Cyber Knights Flashpoint: Character Classes List

I have detailed the list of character classes you will need in the game on Chrome difficulty in this guide.

List of Character Classes

Hacker Build: Hard Knock Hacker

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This guy lacks stealth in the matrix. Once he’s there the answer to most problems is just killing all ICs either individually or using Null OP as an AoE. He’s extremely fast to spike CPUs, and is jacked up with a Neural Toner to speed him up even more.

Soldier Build: Blitzkrieg

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This soldier rushes to the front with an AoE buff for speed and then holds positions if she gets in a bad spot with Entrench, the one point wonder. Later, she’ll grab serious damage mitigation for herself. Works best with medium range weapons list UARs or E-Rifles.

Grab a display link for +crit and Neural Accelerator for even more speed.

Soldier Build: Plan B Covering Fire

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This guy uses longer range ARs. He focuses on atypical responsibilities for a Soldier. He shuts down sudden threats from mistakes (common when going too fast) with his full auto covering fire. He also helps vulnerable teammates escape overwatch with his powered up marked sights. Finally, it’d be just wasteful to not have at least one point in Coordinated Charge.

I’ve got him only hooked up with a display link thus far. This is my backup soldier that often accompanies stealth teams. He really only needs to get involved when things go awry and someone needs saving.

Scourge Build: Positional Tank

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The Scourge has so many very distinct playstyles available to it. This might not be one of the most visually appealing options but boy is it fun. We’ve got enough power unlocked from combat drugs with a longer duration that are easier to use and you’ve got 4 of them… you basically don’t need cover against most foes. And when you don’t have to play defensively, you can get sight lines on foes that you’d almost never get otherwise.

Here the weaponry matters. We’re taking a heavy shredding shotgun for going wild and a silent pistol for backup use before then. The combat drugs you can take your pick with but things that increase your speed and decrease damage taken are key. For cyberware you’ll notice just some basic bone grafts as they’re cheap, fast to install, and provide no downside.

Vanguard Build: Mr. Glass

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They called me, Mr. Glass.

This is what I had imagined was one of the most vanilla builds for vanguard until I was told that playing statistics indicate that glasswalker is rarely used. What a mistake! Glasswalker leaves your team in complete control at the most critical moments in your heist. Things escalate? That’s ok, because you’ve got four supercharged turns in a row to handle it as you please. Glasswalker should always be maxed out unless you’re taking two Vanguards on the same mission regularly.

We’ve also got Blend which I imagine everyone who tries it, loves. It’s a great move for ending your vanguard in a bad spot but just blending away regardless as a save. Again, because this group is about speed, you’ll find yourself in dangerous spots occasionally. If you don’t have an escape card like Blend, stun mines, a soldier peppering all foes with Covering Fire, Entrench or Callous, you’re going to die permanently on Chrome.

Cyberknight Build: The Immortal

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(I like loading this guy with with an AR and an SMG sometimes, but here with any positioning I want, I’ll take a sword and an SMG instead.)

Alright, a single classed Cyberknight seems odd, I hear you. But… check this out. Tactical Surge gets maximized early. It powers everything. Every turn it is available except OCCASIONALLY turn 1, you want to fire it. So many guards will die on those turns.

Interference spike as a one point wonder is used for anti-overwatch duty to save people trying to gut you on the way out.

Then we take Centering almost fully upgraded to provide an emergency defense. In practice I tend to not need the final range upgrade on it. This stacks so well with Entrench that you can really rescue someone in a really bad spot with the two together.

We pass through Quantum Assault as a means to an end. There are no drones in today’s version. Once they’re in the game, we’ll probably be grateful for this one point. But until then, we’re just using it to reach Ult-Pump. Ult-pump gives us crazy defenses but also absurd crit chance and AP. It’s like a one person Tactical Surge that stacks with Tactical Surge.

Losing your knight on chrome is game over, so we’ve loaded up on survival talents. When you have many options to save you from death when caught in a bad spot, it allows you to move fast, and it allows you to take otherwise untenable positions and use them to massacre your foes.

Give these a try?

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