Illuminati

Grifter   Goon   Bounty Hunter   Fixer   Mercenary   Illusionist   Necromancer   Thaumaturge   Slayer   Gunslinger   Bodyguard  

Templar

Magus   Warlock   Exorcist   Crusader   Executioner   Soldier   Preacher   Gladiator   Witch Hunter   Puritan   Paladin  

Dragon

Martial Artist   Assassin   Monk   Warrior   Wu   Hunter   Ninja   Neoshaman   Warlord   Chaos Theorist   Pandemonist  


Grifter

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Description

The Grifter uses elemental powers and a shotgun, but that's only the opening gambit. This is a summoning deck, built around using a variety of manifestations and turrets to do the majority of the Grifter's work. While the Grifter fights with area-of-effect attacks, their summons provide chain, blast, and impairment effects.

Supporting abilities bolster the effectiveness of manifestations and turrets, while the elite passive inflicts damage at the point of summoning.

Weapon Requirements

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Passive Abilities

Goon

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Description

The Goon, wielding blade and hammer, is the face that stopped a thousand punches. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. With a variety of buffs that trigger when the Goon is struck with glancing blows, this deck welcomes a beating.

A selection of self-heal effects prop up the Goon's survivability, including both of their elite abilities.

Weapon Requirements

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Passive Abilities

Bounty Hunter

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Description

The Bounty Hunter goes in for the killer combo with shotgun and pistols. This deck involves building up to an overwhelming attack with guaranteed critical hit and penetration. Hindered enemies are vulnerable to the bonus effects of the Bounty Hunter's pistol and shotgun attacks.

With a passive ability set geared towards inflicting and exploiting debuffs, the Bounty Hunter works best focusing on a target and grinding it down.

Weapon Requirements

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Fixer

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Description

The Fixer uses fists and a backup assault rifle to solve sticky combat problems. The deck utilizes multi-hit burst attacks from both fist weapons and rifle, with supporting damage-over-time effects. You can switch up area-of-effect attacks with focused assaults as the situation demands.

The Fixer can rely on steadily increasing power the longer they are in combat, with passive abilities for stacking hit rating buffs and damage.

Weapon Requirements

Active Abilities

Passive Abilities

Mercenary

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Description

The Mercenary uses an assault rifle and elemental powers to play the battlefield. This deck encourages spreading damage-over-time effects, which can be exploited by both grenade and magic attacks. As the Mercenary needs room to work, there are also options for controlling enemies that get close.

The elite abilities provide a powerful sniper shot, or allow the Mercenary to punish hindered enemies with an explosive effect.

Weapon Requirements

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Illusionist

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Description

The Illustionist leads enemies to their death, picking off the weak with chaos magic and hammer. Best used to focus on a single enemy, this deck loads extra damage on targets with low health. Supporting effects help push enemies below the threshold faster, with mitigation debuffs and hit rating buffs.

The Illustionist's impairment abilities assist with controlling enemies, and also trigger support buffs and debuffs from passive abilities.

Weapon Requirements

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Passive Abilities

Necromancer

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Description

The Necromancer is a modern twist on an old art, stealing life with an assault rifle and blood magic. This is an aggressive healing deck, focused on leeching anima from enemies to restore allies. Leech abilities exploit hindering and damage-over-time effects on the Necromancer's enemies to provide beneficial buffs for allies.

Supplementing the health leech-based healing, the Necromancer can use area-of-effect heals and barriers to quickly support their group.

Weapon Requirements

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Passive Abilities

Thaumaturge

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Description

The Thaumaturge is a battle mage, armed with blood magic and fist weapons. This deck is built around delivering penetrating hits and damage-over-time effects. The Thaumaturge can wrack enemies with damage-over-time from a distance, and then get in close to take advantage of damage and penetration buffs.

The elite blood magic abilities provide further damage-over-time potential, which can be exploited for damage boosts with the Thaumaturge's fist attack.

Weapon Requirements

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Passive Abilities

Slayer

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Description

The Slayer brings an assault rifle to a blade fight, allowing punishing damage-over-time and area-of-effect attacks. Combat with this deck involves softening foes up with damage-over-time from the assault rifle, then rushing in with frenzy attacks. Area-of-effect damage features heavily in the Slayer's arsenal.

The Frenzy-supporting passives in the Slayer deck provide staying power, both from further damage-over-time effects and a health leech.

Weapon Requirements

Active Abilities

Passive Abilities

Gunslinger

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Description

The Gunslinger is quick on the draw with pistols and elemental powers – Old West and New Magic. This deck specializes in inflicting and empowering chain attacks. A Gunslinger can quickly chain critical hits and damage-over-time effects across several targets. Supporting abilities encourage further chain reactions on each hit.

As a Gunslinger works best outnumbered, they also need to work fast. Keeping up critical hits provides a small boost to speed.

Weapon Requirements

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Passive Abilities

Bodyguard

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Description

The Bodyguard, taking no chances, fields a hammer and shotgun. This deck supports dealing with many enemies at once, prioritizing devastating blast attacks that reduce opponents' effectiveness. The Bodyguard is also built for survivability, with stacking protection buffs and a strong block ability.

The elite abilities allow the Bodyguard to take even more punishment, providing multiple buffs and emergency health regeneration.

Weapon Requirements

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Passive Abilities


Magus

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Description

The modern Magus supplements their elemental powers with a shotgun. This strike-focused deck is intended to deliver unrelenting damage to a single target. The Magus passive elemental abilities focus on building critical hits, while shotgun abilities add debuffs and damage to strike attacks.

The Magus also has group support potential, with a strong boost to group damage and a shared critical hit buff.

Weapon Requirements

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Passive Abilities

Warlock

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Description

The Warlock uses their battle hammer and chaos magic to form an impregnable bulwark. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. The majority of the Warlock's survivability comes from blocking, with additional protection and evasion buffs.

The elite abilities allow the Warlock to take even more punishment, providing multiple buffs and emergency health regeneration.

Weapon Requirements

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Passive Abilities

Exorcist

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Description

The Exorcist casts out sickness and wards against evil through blood magic and fist weapons. This is a healing deck, focusing on applying protective barriers to prevent damage. The deck promotes quick application of boosted heal and barrier effects, with rapid recovery of resources.

An Exorcist's barriers apply additional protective buffs to their target. Upon depletion, barriers slightly heal the target and recover the Exorcist's resources.

Weapon Requirements

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Passive Abilities

Crusader

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Description

The Crusader's pistols and hammer chew through weakened targets. This deck involves debuffing a target then landing a string of critical hits, feeding into further debuffs and continuing the loop. The longer a Crusader stays focused on a target, the more damage they inflict with each attack.

As the Crusader works best uninterrupted, pistol drone abilities offer extra damage and a root effect to allow repositioning.

Weapon Requirements

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Passive Abilities

Executioner

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Description

The Executioner gets their hands dirty with fist and chaos magic melee. This deck is built around delivering a flurry of damage, with many burst abilities that cascade damage over additional hits. Crowd control and fast movement abilities allow the executioner to swiftly reprioritise targets and maintain the pressure.

For maximum effectiveness with an Executioner, hit rating-boosting gear can be useful to ensure multiple attacks and avoid glances.

Weapon Requirements

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Passive Abilities

Soldier

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Description

The Soldier packs an assault rifle and pistols, but their chief weapon is mobility. The deck provides ranged snares and an up close reactive root effect, as well as plenty of damage. This allows the Soldier to stay one step ahead of enemies while peppering them with constant fire.

Passive abilities punish hindered enemies and add short-timer explosives, exploiting the speed difference between the Soldier and their targets.

Weapon Requirements

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Passive Abilities

Preacher

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Description

The Preacher spreads the word of power through blood magic and by the blade. This deck is heavy on damage-over-time abilities, and encourages having as many of them running as possible. Supporting abilities give the Preacher additional methods of applying and empowering damage-over-time effects.

The Preacher's two ranged stun abilities are useful both for defense and sustenance, as a passive ability recovers health when damage-over-time is applied to impaired enemies.

Weapon Requirements

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Passive Abilities

Gladiator

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Description

The Gladiator is a heavy-duty combatant, wielding chaos magic and an assault rifle. This is a mass combat deck that utilizes area-of-effect frenzy attacks. Controlling and grouping enemies for maximum area-of-effect damage is key, while passive abilities add a hit rating buff and health leech.

The Gladiator is especially suited to delivering finishing blows. Both a normal and elite passive ability hit harder against enemies with less than 35% health.

Weapon Requirements

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Witch Hunter

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Description

The Witch Hunter uses hammer and blade to drive darkness before them. This deck favors up-close combat and stacking debuffs on your opponents. It features stuns and knockdowns to neutralize dangerous enemies. Prolonging impairment effects is of great tactical benefit, as it can restore the Witch Hunter's resources and health.

The Witch Hunter's elite passive ability increases the duration of impairment effects, allowing more time to exploit them.

Weapon Requirements

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Passive Abilities

Puritan

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Description

The Puritan rebukes the darkness with shotgun and hammer. This deck focuses on strike attacks building up heavy single-target damage and debuffs. Managing the distance of opponents is a key facet of Puritan combat, as many abilities will trigger effects or additional damage based on range.

Both of the elite abilities provide the Puritan with options for range control, with a pushback and a hindering effect.

Weapon Requirements

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Paladin

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Description

The Paladin is an agile front-line fighter, wielding blades and dual pistols. The deck revolves around using rapid focus attacks to set up a variety of damage-over-time effects. An effective Paladin will use run-and-gun techniques to rapidly inflict and exploit their damage-over-time abilities.

Using both elite abilities, the Paladin can maintain battlefield mobility, while each successful attack builds towards inflicting damage-over-time on surrounding enemies.

Weapon Requirements

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Martial Artist

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Description

The Martial Artist's careful dance of chaos and blades seems to slip between attacks. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. Abilities allow the Martial Artist to evade damage outright and gain a variety of beneficial buffs during combat.

The Martial Artist can briefly cheat death to take the brunt of enemy aggression, and shrug off controlling effects faster with their elite abilities.

Weapon Requirements

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Passive Abilities

Assassin

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Description

The Assassin's pistols and blood magic are a potent combination. This deck uses a variety of game systems. When the Assassin attacks with channeled abilities, they gain blood magic barriers to sustain themselves. Stackable critical hit buffs are built up through summoning drones and from passive abilities.

Finally, stun and hindrance effects keep the Assassin from being overrun, and allow them to pick off targets with ease.

Weapon Requirements

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Passive Abilities

Monk

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Description

The Monk cleanses with the harmony of fist weapons and the rhythm of the assault rifle. This is a healing deck, focusing on applying heal-over-time restorative effects. The Monk further supports allies with reactive heals and health leech buffs, given boosted healing potential from passive abilities.

The elite abilities provide group-wide healing and heal-over-time effects, and give allies additional healing benefits when critically healed.

Weapon Requirements

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Passive Abilities

Warrior

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Description

The Warrior attacks aggressively with an assault rifle and shotgun, able to control the field and deal huge close-range damage. This deck offers area-of-effect attacks and many opportunities to hinder pursuers. A Warrior can keep enemies at a distance and wear them down, or blast those that stray too close.

The Warrior's passive abilities provide interplay for hindering effects and penetration, causing their shotgun attacks to be particularly ferocious.

Weapon Requirements

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Passive Abilities

Wu

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Description

The Wu is a brutal brawler who uses fists and blood magic to overpower opponents. Focusing on a single target at a time, this deck applies multiple damage-over-time effects to exploit. While the opponent suffers from attrition, the Wu increases their attack and damage potential.

The Wu operates best by rapidly bringing down one target, then moving on to the next. The elite active ability provides a damaging charge to the next victim.

Weapon Requirements

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Passive Abilities

Hunter

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Description

The Hunter controls the ground with their shotgun and elemental traps. This deck focuses heavily on area-of-effect damage, with supporting abilities that extend duration and increase damage. The Hunter also has options to hinder enemies, trapping them for longer in area-of-effect damage effects.

In addition, the Hunter's passive abilities provide penetration buffs every time enemies are hindered. These increase the Hunter's damage and refresh their resources.

Weapon Requirements

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Passive Abilities

Ninja

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Description

The Ninja is a careful killer, using elemental powers to set up a target then finishing with blades. The deck promotes using elemental attacks to cripple and damage enemies from range, then dashing in for the final blow. A Ninja's blade attacks also benefit from high penetration chance.

The elite abilities provide guaranteed penetrating strikes and damage-over-time infliction. Interplay between these effects is key to the deck's effectiveness.

Weapon Requirements

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Passive Abilities

Neoshaman

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Description

The Neoshaman crosses the streams of blood and chaos magic to great effect. This deck encourages impairing enemies, then using the multi-hit focus attacks to trigger the passive abilities. Attacking an impaired target, the Neoshaman benefits from a range of effects from damage to debuffs to health restoration.

An effective Neoshaman makes good use of hit rating buffs and additional hits to cascade through their passive abilities.

Weapon Requirements

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Passive Abilities

Warlord

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Description

The Warlord wields their hammer and chaos magic to huge disruptive potential. Most effective in the middle of the fray, this deck provides group control through area-of-effect damage and knockdowns. In addition, the Warlord's control effects leave enemies vulnerable to follow-up attacks.

Utilizing the elite abilities, the Warlord's ability to inflict impairment effects and their duration are increased. Many of the passive abilities prey on impaired enemies.

Weapon Requirements

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Passive Abilities

Chaos Theorist

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Description

The Chaos Theorist rewrites the rules of close combat with chaos magic and fist weapons. This deck is based around area-of-effect attacks and impairment. Dashes allow you to move to enemies, or chaos magic abilities can pull enemies to you. Managing range is important for a successful Chaos Theorist.

Supporting passive abilities prey on impaired enemies, and can provide a heal-over-time effect to give the Chaos Theorist good sustainability.

Weapon Requirements

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Passive Abilities

Pandemonist

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Description

The Pandemonist conducts the volatile forces of elemental and blood magic. This chain attack-focused deck benefits from this mixture by adding damage-over-time elements to chain hits. A Pandemonist's chain attacks will jump further and more often, rapidly building up damage-over-time debuffs.

A Pandemonist also benefits from a strong suite of both single target and area-of-effect control abilities, allowing them to set up chain targets and keep out of danger.

Weapon Requirements

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Passive Abilities