Valkyria Chronicles™

Valkyria Chronicles™

378 ratings
Class Levels Guide
By Henry Ex
A list of benefits to unlock when leveling up the 5 unit classes in Valkyria Chronicles, plus experience costs for each level. Plan ahead!
2
3
   
Award
Favorite
Favorited
Unfavorite
Introduction
Leveling up in Valkyria Chronicles works not on individual units, but on whole unit classes. If you level up the Scout class, for example, all your Scout units profit from it.

Aside from effects like increased accuracy, more health and defense, reaching certain levels for a class can also unlock things. Among these are certain battle Orders you only get from reaching this class level, as well as unlock a unit's Class Potentials, which are always beneficial.

This guide is intended to let you plan out which milestones to reach with your experience, so you can specifically work towards unlocking a certain order or class potential.

Reaching level 11 promotes a class to Elite status - this has a special effect for scouts, shocktroopers and lancers in particular.
Scouts
Level
Experience
Unlocks
2
228
3
850
4
1838
1st Potential
5
3174
6
4852
2nd Potential
7
6860
8
9196
9
11852
Order: All Units Evade
10
14824
11
18109
Elite: Grenade Launcher
12
21705
Order: Caution
13
25608
14
29813
3rd Potential
15
34321
16
39129
17
44233
4th Potential
18
49634
19
55328
Order: Concentrate Fire
20
61314
Total upgrade cost: 432868 experience

Your fastest units. Especially very early, some levels here can be helpful, because Alicia can be one of your best units on the field.

It's also recommended to try to get them to level 11 quickly, since elite scouts can use the Grenade Launcher - this allows you to launch your grenades much farther than you can throw them, making it immensely useful for bombing enemies out of fortified positions.
Shocktroopers
Level
Experience
Unlocks
2
288
3
1074
1st Potential
4
2322
5
4010
Order: Attack boost
6
6129
7
8666
2nd Potential
8
11616
9
14971
10
18726
Order: All Units Attack
11
22875
Elite: Flamethrower & 3rd Potential
12
27417
13
32347
Order: Neutralize
14
37659
15
43353
16
49426
Order: First Aid
17
55874
18
62696
4th Potential
19
69889
20
77450
Total upgrade cost: 546788 experience

Close combat fighters. Here, some early levels will help again for more durability. At the start of the game, you units' accuracy is pretty low, so you'll rely a lot on shocktroopers running in close and blasting enemies away.

Elite shocktroopers gain access to the secondary weapon Flamethrower which deals huge damage in an arc close in front of a unit. Flamethrowers also ignore the extra defense of enemies hiding behind sandbags or cowering in tall grass, which makes them great for clearing out fortified camps.

Despite being the most expensive class to upgrade, they are also a good candidate for an early level 11, because not only do they get another effective weapon out of it, by level 11 they'll have 3 out of 4 class potentials unlocked!
Lancers
Level
Experience
Unlocks
2
252
1st Potential
3
939
4
2031
2nd Potential
5
3509
6
5363
7
7583
Order: Damage Boost
8
10164
Order: Demolition Boost
9
13099
10
16385
11
20016
Elite: Mortar & 3rd Potential
12
23990
13
28303
14
32952
15
37934
Order: Healing Boost
16
43248
17
48890
18
54859
19
61153
Order: Resupply
20
67769
4th Potential
Total upgrade cost: 478439 experience

These are your anti-tank units, and they really aren't good for much more. They are slow, they have no real anti-infantry weapon before reaching Elite status, and their accuracy is atrocious. On the upside, they have pretty good armor (which will cost you extra, though) and there's really only one alternative to taking out a tank: your own tank.

They get their second class potential at only level 4, so it's a good idea to invest some levels early and then let them rest a little. On reaching Elite status, they gain access to a Mortar, which is an alternative to their normal lances. Instead of explicitly anti-tank, this one is explicitly anti-infantry. It will have to be researched independently, though.

This is probably one of the last classes you will max out, since their effectiveness is limited to having tanks around.
Engineers
Level
Experience
Unlocks
2
156
3
581
Order: Defense Boost
4
1257
1st Potential
5
2172
6
3320
Order: All Units Defend
7
4694
8
6292
9
8109
2nd Potential
10
10143
11
12390
12
14851
Order: Antidote
13
17521
14
20398
3rd Potential
15
23483
16
26772
17
30265
Order: Explosives Boost
18
33960
19
37856
20
41952
Potential 4
Total upgrade cost: 296172 experience

Engineers use the same weapon as scouts, pack better healing than the other classes, have more grenades, and can repair tanks. This is offset by being fairly fragile, so they need some solid cover (like your tank) to be effective.

You will need to invest in some levels eventually to ensure their survivability, and the first order you get for leveling them is very useful, but otherwise upgrading engineers is kind of lower priority. Luckily, they are the cheapest class to upgrade, so they can catch up easily. Having their last potential unlock on level 20 also means that it will likely be one of the last classes you will max out.
Snipers
Level
Experience
Unlocks
2
276
1st Potential
3
1029
4
2225
5
3843
Order: Aim Boost
6
5874
7
8305
8
11132
2nd Potential
9
14347
10
17945
Order: All Units Aim
11
21922
12
26275
13
30999
3rd Potential
14
36090
15
41547
Order: Penetration
16
47367
Potential 4
17
53546
18
60084
Order: Attack Weak Spot
19
66977
20
74223
Total upgrade cost: 524006 experience

One of my favourite classes, though often limited in usefulness. Snipers sorely need some levels (and improved weapons) in the beginning, because their starting accuracy is terrible. They are only really effective when you can headshot enemies, as you might expect, so give them some levels and better weapons and suddenly they'll be murdermachines.

They get their first class potential right away on level 2, but otherwise you can probably stand to neglect them a bit very early on, until you can afford to make them not suck. Definitely invest into them mid-game, because that is where they start to shine - even without an additional unlock on Elite status.

This is not a priority class to max out, however, since they shouldn't need much survivability, and their mid-game accuracy is mostly sufficient. It doesn't help that they are the 2nd most expensive class to upgrade, either.
21 Comments
neduko 7 Oct, 2024 @ 10:55am 
Lancers you choose between launcher (Theimer) *high anti armor or mortar (Lancaar) *high anti-personnel via the squad barracks in head quarters in case you need to know
f(x) 10 Apr, 2023 @ 9:38am 
This guide helps me a lot, thanks.
DrEivil999 17 Jan, 2023 @ 8:12pm 
no mortar for lancers on lvl 11. 😓
T.Phong 2 May, 2021 @ 6:33am 
you forgot to mention once they reach elite class , their AP also increase
Seba Jun 7 Mar, 2021 @ 7:45pm 
The point of lancers is to one shot every kind of tanks in the game. Just need to boost'em with defense order then run and shoot the big blue thing behind a tank and he's done.
GroundDeadFilip 30 Mar, 2019 @ 11:25pm 
Should've checked this before playing the game (or at least after I found out about leveling troops since I had no idea about game before playing it). Would make the game so much easier. :D

What's the point of lancers? Upon getting Caution and boosted AT damage, scouts and stormtroopers are much better AT units anyway. Mortar seems nifty idea though I didn't get it yet since, well, I had no clue about it till now. :]
Mr.Tonguesoff(Not A Furry) 13 Nov, 2016 @ 3:29pm 
did you invest in mortars?
Malnux the Restless 24 Jul, 2016 @ 2:01pm 
my lancers are lvl 11 but i don't have mortars for some reason
Noodles 12 Feb, 2016 @ 4:50pm 
@Ryokoichi - This game has a linear upgrade system. The Unit Tree system was introduced in Gallian Royal Military Academy and was simplified in Unrecorded Chronicles (once again becoming a linear upgrade system).
Ryokoichi 11 Feb, 2016 @ 6:07am 
Doesn't this game have unit tree? Like Scouts into Snipers or Elite Scouts in Valkyria Chronicle 2?