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19 April 2016

Previous Best in Class was about being on the mark, but even the most piercing shot can encounter an impenetrable barrier - a heavy trooper. Read below why not so long ago PvP was dominated with a "5 heavy" combo and why chemical grenade is not the skill to throw away.

Heavy trooper skills

Advancing to lvl 6 we highly recommend to stick with this order of skills:


Increased Damage, knocks the enemy back 1 cell

Punisher (Passive)

Deals 50% damage to one enemy adjacent to the target

Protection (Passive)

+10 to merc's Armor

While "Punisher" helps you clear a small colony of arachnids with a single shot and "Protection" offers a substantial boost to Armor, you should always pick "Intimidate" as your first skill to learn. Here's why:

When your snipers are forced to spend 1AP to reload or use a "tactical retreat" maneuver , put them in Sentry mode and attack with your heavy trooper use "Intimidate" to finish off the enemy in the same turn.


Upon reaching level 6 you will have to make a choice: develop your heavies into Defenders or Destroyers. Both classes can become a deciding factor in many missions and PvP battles, and this is how:


Often sighed at after another clever joke ("you shall not pass!"), they can stop any breach by focusing enemy fire on themselves with two skills:

Dig in

+30% to merc's Armor and +15% to their Accuracy for 2 turns, moving will cancel the effect

Taunt (Passive)

Provokes the enemies within merc's line of sight to attack the merc while the "Dig in" skill is active

With a pack of medkits behind the back, Defenders can use "Dig in" and force enemies to attack them long enough for your snipers to arrive.

Panama Chronicles (PC) contain records of overwhelming Defenders popularity in base defenses. Combination of 5 of them with gadgets that recover fallen mercenaries back to 100% made war economy so annoying, that in 2077 all PMCs were made to sign a pact of tuning these gadgets down to 25% efficiency by the High Council of Earth.


Veteran Commanders know that offense is the best defense in all situations. One can't praise high enough the skills and importance of Destroyers on the battlefield, but we'll give it a shot:

Be prepared! (Passive)

Fires a shot at the first enemy that moves within 4 cells

Chemical Grenade

Deploys a Grenade (50% Base Weapon Damage) that increases Damage dealt to targets by 50% for 2 turns

"Be prepared!" will guarantee you a free shot every turn, which paired with Arc Weapons can replace an Ion Cannon strike with pure reflexes.

"Chemical Grenade" should be thrown into the most populated area at all times, giving your snipers a chance to push trophy count over 9.

During the Breach of 2082 these tactics held off Arbiter "troops" until rescue came to remote bases and we launched the counterattack.

Heavy choice

Everyone is essential, and HQ would love to hear your thoughts on heavy troopers and their role among mercenary classes!

Join the debate by pressing on "Discuss".

Until next class, Commanders.

- HQ out.