SYNTHETIK 2

SYNTHETIK 2

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Synthetik 2 Classes Guide
By BlackjackGT
Guide to Synthetik 2's classes, featuring class showcase videos, screenshots of abilities, notes and tips. Learn more about your favorite classes and their abilities.

July 17, 2025: VIDEO added to Commando section, showcasing specialization ability Blade Reflect

July 3, 2025: UPDATED Class Specialization abilities updated for Recon Sniper, Machine Hunter
  • Updated Recon Sniper entry to reflect that R29C Surgical Strike replaced Striker Drone.
  • Updated Machine Hunter entry to show that Striker Drone replaced Hard Light Cover.
July 1, 2025: Character model screenshots updated
Updated each class section with a new character model screenshot from the current Update 15 Synthetik 2 build.

TIP: Use the Guide Index on the lower right to skip to the class you're interested in.
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Co-op VIDEOS (see Classes in action)
Occurred to me it might be helpful to add a section for online co-op videos where players - especially new S2 players - can see the various classes in action. This first one is a full 4-player online co-op gameplay video featuring these classes:
  • Breacher (two of them)
  • Eliminator
  • Commando (me)
VIDEO CLIP:
https://youtu.be/9pgdSdZB9yc?si=cu2-X7ulONxs5N_Q
Riotguard
https://youtu.be/ox-fd8WT74Q
ACTIVE CLASS ABILITIES
Class Mobility Ability: Impact Charge
CLASS CORE ABILITIES (choose ONE)
Class Core Ability: Shield Bash
NOTES: In my experience, Shield Bash is satisfying if your'e seeking more of a brawler or hack'n'slash gameplay experience and want to melee-mash your attack button a lot.
Class Core Ability: Shield Bash (Stance)
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability (Battlecry Module) when starting a run. The first ability is already unlocked when you first start playing the class; the other abilities cost data points to unlock.
Battlecry Module (unlocked at start)
MK2 Cage Grenade
Blockade Buster
Shock Trophy System
NOTES: Basically, a stationary bug zapper. This can be useful in corridors and narrow passageways, but I haven't found it useful in more wide-open areas on maps.
ACTIVE CLASS UTILITY ABILITIES
NOTES: Choose ONE Utility Ability before starting a run. Methadone B is available at the start, and you can unlock other class utility abilities by spending data points.
Methadone B
Field Rations
NOTES: Note that Field Rations' "timer" is only in effect when you or another player are in the deployed Field Ration's "radius."

What that means is, you could deploy Field Rations, use it for just a couple seconds and then leave it there. Then you could return to the radius for a bit of healing at a later point. It won't "fade away" until its timer is completed. The timer will pause if no player's in its green radius.
Protector's Badge
PASSIVE CLASS PERKS
NOTES: First perk (Omega Exo) is enabled when you start playing Riotguard class; other Perks are enabled as you reach the designated class level.
Omega Exo (unlocked at class level 1)
Momentum(unlocked at class level 3)
Synergy (unlocked at class level 7
Mastery (unlocked at class level 15)
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. Unlock weapon kits by using red Unlock Tokens, which are earned on every 5th class level attained.
Riot Control Kit
NOTES: Riot Control is a good kit if you love to wade into groups of enemies and start wailing/bashing, with its 1-second stun and it's Tazer buff.
Crisis Medical Kit
NOTES: This kit's Nanogun drops a large healing aura on the ground for just a couple of seconds, and so it does no damage.

So it's ostensibly for if you want to be a healer, and is maybe best-used for co-op games; however, in my experience with pickup groups, other players are so busy dashing, teleporting and running for their lives, it's pretty rare you can get them to take advantage of the Nanogun's healing aura. It's like herding cats. :)

I think you're better off using the Field Rations utility ability when there's a break in combat.
Judge Service Kit (unlocked at class level 20)
NOTES: Judge Service is a good fit if you like to often use class mobility ability Impact Charge to charge into the fray, as it buffs that ability.

I don't think the revolver is worth wasting much time on, once you find or can buy a better weapon.
Heavy Gunner
https://youtu.be/ds0MUG9QtGo
ACTIVE CLASS ABILITIES
Class Mobility Ability: Suppressive Assault
Class Core Ability: Onslaught System
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability hen starting a run. The first ability is already unlocked when you first start playing the class; the other abilities cost data points to unlock.
Ion Dome (unlocked at start)
Dragon's Masterkey
Phosphor Grenade
Hard-Light Cover
NOTES (May 2023 update): Hard-Light Cover is now actually a large 50-HP cover block you can stand behind for protection until it's destroyed. So it's no longer "just" a "buff block." :-)

Worth nothing that Hard-Light Cover's 50HP is damaged by YOUR weapons as well as by the enemies.

ACTIVE CLASS UTILITY ABILITIES
NOTES: Choose ONE Utility Ability before starting a run. Supply Box is available at the start, and you can unlock other class utility abilities by spending data points.
Supply Box
Field Rations
Plating Pack
PASSIVE CLASS PERKS
NOTES: First perk (First Line of Defense) is enabled when you start playing Breacher class; other Perks are enabled as you reach the designated class level.
Ramp-Up (unlocked at class level 1)
Continous Firepower (unlocked at class level 3)
Synergy (unlocked at class level 7)
Mastery (unlocked at class level 15)
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. FEB. 2024 UPDATE NOTE: The first TWO weapon kits are now UNLOCKED from the start; you only need to unlock the 3rd weapon kit, if you wish to use it. Unlock a weapon kit by using red Unlock Tokens, which are earned on every 5th class level attained.

Machine Gunner Kit
Resistance Armorer Kit
Devastator Kit (unlocked at class level 20)
Demolisher
https://youtu.be/XAoe4SxSckE?si=YZC41CTdZv4Vq5H5
ACTIVE CLASS ABILITIES
NOTE: Demolisher has TWO class mobility choices to pick from.
Class Mobility Ability 1: Rocket-Boost
NOTES: Pick Rocket-Boost if you prefer to go kaboom at your character's *starting point" and *then" auto-dash away from the detonation point.
Class Mobility Ability 2: Explosive Run
[/previewimg] NOTES: I *prefer* Explosive Run because I'd rather go "kaboom" at the end point of my run-dash. :)
Class Core Ability: Seismic Resonator
NOTES: The objects on the ground that (to me) look like white propeller blades are the referenced "resonating targets," which you want to highlight with your mouse-crosshair and click to detonate (not sure how this works on controllers).
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability when starting a run. The first ability is already unlocked when you first start playing the class; the other three abilities cost data points to unlock.
Power Kick (unlocked at start)
Stun-Missile Burst *
NOTES: This powerful, showstopper guided-missiles attack is one of my favorite abilities in the game, and a real lifesaver in any situations. :)
Sabotage Package
NOTES: This is a manually placed and detonated explosive, and I just find the game too fast paced for this to be useful much beyond turrets and other non-mobile targets. The ability was formerly called "C4," and I believe it was timer-based.
Seismic Impulse
NOTES: I tried this ability, but to me, it would make more sense for Riot Guard class. I just don't tend to want to wade into close range combat with my Demolisher.

However, Seismic Impulse might be a natural choice for Demolisher players that use the melee-oriented Frontpig Kit.
ACTIVE CLASS UTILITY ABILITIES
NOTES: Choose ONE Utility Ability before starting a run. Field Rations is available at the start, and you can unlock other class utility abilities by spending data points.
Field Rations
NOTES: The deployed rations box gives a nice HP regeneration for about 3 seconds, marked by a digital timer countdown. I think I've noticed that if I step away from the Aura before the timer ends, it seems to remain deployed with whatever 1 or 2 seconds is left on the timer.
Supply Box
NOTES: Note that 100 health regeneration is very little, so this Supply Box's aura will not heal heavy HP damage.
Plating Pack
NOTES: Although I've never tried using Plating Pack, some players online swear by it, and the usefulness of adding some armor plate on demand.

PASSIVE CLASS PERKS
NOTES: First perk (Reactive Plating) is enabled when you start playing Demolisher class; other Perks are enabled as you reach the designated class level.
Reactive Plating (unlocked at class level 1)
Combo Economics (unlocked at class level 3)
Synergy (unlocked at class level 7
Mastery (unlocked at class level 15)
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. Unlock weapon kits by using red Unlock Tokens, which are earned on every 5th class level attained.
Rocketeer Kit *
NOTES: The single-shot rocket launcher is quite powerful, and it is useful throughout the game. If you plan to keep it throughout a run, you might look for upgrades that enabled it to hold 1 or 2 additional shots in the magazine, as it were, and that enabled you to reload it faster.
Frontpig Kit
NOTES: From some experience with player using Frontpig's shoulder pad melee attack, it appears this attack causes MAJOR friendly-fire damage to nearby players. So consider that issue when playing online co-op sessions.

For more info on using Demolisher's Frontpig melee-focused weapon kit and to watch a video of it in action, view coconut's guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2931950985
Demolisher Kit
NOTES: Although the grenades are powerful and can eliminate many enemies in one shot, they also bounce all over the place tennis balls, and you should be prepared to spend a lot of time missing. :-)

The launcher also can hold very little grenade ammo. Look for upgrades that add ammo capacity and ammo regeneration.

NOTES: Earlier S2 builds put Demolisher Kit as the "2nd" kit, and Frontpig Kit as the "3rd" kit, needing class level 20 to unlock. I think *maybe* devs flipped that because Frontpig Kit was proving very popular with players who wanted to play this more as a melee-oriented class.
Breacher
ACTIVE CLASS ABILITIES
Class Mobility Ability: Shoulder Dash
Class Core Ability: Breaching Charge
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability (Fusion Stun Grenade) when starting a run. The first ability is already unlocked when you first start playing the class; the other abilities cost data points to unlock.
Fusion Stun Grenade (unlocked at start)
NOTES: Serious drawback - this stun grenade will STUN YOU and OTHER PLAYERS unless you/they look away when the grenade kabooms.

I don't think this ability will be popular in online co-op, and it gets me offed in solo play regularly.

Door Breaching Kick

Sabotage Package

Blockade Breaker
Ion Dome

ACTIVE CLASS UTILITY ABILITIES
NOTES: Choose ONE Utility Ability before starting a run. Nitro Methadone is available at the start, and you can unlock other class utility abilities by spending data points.
Nitro Methadone
Methadone B
Healing Stim
PASSIVE CLASS PERKS
NOTES: First perk (Stimulus) is immediately enabled when you start playing Breacher class; other Perks are enabled as you reach the designated class level.
Breach & Clear (unlocked at class level 1)
Preparation (unlocked at class level 3)
Synergy (unlocked at class level 7
Temporal Ammunitions (unlocked at class level 15)
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. Unlock weapon kits by using red Unlock Tokens, which are earned on every 5th class level attained. FEB. 2024 UPDATE: The first TWO weapon kits are unlocked immediately; the third weapon kit is unlocked when you reach L20 with this class.
Entry Breacher Kit

Explosive Breaching Kit
Experimental Stimulus Kit (unlocked at class level 20)
Chrono Interceptor
ACTIVE ABILITIES
Class Mobility Abilities
NOTE: Chrono Striker has TWO Class Mobility abilities, which you may choose from before starting a run.

Class Mobility Ability 1: X99 Telefrag
Class Mobility Ability 2: X102 Torpid Telefrag
Class Core Ability
Fusion Blast
NOTES: Very powerful, surprisingly long-ranged cone attack that can annihilate most enemies with one blast, aside from bosses.
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE class specialization ability before starting a run. First choice is unlocked for free when you first use a class; other specialization abilities cost data points.[/b]
Slowmo


Timed Chrono Charge

Tomahawk

Danger Overdrive
Booster Pads

CLASS UTILITY ABILITIES
Healing Stim

Nitro Methadone

Protector's Badge

PASSIVE CLASS PERKS
NOTES: First perk (Time Rift) is immediately enabled when you start playing Grenadier class; other Perks are enabled as you reach the designated class level.
Time Rift
Phaser (enabled at Class Level 3)
Synergy (enabled at Class Level 7)

Mastery (enabled at Class Level 15)
CLASS WEAPON TOOLKITS (4th toolkit available at Class Level 20)
Chrono Trooper Kit

Jumper Kit

Chrono-Caster Kit

Anomaly Kit (unlocked at class level 20)

Machine Hunter
Showcase VIDEO (from March 2024)
https://youtu.be/mw1WvMkmMhY?si=sdhfnug4zTy0z__z
GAMEPLAY NOTES: Not that because Machine Hunter essentially has NO fast-movement ability nor any sort of self-healing/healing regeneration ability, you'll want to watch for Android Body Upgrades that provide a boost in those two key categories.

ACTIVE CLASS ABILITIES
Class Mobility Ability: Turtle Shield
NOTES: For me, the tough thing to remember about this "mobility" ability for Machine Hunter, is that this SLOWS DOWN your Machine Hunter and does NOT provide a speed burst or dash as mobility abilities do for most other classes.
Class Core Abilities
NOTE: Machine Hunter has TWO Class Core Abilities -- select ONE of the two BEFORE you start a run. Heat Engine Disabling Shot is available at Class Level 1, and you can unlock HVAP Piercing Shot by spending data points.
Class Core Ability: Heat Engine Disabling Shot
NOTES: Per description, this weapon buff is more about stunning/disabling the target temporarily and does more damage against unarmored enemies.
Class Core Ability: HVAP Piercing Shot

ACTIVE CLASS SPECIALIZATION ABILITIES
NOTE: Select ONE Specialization Ability before starting a run. Heavy Anti-Tank Mine is available at class level 1, and you can unlock other class utility abilities by spending data points.
Defensive Smoke Discharge

NOTES: Although I've not found this smoke grenade's ballyhooed buffs useful in early floors, veteran players claim it's a worldbeater.

Frequency Hijacker

Striker Drone (REPLACED Hard Light Cover)


Heavy Anti-Tank Mine

NOTES: You can toss the Anti-Tank Mine an extremely LONG distance, which is not really made clear in the ability's description.

Although you can toss the mine on the floor as a proximity mine, it is also effective as a tossed grenade against all types of enemies, detonating in mid-air when it hits the enemies or is in close proximity to them.

ACTIVE CLASS UTILITY ABILITIES
NOTE: Machine Hunter only gets ONE Class Utility Ability - Snappy the Tracked Hunter drone - the class has NO abilities that provide healing, healing regen, ammo, armor, etc.

However, some Class Evolution upgrades - one adds a health regen aura when using Turtle Shield ability - and ability or item upgrades can help fill those gaps.

Tracked Hunter Unit drone

JULY 2025 NOTES: The Tracked Hunter unit, known as "Snappy," has been greatly improved - it moves much faster, fires it gun more rapidly and has much better pathfinding so it it no longer gets stuck regularly on corners and other environmental objects.

If the Tracked Hunter's HP falls below a certain level, it's considered temporarily disabled and will have a big electrical radius around its character model. You can move roughly on top of the unit for a few seconds to "revive" it, which will replace some of its HP meter.

Players noted you must "twice" revive the Tracked Hunter on later levels in a run, before it's fully up and moving again, something about the size of the unit's HP meter later in a run. It sounds like devs will change this eventually so you only need to revive it once.

Note that if the Tracked Hunter is disabled you will NOT see it as such on the level map. You'll have to track it down like a bloodhound instead. :)

TIP FOR OTHER CLASS-PLAYERS IN CO-OP: ANY other co-op player can revive Snappy the Tracked Hunter drone, NOT just the Machine Hunter that summoned this. This can be useful to know. :)

PASSIVE CLASS PERKS
Cover to Cover Ambush (unlocked at class level 1)
Defensive Measures
NOTES: I find it invaluable that this passive perk drops a smoke grenade when your health drops low because it clearly alerts you that you're low on health. I've begged for an optional HP meter adjacent to the character so we don't have to dart our eyes to the lower left corner HP meter.

At least this passive perk helps remind you about your low health situation. :)
Synergy
Mortar Cover
NOTES: This powerful, "active-passive" mortar attack is invaluable against turrets and slow moving targets/groups. It's trickier to use this against fast moving targets, though you can target the ground ahead of the enemy/enemies and try to lead them.

Activating the Turtle Shield ability drops the mortar blast at the site you have targeted.
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. As of the Feb. 2024 game build, the first TWO weapon kits are already unlocked when you first start playing this class. The third weapon kit I believe is unlocked at class level 20.
APC Destroyer Kit
NOTES: Although a .50 caliber anti-armor SMG sounds cool, it only holds 28 bullets. Look for any sort of upgrade that adds ammo capacity or ammo regeneration to make this kit's SMG more useful more often.
Heavy Piercer Kit
CAUTION: Kit makes you STATIONARY in Turtle Shield mode, making you VERY vulnerable!
Custom Crafted Kit (unlocked at class level 20)
For More Tips, visit waitwaht's Machine Hunter Guide (although it's not updated to reflect the Tracked Hunter Drone)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2949157065
Eliminator
https://youtu.be/nB8YGcAPsYA

ACTIVE CLASS ABILITIES
Class Mobility Ability :
Class Core Ability: X988 Refractor Sphere
NOTES: This incredible ability both reflects ranged attacks at enemies and also lets YOU spam ranged attacks at the sphere, which it then fires off at enemies. It can do tremendous damage.

Also, you can use this as a means to stay behind cover - you fire at the sphere, and it does the direct--firing for you, while you remain safe.

Caveat? Do NOT use the sphere against melee enemies and the more powerful "spider" class enemies. The sphere does NOT deal well with melee-attack enemies, which will just run up to it and start wailing on the sphere. In addition, some more powerful enemies, like the huge Spider-class enemies, will simply use their overwhelming firepower to destroy your sphere.
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability when starting a run. The first ability (Distractor Cluster) is already unlocked when you first start playing the class; the other three abilities cost data points to unlock.
Distractor Cluster (unlocked at start)
NOTES: Although Distractor Cluster sounds un-special, it's surprisingly effective, and I used it on one of my most successful Eliminator runs. I recommend trying it before assuming the more "glamorous" Eliminator specialization abilities are always better. :)
Infiltration
NOTES: Although I've never tried this specialization ability, I suspect if you prefer to use weapons with high "back stab" ratings, this ability might prove useful.
NOTES: This tiny laser turret is powerful but extremely fragile. Consider placing it in an area that offers some protective cover or far away from enemies so it can blast at them before they can close in.

Usually you can have at least 2 of these turrets deployed - upgrading this ability can make it more effective and provide a % chance of double-deployment. An item like Brawndo can also let you deploy even more than 2 turrets at a time.

If the laser turret survives long enough it will reload, which is indicated by a tiny white reloading meter on it.

TRIVIA: This is named after the popular YouTuber whose enthusiastic review of the first Synthetik game helped drive a massive influx of additional sales for the game.
NOTES: As its description indicates, this powerful laser attack drone does NOT distinguish you or co-op partners from enemies, so try to be in cover BEFORE you unleash it.

I have a hard time recommending Eliminator Drone in co-op because you'll spend an inordinate amount of time figuring out how NOT to damage your fellow players. It's easier to use in solo play, only worrying about your own well-being when deplying this ability. :)

This once near omnipotent drone appears to have been re-balanced by reducing its duration, which is just barely a few seconds. Try not to waste it. :-)

I also find it's more effective in open space in a level. If I drop it too close to a wall or object, this seems to hinder the auto-firing, and since it only lasts a couple seconds now, it sometimes won't fire at anything at all. That said, you do need some sort of wall or object to hide behind while the drone does its laser-spewing.
J555 Mangler

NOTES: This is one of those baffling class items that I just can't quite comprehend how to use effectively, or why I'd want to use it instead of the more damage-focused specialization abilities.

May be worth trying if you just like to be different - I can't recall ever seeing Eliminator players using this in my co-op sessions.
ACTIVE CLASS UTILITY ABILITIES
NOTES: Choose ONE Utility Ability before starting a run. Healing Stim is available at the start, and you can unlock other class utility abilities by spending data points.
Healing Stim
NOTES: Although Healing Stim gives you a nice heal on the run, the lone drawback is your character sloooows for a couple seconds while using the stim. So you might prefer to inject this when behind cover and not when you're out in the open.
Nitro Methadone
Methadone B

PASSIVE CLASS PERKS
NOTES: First perk (Headhunter) is enabled when you start playing Breacher class; other Perks are enabled as you reach the designated class level.
Headhunter (unlocked at class level 1)
Eraser Upgrade (unlocked at class level 3)
Synergy (unlocked at class level 7
Mastery (unlocked at class level 15)
WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. As of the February 2024 S2 builds, the first TWO Weapon Kits area already unlocked when you start playing a class. The third kit will unlock when you get the class to Level 20.
Hitman Custom Kit
Infiltration Kit
Electronic Tinkering Kit (unlocked at class level 20)
NOTES: Having finally passed class level 20 and unlocked this, I can verify that "tuned gadgets" means that your Eliminator's Class Mobility, Class Specification and Class Core abilities are ALL "tuned up" to 130% power. :)

Likewise, any pistol you have equipped seems to be "tuned up" a bit, but it's unclear to me exactly how they're improved.
Recon Sniper
https://youtu.be/6SfxE6uGV5s
ACTIVE ABILITIES
NOTE: Recon Sniper is one of a few classes that has SEVERAL mobility abilities to choose from, which you do before starting a run.
Class Mobility Ability 1: Critical Disengage
Class Mobility Ability 2: Reposition
Class Mobility Ability 3: R6000 'Guillotine'
NOTES: Although this high-damage ion beam/mobility attack is difficult to pass up, getting blown backwards by the ion beam firing can prove clumsy and get you into trouble in some stuations.

If you don't want to deal with that, Reposition (formerly Simple Dash) is a better option for just escaping in any direction as needed.
Class Core Ability: Target Laser
NOTES: If you're using kb/m and choose the "HOLD" option, then you hold down the RMB while tapping LMB to fire -- this is almost exactly how basic firing works on kb/m in Helldivers, so if you're a Helldivers fan, you might enjoy that. :-)

ARCHIVAL NOTE: Updated this entry with a new screenshot circa June 2025 build. The main text difference is the part about charging up for a guaranteed Critical Strike.
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE class specialization ability before starting a run. First choice is unlocked for free when you first use a class; other specialization abilities cost data points.
Warning Poles
NOTES: Although not flashy, Warnings Poles' ability to heal you a bit when the poles are attacked can be invaluable at times.
Tractor Beam
Flash Out

R29C Surgical Strike (REPLACED Striker Drone)
NOTES: This ability, which uses a tossed disc to call in twin-targeted precision laser attacks, REPLACED the Striker Drone ability.

R29C is devastating to stationary enemy objects like turrets and some slower-moving units, but is understandably difficult to target precisely on fast-moving enemies.

Although you can toss the disc over tall environmental objects, make sure there's enough clearance between your character and the object so that your disc toss doesn't bounce back in you face and bring two laser attacks upon you. :)

ACTIVE CLASS UTILITY ABILITIES
Recon Supply Box
Healing Stim
NOTES: Effective healing stim, but do note you need to clear the level to get a charge back, and can only have 2 charges maximum. You also seems to experience slow down for a couple seconds after activating this ability.
Nitro Methadone

PASSIVE CLASS PERKS
NOTES: First perk (L677 'Skull Scatterer') is immediately enabled when you start playing Grenadier class; other Perks are enabled as you reach the designated class level.
L677 'Skull Scatterer'
Countermeasures (enabled at Class Level 3)
NOTES: Countermeasures replaced the fairly unpopular Spotter Striker Drone perk.
Synergy (enabled at Class Level 7)

Mastery (enabled at Class Level 15)
WEAPON KITS
Sniper Kit *
Apocalyptic Survival Kit
NOTES: Note that this weapon kit's crossbow only holds one bolt at a time - like the harpoon gun - so it requires constant reloading. Although it's powerful and accurate, I'm not a fan of it.
Runner Kit (unlocked at class level 20)
(New VIDEO) Commando
VIDEO CLIP (showcasing specialization ability Blade Reflect):
https://youtu.be/MJa9XSfcLgQ?si=kCsUZ6m3KerKoqVK
GAMEPLAY NOTES: Both the Commando's available Dash abilities offer strong defense buffs and enable the character move long distances back and forth rapidly, which makes the character appealing for an impatient player. :)

However, take care in co-op to not dash so far ahead of other players that you're not able to work together effectively in combat. Riotguard, Machine Hunter and Heavy Gunner especially may find it tough to keep up with a constant-dashing Commando player. :)
ACTIVE CLASS ABILITIES
Class Mobility Ability: Commando Dash
Class Mobility Ability: Swift Dash
NOTES: Swift Dash gives you a little better passive speed buff and a noticeably bigger speed boost when activated, along with 50% dodge chance; however, Commando Dash gives you some precious invulnerability moments, which can be a lifesaver, especially late in a run.

Class Core Ability: Reverbing Plasma Blade
NOTES: This melee attack has longer range than you might expect, and it's very powerful.
ACTIVE CLASS SPECIALIZATION ABILITIES
NOTES: Enable ONE specialization ability when starting a run. The first ability is already unlocked when you first start playing the class; the other three abilities cost data points to unlock.
XR988 Plasma Grenade
NOTES: Plasma Grenade great for whittling down crowds and denying enemies movement into narrow entry points. However, it does inflict friendly fire on yourself and co-op players.
Blade Reflect
NOTES: This unique ability is what I'd call SELECTIVELY useful.

I recommend it against these types of enemies:
Rapid-fire machine guns and machine gun turrets (reflects tremendous damage back at the MG or turret, often enough to destroy it quickly)
Single enemies with a rapid fire weapon that Blade Reflect can reflect a lot of damage at.
Groups of enemies with bullet weapons that the Blade Reflect can reflect back at multiple targets.

I *don't* recommend using Blade Reflect against an enemy with a sluggish weapon. They may well miss your Commando, and it's most effective to reflect a large volume of bullets back at the attacker.

In my limited experience Reflect is best at reflecting bullets and maybe laser blasts. It seems ineffective at reflecting lightning blasts, flamethrower flames, rockets, etc.
Stim Shaker
NOTES: Good for all-out speedsters, and if you like using a weapon that doesn't reload quickly. And just good if you're more focused on using ranged weapons than your blade.
Tomahawk

NOTES: Although not a glamorous choice, Tomhawk does substantial damage against boss enemies and against structures like turrets.

I don't find them useful in regular combat against mobile targets because even if you can steer them a bit after throwing, it's difficult simply to hit any individual mobile targets with this.
ACTIVE CLASS UTILITY ABILITIES
Healing Stim
Nitro Methadone
PASSIVE CLASS PERKS
First perk, Dogtags, is immediately available when you start playing as the Commando class. Other perks unlock as you reach the designated class level.
Dogtags

Collector (enabled at Class Level 3)
Synergy (enabled at Class Level 7)
Mastery (enabled at Class Level 15)
CLASS WEAPON KITS
NOTE: Select ONE of the three weapon kits before starting a run. As of February 2014, the first TWO weapon kits are already unlocked when you start playing the class. The third weapon kit unlocks when you reach class level 20.
Experimental Blade Kit
Hyper Speed Kit
Raider Kit
(unlocks when Commando class reaches L20; screenshot UPDATED to reflect kit now includes Storm 9MM Dual weapon)
16 Comments
BlackjackGT  [author] 7 Mar, 2024 @ 8:07pm 
Posted a new Machine Hunter class showcase. video. :)
BlackjackGT  [author] 9 Aug, 2023 @ 8:43am 
Ay yi yi, guess I'll need to add a Commando entry soon :) And I see about the Chrono revamp.

And a lot of skill/ability info panel descriptions have changed. Argh.
BlackjackGT  [author] 26 May, 2023 @ 11:19am 
I'll add more video clips this weekend, likely for Recon Sniper and Riotguard.
BlackjackGT  [author] 9 Dec, 2022 @ 11:58am 
OK, per IGNITRO's helpful recap at S2 forum:

judge and disruptor are gone
grenadier and rockeeter are gone

demolisher is in
eliminator got a major rework

So I will at some point be removing four subclasses from this guide, adding an entry for Demolisher and .... well I don't have Eliminator entry, I'll have to figure out what that is.
BlackjackGT  [author] 9 Dec, 2022 @ 10:41am 
Oh, I'm aware the new Annihilation update has added/removed classes, and I'll need to update my game guide at some point to reflect the changes. Just don't know when I'll have the time or inclination. :)
BlackjackGT  [author] 9 Jun, 2022 @ 8:30am 
Completed the update/overhaul of this game guide with new screenshots, descriptions and explanations to reflect the current build of S2 as of June 9, 2022. :)
BlackjackGT  [author] 5 Jun, 2022 @ 2:47pm 
So far I've overhauled Riotguard/Disruptor/Guard Judge and the Grenadier/Heavy Gunner/Rocketeer sections, including new screenshot snippets of the UI and info panels to reflect the current build of Synthetik 2.

Which guarantees they'll go back in and change everything next week. :steamfacepalm:

I'll eventually overhaul the sections too, it's just a lot more time-consuming than I imagined it would be. :)
BlackjackGT  [author] 28 May, 2022 @ 9:05am 
Getting back into S2 a bit, and with the new "Class-Specific Abilities," I'll need to revamp this guide a bit, when I can find the time. :)
BlackjackGT  [author] 4 Dec, 2021 @ 11:55am 
I think I have a goofed caption in my Anti-Material Recon video clip. I think its rifle is considered an "Anti-Material" rifle, not a sniper rifle. Oh well. :)
BlackjackGT  [author] 4 Dec, 2021 @ 11:54am 
I've started editing short demonstration videos of each class and subclass to include in each section. If you don't have the game or just want to learn more, these videos will give you a quick peek at each class/subclass in action and their abilities in use.