Quasimorph classes tier list: mercenary classes ranked (Scouts, Tunnel Rats, Eclipse Blades), Class Chip unlocks, best beginner class, operator pairings.
Quasimorph Classes Tier List — Best Mercenary Classes in 1.0
Quasimorph's mercenary classes are the biggest power lever in the game: each class is a six-perk skill track that decides how you clear rooms, which weapons earn experience, and how much loot survives to extraction. Version 1.0 (Steam, July 31, 2026) shipped a full roster — two starters and a dozen unlockables — so the "which class is best" question now has a real answer per playstyle. This tier list ranks every class for early and mid progression, explains how Class Chips unlock them, and tells you which pick to make on your first contract.
Get the extraction loop first — the beginner guide and combat guide cover the movement and door discipline every class assumes. Then come back here and pick a kit.

Here's what you'll learn:
- How classes, Class Chips, and operator traits stack into a build
- The full 1.0 tier list: S-tier picks, A-tier specialists, B-tier niches
- The best class for beginners and why Scouts of Hades is the safest default
- Which operators move classes up a tier (Isabella, Percy, Victoria)
- How Class Chip unlocks work and why the meta will shift after launch
Official resources: Steam store page · Official Quasimorph Wiki — Class Chip (wiki.gg) · Quasimorph Class Tier List (wiki) · Quasimorph Classes Hub (wiki) · IGN game page
How Classes Work: Operators, Class Chips, and Perks
A Quasimorph "class" is one half of your clone. The other half is the operator — a named mercenary profile with fixed base stats (health, accuracy, vision, pain threshold) and one unique trait. The class adds a six-perk skill track on top. Both persist until the clone dies permanently.
- You pick or change class on the mission prep screen. Switching class resets that clone's class skill experience, so commit once a synergy works.
- Each perk has a trigger and an XP source. For example, Scouts of Hades' Combat Focus procs +40% dodge when you attack or get attacked; its Blind Fury grants +25% damage when you take damage. Perks level from combat actions and gain power at higher levels.
- Perks align to weapon families. Scouts want SMGs, shotguns, and assault rifles for CQC-Specialist triggers; Eclipse Blades want knives and blades for Carnage and Cannibalism. Running the wrong gun starves your XP and makes a strong class feel weak.
Class chips are the unlock key. Right-click a Class Chip on the ship and select Unlock to add a class to your roster — chips drop as mission loot and faction rewards (the factions guide covers which stations sell them). The official wiki's Class Chip page confirms they're a loot item used specifically to unlock additional mercenary classes.
The main community class hubs name 10 classes (2 starters + 8 unlocks) with named perk tables; some 1.0 guides count up to 14 including roster variants added at launch. The exact final number depends on which sources count experimental unlockables, so treat "10 named classes" as verified and the higher totals as community-reported until the wiki stabilizes.
Quasimorph Classes Tier List (Early–Mid Game, 1.0)
Rankings below reflect extraction efficiency on Mars and moons, first timed runs, and how forgiving each class is with typical 1.0 gear. They're grounded in community clears and developer balance notes rather than theorycraft — see our builds guide for concrete loadouts.
| Tier | Class | Role | Why it sits here |
|---|---|---|---|
| S | Scouts of Hades | Ranged generalist | Best beginner class: reliable accuracy perks, easy gear, forgiving rhythm |
| S | Tunnel Rats | Loot/economy | Strongest extraction value once you understand encumbrance and safe routes |
| A | Eclipse Blades | Melee burst | A-tier power, S-tier in skilled hands with Isabella and door control |
| A | Tifton's Elite | Heavy weapons | Sustained firepower that outshines Scouts on robot-heavy floors |
| A | Phoenix Brigade | Aggressive assault | Mobility and fire perks reward sprint-peeking play |
| B | Spaceborn Ghosts | Stealth/range | Great on Espionage, weak when forced into open Conquest brawls |
| B | Angels of Spades | Medical support | Utility overlaps with ship-crafted medkits |
| B | Terror Pack | Fear/control | Scales with enemy density, weaker on sparse floors |
| B | Valkyrie Squad | Balanced squad | Fine but needs unlock investment before outpacing Scouts |
| B | Martian Mech Inf | Mech/energy | Strong once battery crafting catches up; a mid-game project |
Mission type beats class label. Espionage favors Spaceborn Ghosts, Sabotage favors explosives and heavy classes, Conquest favors sustain and area control. A B-tier class on its home mission outperforms an S-tier pick on the wrong job. Bring two damage types regardless of tier — examine panels don't care about community rankings.
The Best Class for Beginners
Scouts of Hades is the safest starter for new players. Its perks reward exactly the habits you need to learn — walking into rooms, holding doorways, and finishing wounded targets — and it gears easily from mission-found SMGs and rifles. It's the class most community tier lists recommend for week one.
Eclipse Blades is the melee alternative: high clear speed once you master door peeks, with cannibalism loops on Mars that solve food. It's punishing if you open rooms on your last action point, so treat it as the higher-skill-floor option.
Both starters are fully viable through the Absentia moons (Mars, Phobos, Deimos — no Quasimorphosis pressure). A mastered starter kit beats a half-built rare class. Full breakdowns of the two starters live in our beginner guide.
Changing class resets that clone's class skill progress. Jumping between Scouts and Eclipse every contract means you never see a perk at level 4-5, which is where the real power spikes live. Pick a spine, level it, then branch.
S-Tier Analysis: Scouts of Hades and Tunnel Rats
Scouts of Hades is the benchmark. The perk spine — Hardening (-5% wound chance), Training (+5% accuracy per stack), CQC-Specialist (-15% scatter), Combat Focus (+40% dodge), Bodybuilding (+2 health), Blind Fury (+25% damage) — covers every situation a new campaign throws at you. Its weakness isn't damage ceiling; it's inventory tempo. Rich extractions require Tunnel Rats discipline or heavy loot management.
Tunnel Rats is the economy specialist and the strongest S-tier pick once you understand extraction risk. Perks reward looting (extra items per corpse), cover shooting, and infection management. It spikes hardest on runs where you disassemble gear, barter smartly, and extract via meta chips instead of greed-pushing. Slightly lower on Defence timers if you overweight backpacks.
A-Tier Analysis: Eclipse Blades, Tifton's Elite, Phoenix Brigade
Eclipse Blades — melee with a very high ceiling. Knife Fight (+5% accuracy per melee hit), Reflexes (+10% dodge on enemy misses), Carnage (+50% damage on melee kills), and Cannibalism (+25% melee damage when eating human meat) turn door-tile fights into one-turn kills. It demands map knowledge, door control, and a ranged backup for cutters and flamethrowers. With Isabella Capet (infection immunity) and Mars cannibalism loops, it climbs toward S.
Tifton's Elite — the heavy gunner. Pain Immunity (wound stabilization), Heavy Weapons (-5% scatter), Last Bullet (+20% accuracy), and Stationary Defense (+15% turret damage) shine when you can feed ammo and medkits. A-tier generalist that becomes S on Conquest floors with armored robots if you bring a cut sidearm.
Phoenix Brigade — aggressive fire and mobility perks reward sprint peeking. Strong mid-game when resistances force weapon swaps mid-mission.
B-Tier and Situational Classes
- Spaceborn Ghosts — stealth and range bonuses make Espionage contracts comfortable; they underperform in open Conquest brawls without setup turns.
- Angels of Spades — medical and support angles compete with ship-crafted medkits; great if you underutilize the Magnum crafting queues.
- Terror Pack — fear and disruption tools scale with enemy density; weaker on Defence waves with predictable spawns.
- Valkyrie Squad — balanced squad fantasy with gear checks; needs unlock investment before outpacing Scouts.
- Martian Mech Inf — mech and energy weapon identity pays off once you craft batteries and hoard chemtrail components. B-tier until your builds catch up tech-wise.
Operator Pairings That Move Tiers
Operators move classes more than any single weapon swap:
- Isabella Capet (immune to infections, damage scales as health drops) — elevates Eclipse Blades by removing infection risk from cannibalism and raw meat on Mars.
- Percy Paladin Fawcett (high health, high pain threshold, +12 all resistances, melee scales with carried weight) — the strongest early body for Scouts or Tunnel Rats.
- Victoria Boudicca (range bonus) — makes SMGs and shotguns mid-range tools for Scouts.
- Francis Reid-Daly (balanced gun stats) — steady Scout anchor for players who want high baseline accuracy.
- Mirza Aishatu (high vision range) — makes Scouts and Spaceborn Ghosts feel safer on dark decks.
- Kenzie Kunai Yukio (less weight dodge penalty) — the agile alternative for loot-heavy kits.
Remember: you deploy one clone per mission and only one per gene type at a time, so build a bench of specialists instead of one super merc. The factions guide explains which faction stations gate which Class Chips — plan your reputation around the kit you actually want.
Early-Game vs Mid-Game Tiers
The tier list changes meaning as you progress:
- Early game (Mars, Phobos, Deimos farming, no Quasimorph timers) — Scouts and Tunnel Rats dominate because loot and accuracy matter more than gimmicks.
- Mid game (timed missions, mixed resistances, at least one extracted meta chip) — Eclipse Blades, Tifton's Elite, and Phoenix Brigade rise as enemy squads diversify and your gear bench catches up.
- Classes that rely on rare ammo or mech repairs drop a letter until crafting catches up — don't force Martian Mech Inf during week one.
How to Use This List in Runs
- Pick S-tier classes while learning the extraction loop.
- Transition to A-tier specialists when a mission type repeats and you own the gear bench recipes.
- Keep B-tier clones as secondary mercs for faction rep grinds that would waste primary class XP.
- Always pack two or more damage types regardless of tier label — examine panels do not care about community rankings.
- Pair each class with the builds guide loadouts and the Loadout Planner for weight math before you risk a chip on an untested kit.
Why the 1.0 Meta Will Shift
Early Access rewarded safe rifle play because resistances were opaque. Full release pushes mixed-damage kits, examine habits, and Class Chips that unlock alternate economies. Expect shifts as players publish 1.0 clears and Magnum Scriptum patches balance — revisit this list after major updates and compare your own clear rates. If your tier experience differs, note the mission type: the same class that farms Mars loot beautifully can die on a timed horror station.
Official source: per the Quasimorph Patch 1.0 notes, the full release reworked combat systems and expanded the class roster — treat any tier list as a snapshot, not scripture.
Frequently Asked Questions
What is the best class in Quasimorph 1.0?
Scouts of Hades is the safest and most consistent class — the best default for new and returning players. Tunnel Rats is the strongest economy pick once you understand extraction risk. Eclipse Blades is the top skill-ceiling choice with Isabella Capet.
How many classes are there in Quasimorph?
Version 1.0 ships 2 starter classes (Scouts of Hades, Eclipse Blades) plus unlockables. Community hubs name 10 classes with full perk tables; some guides count up to 14 including roster variants. Exact count is still settling post-launch.
How do I unlock more Quasimorph classes with Class Chips?
Class Chips drop as mission loot and faction rewards. Right-click a Class Chip on the ship and select Unlock. Duplicate chips become barter goods once the corresponding class is unlocked.
Which class should a beginner pick in Quasimorph?
Scouts of Hades — it forgives aim and action budgeting and gears from any SMG or rifle. Pick Eclipse Blades only if you're comfortable with door-peek melee and infection management (or use Isabella Capet).
Do operators and classes stack in Quasimorph?
Yes. Operators provide base stats and a unique trait; classes add perks and skill tracks. They apply together — pairing Isabella's infection immunity with Eclipse's cannibalism is the classic example.
Does switching class reset my Quasimorph progress?
Switching class on the prep screen resets that clone's class skill levels and experience for the new class. Operator traits are fixed and never respec.
Related Guides
- Quasimorph Builds Guide — Best Loadouts & Weapon Combos
- Quasimorph Pacts Guide — S.K.U.L.L. Contracts & the 142 Pact List
- Quasimorph Factions Guide — All Powers & Reputation
- Quasimorph All Endings Guide — How to Get All 9 Endings
- Quasimorph Quasimorphosis Survival Guide
- Quasimorph Extraction Guide — Extract, Keep Loot & Build the Base
Last updated: August 14, 2026.
More Quasimorph Guides
Quasimorph Baron boss guide: what triggers the Rapture, all 9 bramfatura Barons, Teohuatzin mechanics, loadout advice, and proven fight strategies.
Quasimorph beginner guide: the core loop, first contract checklist, starter class and loadout, stances, wounds, Quasimorphosis, mistakes to avoid.
Quasimorph builds guide: best 1.0 loadouts per class (Eclipse melee, Scout loot, Tifton heavy), weapon and ammo combos, top weapons, loadout checklist.
Quasimorph campaign walkthrough: how the 5 storylines unlock, route order to all 9 endings, story mission types, and avoiding quest-loot permadeath.
Quasimorph Civil Resistance storyline guide: how to unlock the rebel arc, its mission pacing, reputation discipline, and the route to the ending.
Quasimorph combat guide: turn-based AP economy, Sneak/Walk/Sprint stances, hit chance and scatter, damage types, room clearing and ammo pairing.
Quasimorph economy guide: the Stock Exchange, supply-and-demand bartering, faction credit and Dignitas, reputation floors, and Trade Shuttle modes.
Quasimorph extraction guide: how extraction works (death loses loot), shuttle vs pod, when to extract, loot priority, weight/dodge, Magnum base building order.
