Outriders class guide

Detailed description of all hidden abilities for each Outriders class, several effective builds to start the game

The release version of Outriders features four different character classes to choose from: Destroyer, Pyromancer, Technomancer, and Trickster. Each of these classes has features that overlap with the more traditional classes found in modern RPGs, yet each is unique in its own way. This guide will cover the basic abilities of the characters of each class, which are unlocked as you level up. While they are locked, you cannot view either the names or descriptions of the abilities, which means that you cannot look into the future and, based on the abilities, choose the most appropriate class for the character.

In addition, it should be emphasized that although there are 8 unique abilities for each class, you can use a three-piece build. That is, the other five will have to be abandoned. However, you can always change active abilities through the character customization menu, at any time during the game.

Abilities for each class are unlocked upon reaching the following levels:

  • First ability – 1 level
  • Second ability – level 2
  • Third ability – 4th level
  • Fourth ability – 6th level
  • Fifth ability – 9th level
  • Sixth ability – level 13
  • Seventh ability – 17 level
  • Eighth ability – 22 level

Now let’s talk more specifically about the characters of each class in Outriders! I also emphasize that the abilities discussed below contain a description of the default effect. In addition to abilities, you will unlock new perks, some of which can improve the effectiveness of skills.

Destroyer

The Destroyer is a typical “tank” or melee fighter. Despite the fact that he does not have the skill to focus the fire of opponents on himself, there is a high probability that you will already be in the center of their attention, since you will rush into the thick of the battle without looking back and cause huge damage to the enemy. This class focuses on interrupting, defending and dealing area damage (AoE).

Healing . Each Outriders class has its own passive healing. In the case of the Destroyer, you will be healed whenever an enemy located in the immediate vicinity of the character dies. That is, the game once again rewards you for being in the thick of the battle. As if emphasizing that the Destroyer must “tank”.

Abilities and their description

By default, after choosing a class, two abilities will be available to you, since your character’s level will be equal to the third. Subsequently, you will be able to unlock several other abilities of the selected class. Their descriptions are hidden. I think it will be interesting for you to know what active skills your character will have after his maximum pumping.

  • Earthquake. Can be unlocked at level 2. Creates a powerful shockwave that inflicts damage to anyone in its area of ​​effect. It also interrupts any actions of the target.
  • Golem. Can be unlocked at level 3. Allows you to strengthen your armor, reducing incoming damage by 65% ​​for 8 seconds.
  • Gravity jump. Can be unlocked at level 4. The Destroyer jumps into the air and freezes for a few seconds. Optionally, you can choose an enemy target to fall directly on it, inflicting AoE damage to everyone in range. And by executing an interrupt.
  • Reflection of bullets. Can be unlocked at level 6. The Destroyer creates a force field that prevents projectiles from hitting anyone inside, including you and your allies. Upon reactivation or after the specified time has elapsed, all projectiles are inverted and launched at nearby enemies.
  • Puncture. Can be unlocked at level 9. The Destroyer hits multiple nearby targets, damaging them and triggering an interrupt. If an enemy takes a killing blow, a stone spike pierces them, granting bonus armor and health regeneration for 9 seconds.
  • Trembling. Can be unlocked at level 13. The Destroyer creates a series of explosions around itself at medium range. Each explosion deals damage and depletes the health of enemies.
  • Jerk. Can be unlocked at level 17. The Destroyer charges forward, damaging and interrupting all enemies in its path. At the end of this dash, it shatters the ground, dealing additional damage to all enemies in a small radius.
  • Endless mass. Can be unlocked at level 22. The Destroyer creates an Obelisk that attracts all opponents to itself.

Destroyer build

While Destroyer’s early abilities are more focused on defense than damage, you can modify them to deal more damage.

  • Skills: Earthquake, Gravity Jump, Bullet Reflection
  • Mods for “Earthquake”: Ground Crush
  • Gravity Jump Mods: Bloody Crush, Human Comet
  • Mods for Bullet Reflection: Bullet Acceleration, Auto Reflect

Ground Crush and Bloody Crush increase the damage of Earthquake and Gravity Leap, respectively. It looks like the Destroyer does not have some specific, powerful buff or debuff inherent in other classes, so I would recommend focusing on increasing the base damage. Blood Crush adds additional damage, causing anyone affected by Gravity Leap to bleed and lose additional health over time.

Bullet Acceleration adds damage to Bullet Deflection, and since you can’t end this ability earlier, it will probably have collected enough projectiles by the time the timer expires to deal massive damage to the enemy. Auto Reflect will remove the ability to deal reflective damage from the ability, and instead, it will automatically protect you as a weakened version of the “Golem” skill.

Pyromancer

Pyromancer is a class close to a medium-range fighter, such as a spellcaster. All your aspirations will be aimed at plunging the world into flames. There are many abilities that cover close and medium range in both attack and defense. The Pyromancer has a strong focus on damage over time (DoT) and over time (AoE).

Healing. You will restore health for the death of each enemy, which occurred as a result of burns or burning. Thus, unlike the Destroyer, you will be able to stay at a safer distance from opponents, and at the same time restore health.

Abilities and their description

By default, after choosing a class, two abilities will be available to you, since your character’s level will be equal to the third. Subsequently, you will be able to unlock several other abilities of the selected class. Their descriptions are hidden. I think it will be interesting for you to know what active skills your character will have after his maximum pumping.

  • Heat wave. Can be unlocked at level 2. The Pyromancer creates a wave of fire that damages and ignites all enemies in its path.
  • Fanning the flame. Can be unlocked at level 3. Select and pull your opponent towards you. Doing so will drain his health, smite him with ash, and immobilize him.
  • Thermal bomb. Can be unlocked at level 4. Aim at the enemy you want to set fire to and interrupt. He will also be damaged. An enemy killed by a thermal bomb will explode, dealing additional damage over a large area.
  • Overheating. Can be unlocked at level 6. Deals damage to all enemies in a large radius and interrupts them. If the “Burning” status is hanging on the enemy, the damage increases significantly.
  • Fire bullets. Can be unlocked at level 9. The Pyromancer reloads his magazine, filling it with incendiary rounds. These projectiles cause burning, ignore armor, and can pierce through it. The effect lasts until you empty the clip, reload, or switch to another weapon.
  • Ash explosion. Can be unlocked at level 13. Creates an anomalous explosion, striking with ash and immobilizing enemies in a wide radius.
  • Phaser Beam. Can be unlocked at level 17. Fires a beam that deals damage, causes burning, and interrupts the target.
  • Eruption. Can be unlocked at level 22. Creates a volcanic eruption under the targeted target. Deals damage to the target and all other enemies in the vicinity.

Pyromancer build

This build focuses on getting the most out of the wide range of Overheat, applying skills that cause burns, and generating massive amounts of anomalous power. Everything burns and explodes everywhere – what else does a Pyromancer need?

  • Skills: Heatwave, Thermal Bomb, and Overheat
  • Heat Wave Mods: Tidal Wave, Burnt-Out
  • Thermal Bomb Mods: Wildfire, Fire Frenzy
  • Overheat Mods: Phoenix Force

Heat Wave’s Tidal Wave mod grants a second additional charge, allowing you to burn and weaken even more enemies. The Burnt-out mod makes this ability a debuff, causing all enemies hit by it to take 35% more damage. Combined with the Overheat mod makes this build a great option for crowd control.

Fire Frenzy for Thermal Bomb is used to get a second charge. This way you can explode and set fire to even more opponents. The Wildfire mod causes enemies to catch fire, which makes it easier to use the passive skill and opens up new opportunities for Overheating. This skill is not so good against bosses who fight without helpers (minions), so in such battles you can replace it with Fanning the Flame with the Health Drain modification.

The above Overheat mod is incredibly effective. If you overheat 10 enemies, you will be able to collect at least 220 units of anomalous strength. And in the future, the indicator will only grow. This will happen with the equipment buff, so the potential is insane. Therefore, it is so important to have two charges of “Thermal Bomb” and “Heat Wave”.

Technomancer

Technomancer is a long-range support class with access to direct healing and a large arsenal of turrets. But this is a much more versatile and powerful fighter in comparison with traditional RPG summoners – from high DPS to support efficiency. The class focuses on crowd control, damage over time (DoT) and area (AoE).

As for class healing, then you will restore health points by simply inflicting damage. Any damage from weapons or skills will heal Technomancer, so you have to keep the pressure on opponents. He also has the AoE Heal skill.

Abilities and their description

By default, after choosing a class, two abilities will be available to you, since your character’s level will be equal to the third. Subsequently, you will be able to unlock several other abilities of the selected class. Their descriptions are hidden. I think it will be interesting for you to know what active skills your character will have after his maximum pumping.

  • Striking elements. Can be unlocked at level 2. The Technomancer throws a frag bomb that deals damage and interrupts all enemies in the blast radius.
  • Cryotourrel. Can be unlocked at level 3. Installs an automatic cryoturret that will damage and freeze enemies. The durability of the deployed object will decrease over time and as damage is taken. But it can be restored with the help of “Repair Wave”.
  • Reactive pain. Can be unlocked at level 4. Places a combat device in front of him that releases a barrage of missiles. Each missile deals damage and interrupts actions in a small AoE range.
  • Toxic cartridges. Can be unlocked at level 6. Reloads the clip of his current weapon with toxic rounds. These projectiles deal toxic damage and spread some of it in a small area around the target (AoE effect). The effect lasts as long as you do not shoot the entire clip, do not reload or change weapons.
  • A destructive tool. Can be unlocked at level 9. By tapping on the skill button, you will summon a rocket launcher, the ability to inflict high damage and interrupt targets. And if you hold down the skill activation key, you will take in your hand a minigun capable of inflicting continuous damage. The skill will end as soon as you release the entire clip or change weapons.
  • Repair wave. Can be unlocked at level 13. Technomancer picks up a healing gadget. It instantly restores 33% of the maximum health of all players and 50% of the maximum health of all your turrets.
  • Icing. Can be unlocked at level 17. The Technomancer uses a gadget that freezes all enemies in a large radius.
  • Toxic turret. Can be unlocked at level 22. Places an automatic turret that deals damage and causes toxic poisoning to all targets hit. The durability of the deployed object will decrease over time and as damage is taken. But it can be restored with the help of the “Repair Wave”.

Build for Technomancer

This build focuses on using AoE skills to effectively destroy enemy groups. The skills “Striking Elements” and “Reactive Pain” are the best in this regard from the early stages of the game. With the right weapon, Toxic Cartridges also show themselves well.

  • Skills: Striking Elements, Reactive Pain, Toxic Bullets
  • Mods for Striking Elements: Fine-Tuned, More Traps
  • Reactive Pain Mods: Freeze Barrage, Rain of Pain
  • Toxic Ammo Mods: Spare Mag

The More Traps mod does exactly what its name implies – it provides an additional charge for the skill. If you wish, you can increase the ammunition by installing the second version of the mod in a different slot. And Fine-tuned increases the radius of the explosion, thanks to which this skill gains an enhanced AoE effect.

The Rain of Pain mod is very important for Reactive Pain, as it significantly reduces the cooldown of the ability. This is one of the best mods for the Technomancer, with the exception of weapon mods that make projectiles ricochet off any surface (assuming you are using Toxic Ammo). Install Freeze Barrage as desired. You can choose another modification that expands the range or increases the damage.

The Spare Mag mod for Toxic Ammo is an optional choice. You can replace it with Critical Analysis to increase critical damage. It can also be replaced with one of the previously mentioned Reactive Pain mods. Toxic Ammo is good for both AoE and single target destruction.

Trickster

The Trickster is a hit-and-run-oriented mobile class. This fighter is able to manipulate space and time, thanks to which he can abruptly join the battle or urgently get out of it. His abilities are focused on the space-time continuum, but in general Trickster is DPS-oriented while still having enough crowd control abilities. Most of the damage is focused on AoE with weapon buffs that save when destroying elite single targets.

As for healing, the Trickster will receive it whenever he kills an enemy nearby. He will also regenerate some of his shield. This encourages you to constantly fight.

Abilities and their description

By default, after choosing a class, two abilities will be available to you, since your character’s level will be equal to the third. Subsequently, you will be able to unlock several other abilities of the selected class. Their descriptions are hidden. I think it will be interesting for you to know what active skills your character will have after his maximum pumping.

  • Temporal blade. Can be unlocked at level 2. Cuts everything in front of him with a blade, damaging and interrupting enemies. If enemies are not killed, they receive a slow effect.
  • Slowing trap. Can be unlocked at level 3. Deploys an anomalous field, slowing the movement of the enemy and projectiles flying through it. The duration of the action is 10 seconds.
  • The hunter and the victim. Can be unlocked at level 4. Teleports behind the enemy, gaining a small shield bonus.
  • Twisted cartridges. Can be unlocked at level 6. Reloads the current weapon’s clip, filling it with Twisted Ammo filled with anomaly. Firepower increases. The effect lasts until you release the entire clip, reload, or change weapons.
  • Cyclonic blade. Can be unlocked at level 9. Creates a whirlwind of anomalous blades around itself, damaging and interrupting targets within a short range.
  • Borrowed time. Can be unlocked at level 13. Creates a mark underneath and gains a shield that lasts 28 seconds. Repeated activation of the skill or after the expiration of the shield Trickster is teleported to the place where he was when he first pressed the button / key.
  • Hunting knife. Can be unlocked at level 17. Throws a temporal knife at an enemy that ricochets up to five targets. All enemies hit are marked, so the Trickster will slow them down with his next blow and deal double damage.
  • Temporary rift. Can be unlocked at level 22. Creates a shockwave that keeps enemies airborne for 3.5 seconds and weakens them.

Trickster build

Trickster is a class that can focus on sustained or explosive damage. This build focuses on keeping the Trickster as mobile as possible while still allowing him to deal damage with weapons and skills.

  • Skills: Temporal Blade, Hunter and Prey, and Twisted Ammo.
  • Temporal Blade Mods: Slasher, Cut Loose
  • Mods for “Hunter and Prey”: Dance of Death, Radiation Jump
  • Mods for “Twisted cartridges”: Strong Twist

Temporal Blade mods expand the skill’s capabilities. In my opinion, Slasher is the best option. This mod provides an additional charge for the skill. Two activations of the skill almost always do more damage than one charge with a mod that provides additional damage. Cut Loose allows you to quickly restore Skill Charges. Moreover, regardless of the maximum number of charges.

This combination of Hunter and Prey mods provides a significant DPS boost. Dance of Death reduces the cooldown, which means it allows you to use the skill more often. Radiation Jump adds vulnerability to the hit target, making it take more damage.

Strong Twist for Twisted Ammo significantly increases single target DPS. But with bosses, it is generally better to use Additional Mag and / or Blue Blood for longer lasting effects and healing that does not rely on normal enemies.

 

by Abdullah Sam
I’m a teacher, researcher and writer. I write about study subjects to improve the learning of college and university students. I write top Quality study notes Mostly, Tech, Games, Education, And Solutions/Tips and Tricks. I am a person who helps students to acquire knowledge, competence or virtue.

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