Quasimorph class guide

Quasimorph Class Guide

Quasimorph classes guide: all 14 class chips, perk leveling, Scouts and Eclipse starters, unlock paths, and 1.0 tier rankings. Verified August 2026.

Class chips, operator pairing, and perk fundamentals from the dev channel.

~8 min read

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At A Glance

Quasimorph ships 14 mercenary classes at 1.0 — each is a six-perk class chip you slot before a contract. Perks level from combat actions and can be swapped on the Magnum Classes module once unlocked. The Steam community class compendium and official wiki perk tables disagree on min-max details, but agree on structure: two starters, twelve unlocks, one weapon family per class for efficient XP. This Quasimorph classes guide lists every class, starter picks, unlock paths, and operator pairings after the July 2026 launch. Verified August 16, 2026 · Steam.

FactDetail
Total classes14
StartersScouts of Hades · Eclipse Blades
Perks per class6 (passive + trigger mix)
LevelingAction-based XP per perk
SwapMagnum Classes module + Memory Improvement
Dev / PubMagnum Scriptum / HypeTrain Digital

How do class chips and perks work?

A class chip is a datachip item consumed or assigned to define your clone's perk tree for that operator line. Each class has six perks with base and max values; triggers like Blind Fury or Assault Reflex fire on combat events and grant bonus XP when they proc.

Class chip selection and loadout screen in motion
Perk typeExampleLevels from
Passive accuracy / resistCQC-Specialist · Gear MaintenanceMatching weapon fire, damage absorbed
Trigger damage spikeBlind Fury · CarnageGetting hit · melee kills
Trigger AP / tempoAssault ReflexEnemy misses you
UtilityTraining · SheltersMovement weight · cover use
SpecialistCannibalism · PyromaniacHuman meat · fire kills
Late scalingCyberpsychosis-tier spikesHigh-level grinds — endgame

Weapon family must match perk triggers

Scouts of Hades wants SMGs, shotguns, and assault rifles for CQC-Specialist and Fire Transfer. Eclipse Blades wants knives, blades, and fists. Running the wrong gun starves XP and makes the class feel weak when the build is just misfired.

Memory Improvement Module (1.0)

The ship module lets you import perk points from another class chip into a hybrid build — popular for story quests (Tunnel Rats + Scouts CQC-Specialist for shotguns). Overwriting perks you cannot recover is the main risk; snapshot your operator before experimenting.

Mechanics understood — which two classes ship on day one?

Which starting classes should I pick first?

New saves only include Scouts of Hades and Eclipse Blades. Both are viable through Mars; neither is a trap pick.

ClassFocusPick when
Scouts of HadesSMG · shotgun · ARYou want a generalist shooter — best first combat class in community tier lists
Eclipse BladesMelee · knives · fistsYou want Percy tank melee and lower ammo logistics

Scouts of Hades perk spine

Gear Maintenance and CQC-Specialist raise physical resistances and tighten scatter — the reason Scouts beat Spaceborne Ghosts as a generalist. Blind Fury turns getting shot into a damage window; pair with cover discipline from the combat guide.

Eclipse Blades perk spine

Knife Fight, Carnage, and Cannibalism reward adjacent kills and human meat consumption — high risk, high clear speed on two-floor Elimination jobs. Athletics reduces sprint accuracy penalty when you must Run to extract.

Starters carry you through week one; chips unlock the specialist roster below.

How do I unlock the other twelve classes?

Remaining classes arrive via class chip drops, faction Technology thresholds, mission rewards, and trade. There is no single menu listing every source — track chips in storage and read faction unlock notes on the factions guide.

  • Do01Extract datachips from corporate labs and high-Tech faction jobs
  • Do02Raise Technology with employers that sell class products (check Trade Shuttle after rework)
  • Do03Complete mid-game story beats — some chips gate behind AnCom or RealWare arcs
  • Do04Do not assign a chip to an operator until you read all six perks
  • Do05Level the class on easy Elimination contracts before story skull missions

Full 1.0 roster (14 classes)

Beyond the starters: Tifton's Elite, Tunnel Rats, Phoenix Brigade, Spaceborne Ghosts, Angels of Spades, Terror Pack, Valkyrja Squad, Martian Mech Infantry, Tongkong, CO.B.R.A., Unit 317, and Golem Squad. Names match the Steam community class compendium for 0.9.9/1.0.

Tongkong · CO.B.R.A. · Unit 317 · Golem Squad

The last four unlocks skew exotic — cybernetic, corporate black-ops, and construct themes. Community tier lists place them C until you have spare chips because their perk triggers are mission-specific, not general extraction.

Class chip storage hygiene

Keep unassigned chips in a dedicated storage tab. Accidentally slotting Golem Squad on your only operator because the UI remembered last pick is a real 1.0 footgun.

Which operator + class pairings are proven?

Operators bring base stats, talents, and resistances; classes multiply one combat style. Match them instead of fighting the spreadsheet.

OperatorClassWhy it works
PercyEclipse Blades+5 all resistances tank melee — beginner default
PercyTunnel RatsStory quest tank with shotgun marauder perks
PercyScouts of HadesRanged generalist when you prefer guns over knives
VictoriaScouts of HadesAggressive shooter stat line
KenzieSpaceborne GhostsAccuracy and mid-range tempo
Cyborgs / high implantMartian Mech InfantryRobotic wound stabilize + implant fixation bonus
Maximilian RohrTunnel RatsStun immunity for hard story maps

Talents are one-to-one hints

Operators with medical or technical talents skew toward support classes once unlocked. Field Medic-style roles (when chipped) love operators with calm-under-fire talents — read each operator card before you overwrite a starter.

Implants change the pairing math

Martian Mech Infantry scales with bionic parts — see implants guide before you reroll flesh limbs. A cyborg head on a melee operator is a different build than the same class on Percy.

Pairings feed the tier snapshot — ranked list below is for 1.0 extraction, not role-play.

How are all fourteen classes ranked for 1.0?

Tier lists are argument fuel in Quasimorph — mission type, faction Power, and Quasimorphosis matter more than letter grades. Still, community 1.0 consensus clusters like this for extraction reliability:

TierClassesRole
S — extractionTunnel Rats · Scouts of HadesLoot + shotgun/medium gun consistency
A — combatTifton's Elite · Phoenix BrigadeHeavy weapons · fire · turrets
A — stealthSpaceborne GhostsEspionage and quiet steals
B — meleeEclipse Blades · Terror PackHigh skill — pact and fear synergies later
B — nicheValkyrja Squad · Angels of SpadesMission-specific spikes
S — late cyborgMartian Mech InfantryEndgame implant stacking
C — unlock firstTongkong · CO.B.R.A. · Unit 317 · Golem SquadTest on easy contracts before story skulls

Story missions bend tiers

AnCom's hard quest favors Tunnel Rats + Percy + shotguns in community clears — see AnCom storyline. Civil Resistance manifest jobs reward sustained range and medical kits over raw DPS.

Track Quasimorphosis next

Terror Pack and pact-heavy classes spike the meter when you lean into their fantasy. Once your class spine is set, read Quasimorphosis before you deep-descend for chips.

Angels of Spades and Terror Pack timing

Angels of Spades and Terror Pack skew toward fear, pact, and quasi synergies — S-tier in niche hands, B-tier for your second account. Unlock them after Quasimorphosis basics, not before your first Mars week.

Perk swap discipline

Magnum Classes module respec is not free intellectually — every swapped perk point is a mission of re-grind. Pick a spine for ten contracts before you chase novelty.

Track Quasimorphosis on deep runs

Matched by build plan, shared topics, and guide progression — not random related links.

How do I level class perks efficiently?

Perks level from specific actions, not generic XP pools. A maxed CQC-Specialist requires hundreds of SMG, shotgun, and pistol shots — not knife kills. Plan leveling routes like farming routes.

GoalContract typeClass tip
Gun perksElimination near MagnumScouts · Tunnel Rats · Spaceborne Ghosts
Melee perksTwo-floor worker mapsEclipse Blades — Stealth opener
Heavy perksDefend with turret setupTifton's Elite · Phoenix Brigade
Loot perksMaps with many corpsesTunnel Rats Marauder triggers
Stealth perksEspionage steal jobsSpaceborne Ghosts · low Power targets

Do not level in story skulls

Three-skull AnCom or Civil Resistance missions are terrible XP-per-minute because survival consumes all attention. Grind perks on one-skull Elimination contracts with extract at floor two until Blind Fury or Marauder hit rank 2.

Memory Module for story only after baseline

Import CQC-Specialist into Tunnel Rats only once base Tunnel perks are mid-level — otherwise you have a hybrid that neither levels nor wins. Snapshot operators before first swap.

How do class chips drop and who should hold them?

Class chips are scarce datachip items — treat them like major loot, not vendor trash. Drops skew toward employer Technology, mission type, and map theme; there is no guaranteed drop table on every Elimination job.

SourceFrequencyTip
Faction Tech unlockOne-time per class linePlan which operator receives chip
High-tier EspionageRare dropExtract before side rooms
Trade Shuttle stockCredit sink at high TechCheck weekly rotation post-1.0 rework
Story rewardsScriptedAnCom/RealWare arcs — do not sell

Second operator planning

Your first chip goes to Percy or your main. Second chip should diversify — ranged Scouts plus melee Eclipse covers two failure modes. Third chip is luxury; do not force Martian Mech before implants exist.

Which two starters should I master first?

Scouts of Hades and Eclipse Blades cover gun and knife fundamentals for every unlock later. Master one to perk level 2 before you chip into Tunnel Rats — jumping straight to S-tier without AP habits just speeds up corpse recovery.

Quasimorph classes FAQ

Can I change class between missions?

Yes — assign a different chip before launch if you own it. Perk XP stays on the operator for the class you leveled.

Is Tunnel Rats really S-tier?

For loot-heavy extraction, yes in most 1.0 tier lists. For melee story comfort, Eclipse Blades + Percy still wins.

Do classes share perks?

Only via Memory Improvement Module swaps — treat that as advanced editing, not default respec.

What are Golem Squad and Unit 317 for?

Late unlock specialists — Golem leans construct/tank fantasy; Unit 317 black-ops triggers. Test on easy contracts before story skulls.

Can two operators share one class chip?

Each chip item is consumed or assigned per operator line. Duplicate chips are rare — plan who gets Tunnel Rats first.

Is Spaceborne Ghosts better than Scouts?

Community 1.0 consensus: Scouts wins general combat; Ghosts wins quiet steals once leveled — not a starter replacement.

Which class for first Mars week?

Scouts or Tunnel Rats after unlock — both tolerate medium Power jobs if perks are level 2.

Last verified?

August 16, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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