Rankings at a glance
The best class is the one that gets your mercenary home alive with the objective and loot. This ranking matters because classes shape action-point economy, weapon comfort, survival triggers, and how quickly you can build your ship’s resources.
This list emphasizes early and midgame play: Mars-area farming, early class-chip progression, timed missions, and enemies with mixed resistances. A class can rise or fall sharply when paired with the right operator, equipment bench recipes, and mission type.
| Tier | Classes | Why they rank here |
|---|---|---|
| S | Scouts of Hades, Tunnel Rats | Reliable ranged combat or exceptional economy with little setup |
| A | Eclipse Blades, Tifton's Elite, Phoenix Brigade | Powerful specialists that need suitable tactics, gear, or missions |
| B | Spaceborn Ghosts, Angels of Spades, Terror Pack, Valkyrie Squad, Martian Mech Inf | Useful niches, but less consistent or more expensive to support |
Class editing, unlocked perks, clone traits, and personal skill can create builds far stronger than a default class package. Still, these placements help newer players decide which chips are worth prioritizing.

S-tier classes: safest early priorities
Scouts of Hades is the strongest all-purpose starter class for most players. Its weapon bonuses work with common ranged options, while its defensive and action-point triggers reward normal careful play. You do not need rare ammunition, advanced crafting, or a narrow mission type to make it useful.
Its key strength is flexibility. SMGs, shotguns, and assault rifles are all practical weapon families, so a bad loot roll does not ruin a run. The class also works well with accurate operators, especially those who can capitalize on its ranged bonuses without exposing themselves in close quarters.
Tunnel Rats earns S tier for a different reason: it accelerates the entire campaign economy. Better hauling, scavenging, disassembly, and extraction value means more materials, more upgrades, and less time spent repeating low-value missions.
| Class | Best use | Strengths | Watch out for |
|---|---|---|---|
| Scouts of Hades | Learning runs, general missions | Common gun synergy, reactive combat bonuses, broad reliability | Can become overburdened on loot-heavy maps |
| Tunnel Rats | Farming, short missions, resource extraction | Excellent material collection and inventory value | Less ideal when a timer demands immediate combat power |
For a first campaign, use Scouts of Hades as the primary combat class and keep a Tunnel Rats clone ready for lower-risk farming. That division protects your better operators while speeding up ship development.
A-tier classes: strong when the run fits
Eclipse Blades can feel like S tier in practiced hands. Its melee accuracy, mobility, dodge potential, regeneration, and action-point returns create explosive turns once you understand doorways, corners, sprint positioning, and enemy spacing. It is especially effective when an operator supports melee damage or can safely exploit cannibalism-related bonuses.
The cost is consistency. Melee characters need a ranged backup for hostile rooms, cutters, flamethrowers, and enemies you cannot safely approach. An Eclipse Blades mercenary should never assume every encounter is a knife fight.
Tifton’s Elite is a sturdy heavy-weapons and explosives class. Machine guns, grenade launchers, deployables, and sustained fire all fit its kit. It is excellent on missions where enemies come to you, including defensive positions and combat-heavy floors. Bring enough ammunition and medical supplies; its power is real, but it is not cheap.
Phoenix Brigade rewards aggressive positioning and quick adaptation. It performs well once enemies begin forcing weapon swaps through resistance differences. Players who can sprint-peek, reposition after contact, and carry multiple damage types will get more value from it than players who rely on a single favored firearm.
| Class | Recommended mission style | Core requirement | Why it is not S tier |
|---|---|---|---|
| Eclipse Blades | Tight interiors, controlled assaults | Map knowledge and a backup gun | Mistakes at close range are punishing |
| Tifton's Elite | Defense, Conquest, armored targets | Ammunition, explosives, sustain items | Heavy loadout and supply demands |
| Phoenix Brigade | Mobile combat, mixed-resistance maps | Flexible weapon kit and movement discipline | Less forgiving than a conventional rifle build |
These classes are ideal after you have reliable crafting and understand when to extract instead of clearing every room.

B-tier classes: valuable specialists
B tier does not mean weak. These classes are often excellent when their preferred mission appears, but they are less dependable as a single default answer to every contract.
Spaceborn Ghosts favors stealth, sightlines, and carefully prepared engagements. It can be highly effective in Espionage work or maps where you can pick off threats before they close in. It loses value during open fights, extended brawls, and objectives that force fast room clearing.
Angels of Spades brings medical and support value. This is more attractive when your ship infrastructure is limited or when a particular operator needs help staying functional through attrition. Once crafting reliably supplies medical items, its advantage may feel smaller than that of a combat or economy class.
Terror Pack benefits from dense enemy groups and disruption opportunities. When enemies arrive in clusters, fear and control effects can make dangerous fights manageable. Sparse maps and predictable defensive waves offer fewer chances to exploit that identity.
Valkyrie Squad is a balanced option that can become solid with investment, but it generally needs better equipment before it overtakes the dependable starter choices. Martian Mech Inf follows the same pattern: its energy and mech-focused identity improves substantially after batteries, components, and related crafting loops are established.
| Class | Best niche | When to choose it |
|---|---|---|
| Spaceborn Ghosts | Stealth and long-range setup | Espionage or cautious scouting missions |
| Angels of Spades | Medical support and attrition | Early infrastructure or fragile operators |
| Terror Pack | Crowd disruption | Dense enemy floors |
| Valkyrie Squad | Flexible conventional combat | After meaningful gear investment |
| Martian Mech Inf | Energy and mech equipment | Once batteries and components are plentiful |
Other unlockable classes, including Tongkong, Co.B.R.A., Unit 317, and Golem Group, are best evaluated from their current perks and your available equipment rather than assigned a permanent universal rank. Their value depends heavily on how you edit class perks and build around the operator using them.
How to choose a class for each run
Do not select a class from tier alone. First identify what the mission demands, then choose the class that solves its biggest risk.
- Pick Scouts of Hades when you need a dependable ranged mercenary and do not know what the map will demand.
- Pick Tunnel Rats for short, lower-risk farming runs where components, class chips, and extraction value matter most.
- Pick Eclipse Blades when you can control doorways and have a capable ranged fallback.
- Pick Tifton’s Elite for missions that reward area damage, deployables, or sustained heavy fire.
- Pick Phoenix Brigade when you expect to move often and change damage types.
- Save niche classes for the mission types that favor them rather than forcing them into every contract.
Action points are the backbone of a successful build. A strong edited class usually includes one dependable AP-generation perk, damage perks that match the intended weapon family, and enough defense to survive an unlucky hit. Do not fill every slot with damage or every slot with armor scaling.
| Build priority | What it accomplishes | Practical result |
|---|---|---|
| AP generation | Creates extra actions during pressure turns | More movement, attacks, healing, or retreat options |
| Weapon-focused damage | Improves accuracy, scatter, or damage for your main tool | Faster kills and fewer exposed turns |
| Defense and implants | Raises dodge, resistance, or survivability | Better recovery from enemy hits |
| Mixed damage types | Handles enemy resistances | Fewer stalled fights against armored targets |
Operator pairing matters as much as class selection. High-accuracy operators naturally support Scouts of Hades. Vision-oriented operators make scouting and stealth play safer. Melee-oriented operators can push Eclipse Blades much higher, while durability-focused operators make heavy classes more comfortable.
Always bring at least two damage types. Examine enemies when possible, pack enough food and medical supplies, and leave when the mission objective is complete if the risks have outgrown the reward.
FAQ
What is the best beginner class in the Quasimorph class tier list?
Scouts of Hades is the safest beginner recommendation. It supports accessible ranged weapons, provides useful combat triggers, and remains effective without rare crafting materials.
Why are Tunnel Rats ranked so highly?
Tunnel Rats converts successful missions into more resources and faster campaign growth. It is especially strong for collecting components, extracting chips, and supporting long-term ship upgrades.
Is Eclipse Blades viable for new players?
Yes, but it is harder to pilot. Use it after learning door control, corner checks, sprint movement, and safe retreat routes. Carry a ranged weapon for enemies that are dangerous to engage in melee.
Do class tiers matter after class editing?
They matter less. Edited builds can replace weak or irrelevant perks, so an operator’s traits, your equipment, and your perk balance become more important than the original class label.
Which class is best for timed missions?
Scouts of Hades is the most reliable default. Phoenix Brigade and Tifton’s Elite can outperform it when you have the right weapons and understand the map’s pressure points.

