Assault
Frontline breacher
The all-rounder and best class to learn on. Pushes objectives, breaches rooms, and holds the line with balanced firepower.
Assault RifleThe role
Front-line rifleman — the kit that takes ground and holds it.
Assault is the kit every squad is built around. You carry the rifle that wins the mid-range duels most maps are decided by, and the grenades that pry defenders out of the corners they think are safe. When a push stalls, it is the Assault who un-stalls it — first through the door, first onto the flag, first to trade when a trade is what the fight needs.
Nothing about the kit is specialised, and that is the point. You have the firepower to answer almost anything and the tools to make your own openings. Learn the Assault first: master the rifle here and every other kit becomes a variation on a fight you already understand.
The tip of the spear. Push objectives, breach rooms, and win the mid-range duels that decide most fights. Balanced enough to carry a match on aim alone while you learn the rest of the roster.
- Grenade Launcher
- Smoke Grenade
- Fast push tempo
Class tactics
Own the mid-range
The assault rifle is at its best from ten to forty metres — far enough that SMG flankers can't close, near enough that snipers can't settle. Fight at that distance on purpose. Pick lanes that keep the enemy inside it and step back from any duel that drifts to the extremes of the map.
Make the opening
Lead with a smoke, then swing wide while the enemy is blind. A breach charge on a wall the defenders aren't watching is worth more than any headline kill — it turns a held room into a two-way fight and lets the squad flood in behind you.
Grenades are for chokes
A frag thrown into open ground is a frag wasted. Save it for the doorway, the stairwell, the sandbagged corner where defenders bunch up. Cook it a beat so it airbursts before they can back off the blast.
You are the spearhead a Medic follows and an Engineer clears armor for. Push in a knot, not a line — the Medic revives the trade you lose, the Engineer kills the tank that would end the run, and you keep the muzzle pointed at whatever's next.
Special equipment
Fragmentation blast that clears a room or corner.
Flush defenders out of a dug-in hold before you push in.
Screens a lane with dense smoke.
Before crossing open ground or reviving under fire.
Blows open a wall or door.
To open a fresh angle the enemy isn't watching.
Field upgrades
Earn the specialization path across a life — each tier unlocks as you keep contributing without dying.
Faster sprint to reach the objective first.
Reload quicker to win the follow-up trade.
Carry a second frag for entrenched holds.
Aim stays steadier while under fire.
Take Sprint then Fast Reload and lead the breach — trade fast and re-engage before they recover.
Hold a doorway with Suppression Resist and let them walk onto your cooked frag.
Unlock progression
What the kit earns as you climb its career — every tier opens by contributing to the win, not by paying for it.
- StartStandard rifle + frag & smoke
The core kit — everything you need to take a point.
- Rank upGrenade launcher underbarrel
Airburst clears held corners and light cover.
- Keep contributingBreaching charge
Opens fresh angles the enemy isn't covering.
- Class veteranExtra frag + fast reload path
Two grenades and quicker follow-up trades.
- MasterySuppression-resist field upgrade
Your aim holds steady while theirs rattles.
Matchups
Assault · Assault typeHow this class trades against the others, from the shared type chart — the same logic the card game and the 2D battle use.
Beats Recon in close quarters; loses to entrenched Support LMGs at range.
Runs behind a Medic and an Engineer who clears the armor blocking the push.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.


