Classes and Abilities
Roboquest has seven classes: Guardian, Recon, Commando, Engineer, Ranger, Elementalist, and Superbot. Each one gives you a primary ability, a secondary ability, a passive, and its own perk pool to draft during a run. Guardian is your starting class, and the rest unlock through in-run milestones, Workshop progress, or multi-step secret quests.
Roboquest has seven classes. Each one gives you a primary ability, a secondary ability, a passive, and a specific set of perks you can draft during a run. The secondary is a melee strike for some classes and a projectile for others, so do not assume it is a punch.
Guardianโ
The Guardian is your starting class. It is a tactical tank built for mitigation and gunplay.
- Primary: Bastion. Wraps you in an invulnerable bubble for up to 3 seconds, blocking all incoming damage. It runs on a 16 second battery that regenerates at 6.25% per second, so tap it instead of holding it.
- Secondary: Bash. A melee sweep for 55 damage with high impact and no cooldown. Takedowns with it drop 2 extra healing-cells, and boss hits drop 3.
- Passive: Veteran. Plus 10% weapon impact, 25% magazine, and 15% energy.
- Playstyle: Use the bubble to eat a heavy boss attack or to buy time to grab healing-cells. Build around top-of-magazine damage bonuses, which is a real Guardian theme. The perk Top Quality adds 30% damage on your first 33% of ammo, and Veteran's larger magazine feeds it.
Reconโ
The Recon focuses on high mobility and close-quarters combat.
- Unlock: Take down a boss in Chapter 2.
- Primary: Blink. Teleports you 6 meters forward and detonates on arrival with high impact, generating 2 combo. 8 second cooldown.
- Secondary: Dagger. A melee strike for 65 damage with no cooldown.
- Passive: Overslash. Takedowns and Dagger hits on bosses build combo up to 5. At 5, your next Dagger spends the whole stack for 200% extra damage.
- Playstyle: Blink into a group, build combo, and cash it out with a loaded Dagger. Close-range weapons like shotguns cover the gaps.
Commandoโ
The Commando is an offense-heavy class built for raw damage and explosives.
- Unlock: Take down 750 enemies. This accumulates across runs, so it arrives on its own.
- Primary: Rocket. A homing explosive for 90 damage in a 2.5 meter radius. 8 second cooldown.
- Secondary: Shorty. A sawed-off blast, 5 pellets of 13 damage at close range. 3 second cooldown.
- Passive: Frenzy. Takedowns give 2 Fury and Rocket or Shorty hits on bosses give 4, up to 16, decaying at 1.25 per second. Each point adds 1% fire rate, reload speed, and Rocket and Shorty attack speed, plus 0.5% movement speed.
- Playstyle: Keep Fury topped up and you become faster at everything. Note that Fury does not raise your damage. RyseUp renamed this passive from Fury to Frenzy in patch 1.1 and moved it off damage entirely, and the Fury damage stack has been gone ever since.
Engineerโ
The Engineer summons allies to do the fighting for you.
- Unlock: Bring the Workshop to Level 4, which means unlocking its fourth row.
- Primary: Deploy. Summons a flying drone dealing 10 damage every 0.7 seconds, up to 2 by default. 16 second cooldown, reduced by 1 second for every scrap you pick up.
- Secondary: Blaster. An explosive projectile for 55 damage in a 2 meter radius that drops 3 scrap on hit. Not a melee strike. 3 second cooldown.
- Passive: Tinkerer. Using Deploy while already at maximum drones fully heals them instead. Takedowns drop 1 scrap.
- Playstyle: Let your drones draw aggro and deal consistent damage while you focus on dodging and feeding scrap back into your cooldown.
Rangerโ
The Ranger is a stealth and precision class.
- Unlock: Pick up the lost Javelin in the Hidden Sanctuary in the Oasis, behind the waterfall you can walk through.
- Primary: Stealth. Turns you invisible for 4 seconds with 15% extra movement speed, refills all your focus and Javelin charges, and leaves a decoy standing for 5 seconds. Attacking breaks it. 15 second cooldown.
- Secondary: Javelin. A piercing throw for 75 damage with 2 charges, recovered automatically after 6 seconds.
- Passive: Awareness. Builds 1 focus per second up to 16, each adding 1.5% critical damage. Taking any damage consumes the entire stack.
- Playstyle: Awareness rewards not getting hit, so play at range and treat every point of chip damage as a loss of your whole crit bonus. Use Stealth to shed aggro or to line up a shot.
Elementalistโ
The Elementalist relies on elemental damage and large area-of-effect attacks.
- Unlock: Collect the Chromatic Cell from the Weather Station in the Energy Center. The route is long and spans runs. Open the Fields Tech Room with the Tech Room Key from the Ruins Old Sewers, pay 25 Powercells for the Doom Gardens door, and complete Doom Gardens, which exits into an alternate Aqua Station entrance holding the Tech Lab Key. Use that on the Tech Lab in the Energy Center break area. Inside is an elemental control console: hitting it with Fire, Cryo, or Shock damage changes which of three code fragments is displayed. Collect all three across as many runs as you like, then enter the 6-digit code on the Weather Station door. The code is unique to your save file, so nobody else's will work.
- Primary: Trinity. Its form follows whichever element Mantra is currently on: Fireball for 46 burn damage, Chain Lightning for 68 shock, or Ice Shards for 5 hits of 14 cryo. 7 second cooldown.
- Secondary: Comet. An explosive orb for 48 damage in a 3.6 meter radius, always a random element regardless of Mantra. 3 second cooldown.
- Passive: Mantra. Cycles between burn, shock, and cryo every 10 seconds and adds 20% damage of whichever element is active.
- Playstyle: Lead with Trinity and follow with Comet, because most Elementalist perks key off having cast Trinity first.
Superbotโ
Superbot is the seventh class, added in the 1.3 Super Update behind a quest called Revenge of Superbot.
- Unlock: This requires a complex multi-step quest across at least three runs:
- Make sure you have the Grappling Hook, Hero Cape, and all 6 Power Crystals unlocked first.
- Reach Haven City and complete its objective, which means killing all four Goliaths, then reach the Harmony Square door with the run timer still under 22:00. The clock is your total run time, so the pressure is on every stage before Haven City, not just on Haven City itself.
- In Harmony Square, at the B. Checkpoint, use the Grappling Hook or Jetpack to reach the hole in the ceiling and take the "Battery Bowtie" from the alcove.
- On a later run, reach the Aqua Station safe area, find the deactivated Alfred Beauregard, and use the Bowtie to reboot him for the "Heroic Core."
- Carry the core to The Moon and interact with the deactivated Superbot chassis. Return to Basecamp to finalize the unlock.
- Primary: Overdrive. Adds 30% fire rate, reload speed, and attack speed plus 22% movement speed for 6 seconds. 8 second cooldown.
- Secondary: Captain Mc Slice. A melee strike for 60 damage.
- Passive: Glutton Knight. You start with half the health of a normal survivor, 140 against 240, and you cannot equip weapons at all. You eat them instead. Eating a weapon restores 15% health and raises your innate Super-Blaster by a level if the weapon outranked it, or grants a Powercell if it did not. Eating a Fantastic weapon also offers you an upgrade.
- Playstyle: Focus purely on your innate mechanics, since you cannot use traditional loot. Superbot also carries mandatory gadgets you are not allowed to switch off.
Frequently Asked Questionsโ
How many classes are in Roboquest?
Seven. Guardian, Recon, Commando, Engineer, Ranger, Elementalist, and Superbot, which arrived in the 1.3 Super Update. Each has a primary, a secondary, and a passive.
How do you unlock the Commando, Recon, and Ranger in Roboquest?
Three different ways. The Commando needs 750 takedowns, which accumulate across runs. The Recon needs you to take down a boss in Chapter 2. The Ranger needs you to pick up the lost Javelin in the Hidden Sanctuary in the Oasis, behind the waterfall.
How do you unlock the Engineer in Roboquest?
Bring the Workshop to Level 4, which means unlocking its fourth row of upgrades. The Engineer deploys drones that shoot enemies for you.
How do you unlock the Elementalist in Roboquest?
You need the Chromatic Cell from the Weather Station in the Energy Center, behind a 6-digit code unique to your save file. Get the Tech Room Key from the Ruins Old Sewers, pay 25 Powercells for the Doom Gardens door, complete Doom Gardens to reach the Tech Lab Key, then use the Tech Lab console to display each of the three code fragments with Fire, Cryo, and Shock damage.
How do you unlock Superbot in Roboquest?
It takes at least three runs. Have the Grappling Hook, Hero Cape, and all 6 Power Crystals first, then complete Haven City including its four Goliaths and reach the Harmony Square door with the run timer under 22:00. Take the Battery Bowtie from the ceiling alcove there, use it to reboot Alfred Beauregard in the Aqua Station, then carry the Heroic Core to the Superbot chassis on The Moon.
Why can Superbot not equip weapons?
The Glutton Knight passive blocks standard weapons and halves your starting health to 140. You eat the guns you find instead, which restores 15 percent health and levels your innate Super-Blaster if the weapon outranked it.
What to Read Nextโ
- Endgame Builds. Perk combinations built around each class.
- Weapons and Gunplay. Weapon families that fit each kit.
- Co-op and Brobot. Class pairings that cover each other.
- Basecamp Upgrades. Unlocking the later classes.
- Tips and Tricks. Ability economy per class, and what Superbot gives up to eat guns.