In the current version of Rebalance, I see a lot of good builds for each class, but I’ve been focusing on the builds that provide me with a solid 6-man team that can do just about everything. Missions with only 6 soldiers tend to be some of the hardest, and are thus worthy of greater concern and consideration when picking your builds.
My core squad consists of an RnG assault, mayhem sniper, SHIV, and the support build for both the medic and rocketeer. This 5-man core has a lot of firepower and is very well rounded even before adding a sixth man. Eventually the 6th soldier on the squad will be a MEC, before then it could be almost anyone.
RnG Assault:
With the recent nerf to cover destruction, I find that the next easiest way to kill enemies is with an RnG assault. This is a strong soldier on every mission because of their high damage output and speed. On smaller squads their firepower is almost essential. The downside of RnG assaults is that they need to get in close and will often put themselves in a precarious position.
RnG Assault Build: SPEC: Close Encounters LCPL: Run and Gun CPL: Extra Conditioning SGT: Killer Instinct TSGT: Rapid Fire GSGT: Brawler MSGT: Lock N' Load
I think this is a pretty common RnG build, and I’ve found that it works quite well. I haven’t tried CCS, which seems like a solid alternative to Killer Instinct, and that is something to consider.
SHIV:
A very good companion for the RnG assault is the SHIV, which can draw fire, provide cover, and suppress enemies that might otherwise find a flanking shot. With the recent buffs to the shielding pod, nerf to CST, new soldier fees, and discounts to relevant foundry projects, it’s a good time to roll out more tank buddies. I like SHIVs on small squads because they also provide suppression and scouting (via the motion tracker), and that is a lot of utility packed into one soldier.
While the SHIV is strong on most missions, it is weak against thin men early in the campaign. On missions where you expect numerous thin men (bomb disposal, portent, friends in low places) it’s better to take a gunner.
SHIV Loadouts:
Initial: Motion Tracker, Laser Sight
Early: Motion Tracker, Scope (alien weaponry), Holo Charger (drone autopsy), Targeting Motor (SHIV Adv. I)
Mid: Motion Tracker, Targeting Motor, Holo Charger, Smartshell Pod (Experimental Weapons)
Late Mid: Motion Tracker, Targeting Motor, Holo Charger, Shielding Pod (Muton Inter.)
Final: Motion Tracker, Targeting Motor, Shielding Pod, Alloy Carbide Plating (Mech. Defenses)
These loadouts assume you will invest in both SHIV Advancements I & II which make the Targeting Motor both available, and valuable. All of these investments in foundry projects and equipment are premised on eventually building Alloy SHIVs or Hover SHIVs when they become available. If you are not going to field SHIVs throughout the campaign, it may make sense to invest less in their capabilities.
Support Rocketeer/Medic:
Taking two supports on most missions, especially 6-man missions, feels excessive to me, and it dramatically limits the squad’s firepower. I’ve been pondering how to squeeze the support role onto a single pack mule, but every option comes with significant limitations. The scout and rocketeer lack powerful smoke, while the engineer and medic lack tinker. If I had to pick a single support build, it would be a rocketeer - mostly because they get Packmaster at CPL rank. The only thing they lack is powerful smoke with bonus charges. Their rockets are also a strong complement to the support role because they are effective against mechanicals and flyers. On the downside, rocketeers are slow as mud, which often makes it difficult for them to use concussion/acid grenades.
It makes sense to split the support role across 2 classes, and the medic is the logical choice for the other support build because they are the best healers. With the medic as the primary smoker, the rocketeer can still carry smoke grenades, or instead take AP/Alien grenades or more rockets depending on mission length. There is still a lot of redundancy; 5 concussion grenades, perhaps 7 smoke charges. But tossing concussion grenades with abandon is a highly effective strategy. Smoking up your squad for several turns in a row is also quite strong. Despite the recent nerfs to both smoke and concussion grenades, these items are great. The support role offers simple answers to big problems; canceling overwatch, defending against swarms of melee enemies, coping with multi-pod activations, and so forth.
Support Rocketeer Build: SPEC: Fire Rocket LCPL: Smoke and Mirrors CPL: Packmaster SGT: Tinker TSGT: Shock and Awe GSGT: HEAT Warheads MSGT: Extra Conditioning
Support Medic Build: SPEC: Field Medic LCPL: Smoke and Mirrors CPL: Extra Conditioning SGT: Combat Drugs TSGT: Savior GSGT: Shadowstep MSGT: Packmaster
Both of these builds seem standard/obvious and don’t require any further explanation.
Mayhem Sniper:
I’ve been wedded to the mayhem sniper build for awhile now. I’ve tried both Double Tap and In the Zone, and those abilities are just as good (perhaps better) but less flexible.
It makes sense to go with DT if you plan to take Holo Rounds, and want to use the sniper primarily for that purpose. They will deal good damage while helping the rest of the squad hit their mark. Maximizing the effectiveness of DT requires the careful management of ammunition. Double Tap can be used on every other turn but only when equipping high cap mags, and following this schedule: DT, steady, DT, reload. Sticking to this formula is more efficient, but has zero tactical flexibility - DT snipers are less effective when they overwatch, or shoot on consecutive turns, or gain bonus actions from officers.
The ITZ sniper will often want to steady at the start of an engagement, which means they may contribute nothing on the most important turn.1 As with Double Tap, In the Zone is most effective when the sniper rigorously follows a shooting schedule: Steady, Shoot x 3, repeat. Taking damage will cancel steady, and that makes this build more risky. But when nothing goes wrong, ITZ probably offers the most damage per turn.
To build the most flexible damage dealer, the Mayhem ability should be paired with Sharpshooter and Opportunist. This is my build. Mayhem snipers can shoot when they want, overwatch when they want, steady when they want, and all of these options work well. This build produces a nice steady stream of high damage shots because mayhem snipers do not take any turns off. They also have the best synergy with Precision Shot.
Mayhem Sniper Build: SPEC: Squadsight + Low Profile LCPL: Mayhem CPL: Sharpshooter SGT: Opportunist TSGT: Precision Shot GSGT: Disabling Shot MSGT: Lone Wolf
6th Man:
For the last spot on the team there are 4 other classes to consider (before MECs become available), and each of those classes has 3 standard builds. Most of those builds wouldn’t fit in with my existing squad composition, and so there are actually far fewer builds to consider.
With SHIVs (and later MECs), I don’t need any other tank builds.
With both medic and rocketeer support builds, I don’t need any more support builds. (Though I like to have a support scout for covert operations).
I don’t use grenadier engineers - low aim soldiers that could go that route will typically end up as support medics instead. Also, the engineer is one of the few classes that can apply holo effectively and so I prefer to give them DT/Holo, which also seems like a better use of their innate penetration.
Bullet wizards are well regarded, especially in the late game, but I’ve never really given them a chance.
The Hit & Run scout is also a well regarded build, but it lacks the immunity to CCS that is available on the RnG Assault - this is extremely useful when engaging pods of outsiders or a muton leader. One RnG Assault provides plenty of close range kill power; having another shotgunner feels somewhat redundant and could be a liability in a long range firefight.
These are the remaining builds, all of which I use:
Bullseye Scout
DT Engineer
Grenadier Infantry
Overwatch Infantry
Overwatch Gunner
Bullseye Scout Build: SPEC: Reconnaissance + Low Profile LCPL: Bullseye CPL: Snapshot SGT: Disabling Shot TSGT: Concealment GSGT: Precision Shot MSGT: Shadowstep
Before the nerf to battle scanners I was loving this build because of the easy boost to squad aim; even after the nerf, battle scanners are still great. Bullseye scouts also provide some decent overwatching, steady shooting, and disabling shot. Scouts are also good at scouting.
DT Engineer Build: SPEC: Mechanic + Repair LCPL: Double Tap CPL: Holo Rounds SGT: Critical System Targeting TSGT: Master Mechanic GSGT: Lock N' Load MSGT: Extra Conditioning
Regardless of the back and forth adjustments to holo, this unit remains one of the best classes at applying it. They can also heal mechanicals, and reliably one shot drones and seekers with carbines once they get CST. I always like to bring this soldier on 8-man squads, and they are good on 6-man teams as well.
Grenadier Infantry Build: SPEC: Light 'Em Up LCPL: Grenadier CPL: Mayhem SGT: Kitted TSGT: Ranger GSGT: Bring 'Em On MSGT: Packmaster
Grenadiers are only decent at the start of the campaign. Explosives do not reliably destroy cover, have range limitations, and can only one-shot the weakest enemies.2 But they are very strong against melee units that cluster together. I always bring a grenadier on missions with chryssalids (terror, site recon). Once I get alien grenades this build becomes viable on standard missions. With psi powers, they become one of the most versatile soldiers available.
Overwatch Infantry Build: SPEC: Light 'Em Up LCPL: Sentinel + Opportunist CPL: Lock N' Load SGT: Impact TSGT: Ranger GSGT: Snapshot MSGT: Aggression
I really like the overwatch build for infantry. Overwatch in general has gained more significance with the nerf to cover destruction, but it’s always been a great way to lock down enemies, defeat cover, and evade countercharge. Infantry have maybe the best overwatch build in the game and also provide high damage directed fire with LEU. This is a great build at the start of the campaign, but falls off during the mid to late game I believe, though I am not sure why that is exactly. Psi abilities can keep this build relevant throughout the campaign.
Overwatch Gunner Build: SPEC: Suppression LCPL: Sentinel + Opportunist CPL: Penetrator SGT: Ready For Anything TSGT: Shredder GSGT: Kitted MSGT: Bring 'Em On
The overwatch gunner is very similar to the infantry build, albeit trading aim for damage. But gunners also have suppression, and that’s really important. I like to switch in gunners for SHIVs on missions with numerous thin men (bomb disposal, portent, friends in low places).
Marauder/Goliath:
When MECs become available it is possible to switch out the SHIV for a cyborg. While they can fill the tank role, MECs lack the motion tracker and suppression that SHIVs provide. For that reason I typically choose to bring both a SHIV and MEC if that is feasible.
I only have Marauders and Goliaths in my latest campaign, but would have liked to try a Shogun - I didn’t get enough supraclass supports, and couldn’t spare one to chop into a MEC. I have never chopped a Jaeger - they look way too squishy and I am scared they will get murdered by a flock of drones or heavy floaters.
I like to use a marauder for terror and exalt missions, if one is available. On other mission types I usually prefer the tougher goliath, which is more likely to survive a prolonged firefight against enemies with CST. If I was able to acquire some shoguns, or even one of them, maybe I would fall in love with that MEC class. On paper, they look really cool.
I usually always give my MECs a KSM, as it is critical for penetrating highly armored foes. After upgrading armor I like the grenade launcher as it provides a way to break mind control.
Marauder Build: SPEC: Onslaught LCPL: Fortified -or- Close Combat Specialist CPL: Grit SGT: Extra Conditioning -or- Opportunist TSGT: Jetboot Module GSGT: Repair Servos MSGT: Sprinter
Fortified offers crit immunity which is hard to pass up on a MEC that lacks Absorption Fields. On the other hand, CCS is great against exalt and on terror missions, and whenever the marauder charges into the enemy’s ranks, which is often. Marauders add significant damage output and armor penetration, and can tank against numerous enemy types. This is my favorite MEC, even if it’s not the best; they are super fun.
Sentry Goliath Build: SPEC: Absorption Fields LCPL: Sentry CPL: Grit SGT: Reactive Targeting Sensors TSGT: Repair Servos GSGT: Penetrator MSGT: Extra Conditioning
A couple things can go wrong with the Sentry/RTS —> OFA build. An enemy can suppress the goliath, which does not trigger RTS and also prevents RTS from triggering. Overwatch can counter this, but is not guaranteed to do so. Another way this build can go wrong is if the aliens trigger both sentry overwatch shots without attacking the goliath. This will end the goliath’s OW, and leave it more vulnerable to the next attack. Despite these issues, I still like the build, which adds some overwatch to my squad as well as more tanking.
The ITZ sniper can steady before an encounter when concealment becomes available. Other sniper builds can also pre-steady with a concealment spotter, though they get less value from doing so.
AP/HE grenades have had their range boosted recently, and that may change my opinion of this build in the early/mid game.
I am not very good at this game I love... but I have thoroughly been enjoying running two supportish roles in a mission (medic/rocketeer) and it has saved me when I've normally done terribly when fighting Lids. Granted, I'm playing Brutal and not Impossible. Also, I love the NFL-level throw arm they get to throw those nades.
I've built a Marauder build around the sole mission of punching everything. It has not gotten old yet and rag doll physics with exploding cars and breaking walls sweeten it more.
I didn't even think about double-tap holo sniper, I was using a combination of sentinel/overwatch build with holo so I can get it in during overwatching as well.