, temporary blockers in narrow corridors. Also, since the enemies will attack these even at close range, this can often result in friendly fire against them or other enemies.
Methadone B
NOTE: A carryover from the first Synthetik, this gives you a few seconds of precious Health *Regeneration,” but it’s not a “direct,” instant heal. Keep this in mind if using in combat.
PASSIVE ABILITIES
Multi Dimensional Traps
Bulwark
NOTE: This is nice when you’re in trouble because it gives your HP a little protection when your energy shield drops. However, note that this subcla*s can’t “manually” deploy its armor shield.
Crowd Controller
CLASS: Grenadier
ACTIVE ABILITIES
Explosive Run
NOTES: Powerful dash explosive attack, which creates a large, wide-radius explosion at the end of your dash. This is often powerful enough to eliminate 3-4 enemies at once, and it will take down or heavily damage even the most powerful enemies. Also works well in conjunction with your grenade toss and kick abilities.
The catch? It really takes a leap of faith. You’ve got to be willing to just Dash right into the middle of an enemy group or directly adjacent to a single enemy. Your faith will be rewarded. 🙂
Power Kick
HE Grenade
NOTES: Effective basic grenade toss attack, which is expected to be replaced later in Early Access with the Seismic Detonator, which you might remember from the first game.
Field Supply
NOTES: If you run out of ammo for heavier weapons, Field Supply’s explosive damage affect will boost even your basic side arm.
PASSIVE ABILITIES
Chain Reaction
Master of Arms
Multi Talent
> SUBCLASS: Grenadier Rocketeer
ACTIVE ABILITIES
Frictionless Boots
NOTE: Any reference to “WIP” means “Work in Progress.”
HE Grenade
NOTE: Per the note on the info panel, this ability is expected to eventually be replaced by the Seismic Resonator ability, which should help differentiate it as a subcla*s.
Field Supply
NOTE: Using this is a bit tricky because you need to stand within the Field Supply’s moderate-size radius to reap its benefits. If you prefer to always be moving, you may not reap much benefit from using this.
Blast Wave
NOTE: Blast Wave requires moving to near-melee range to be effective. It can take out a pesky machine gun turret in once blast, and is very effective against lightly armored enemies. I haven’t found it consistently effective against Guardians (enemies holding armored shields), as it tends to bounce off their armored shield.
The synchronicity with Seismic Resonator will be in once that HE Grenade replacement is implemented in S2.
PASSIVE ABILITIES
Safe Distance
Economical
Heavy Ordnance
NOTE: This means you start with this wildly inaccurate, single shot rocket launcher in a weapon slot. It is NOT permanently bound to you like a sidearm, so you can replace it with a different weapon any time. My only tips are to not use it at long range (it will curve and loop everywhere but where you aim) — instead either use it at closer ranges carefully or take advantage of its splash damage by firing the rocket into walls and environmental objects when enemies are on the OTHER side.
Just imho, I would’ve preferred some sort of cool, innate mini rocket launcher (on your shoulder or something). Or come on, you can’t name a subcla*s “Rocketeer” and not give us a jump jet pack. 🙂
> SUBCLASS: Assault Grenadier
ACTIVE ABILITIES
Frictionless Boots
Bundle Grenade
Tactical Advance
NOTE:So far this ability seems to have an awfully short range – don’t expect to charge across the screen. 🙂
Field Supply
PASSIVE ABILITIES
Elite Movement
Reactive Plating
NOTE: Ability to auto-generated armor plating – signified by silver block(s) between your health and energy shielding on the health/shielding meter – makes this pa*sive invaluable.
Commando
NOTE: While this is a cool melee auto-attack pa*sive, I really preferred the S1 commando’s knife slash “active ability.”
CLASS: Chrono Trooper
ACTIVE ABILITIES
Chrono Blink
Chrono Charge
Danger Overdrive
Shield Dome
PASSIVE ABILITIES
Heroic
Fusion Absorber
Prismatic Chain
> SUBCLASS: Chrono Striker
ACTIVE ABILITIES
XC1 Recharging Teleporter
NOTE: My only beef with teleportation in S2 is that its motion blur effect ignores the “disable motion blur” option in Graphics Settings, and I find motion blur really unpleasant on my old eyes.
Unstable Chrono Charge
Fusion Blast
Shield Dome
PASSIVE ABILITIES
Time to Strike
Alpha and Omega
Temporal Loop
> SUBCLASS: Chrono Breacher
ACTIVE ABILITIES
Breaching Blink
Breaching Charge
Fusion Stun
Shield Dome
PASSIVE ABILITIES
Big Entrance
Temporal Ammunitions
Breaching Equipment
CLASS: Recon
ACTIVE ABILITIES
Dodge Roll
L24 ‘Eraser’
Flash Grenade
Weakpoint Scan
PASSIVE ABILITIES
Acrobatics
Channel Power
Deflection System
> SUBCLASS: Recon Pysonic
ACTIVE ABILIITIES
Dodge Roll
Psy Cloud Grenade
Psy Field
Weakpoint Scan
PASSIVE ABILITIES
Focus: Item Hack
Psy Infused Shot
Hack
> SUBCLASS: Anti-Material Recon
ACTIVE ABILITIES
Dodge Roll
Heavy Anti-Tank Mine
Engine Disabling Shot
Weakpoint Scan
PASSIVE ABILITIES
Perfect Timing
Defensive Measures
Heavy Munitions
Hope you enjoy the Guide about SYNTHETIK 2 – Subcla*ses Guide, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
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