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What is the best starting class in Steelrising? It’s a weighty decision and one players will spend some time mulling over. We’re here to help, with a gentle nudge in the right direction.
Your Steelrising starting class sets the general trajectory for your playthrough, assigning Aegis a defined fighting style and dictating how you’ll approach each enemy encounter, at least in the first few hours of the game.
There’s no best class per se; it all comes down to your preferred playstyle. Do you prefer an agile fighter that can get in a few quick attacks before dodging to safety? Or are you more of a melee brawler that delivers hefty blows but can take a hit?
Here’s a breakdown of what each class is all about and what fighting style to expect from each.
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Bodyguard – Steelrising Starting Class
Bodyguard is a close-quarters class that relies on delivering heavy physical damage while being able to withstand hits from enemies thanks to high health. A tank of sorts, Bodyguard is for those that like to fight enemies head-on. If you’re worried about your ability to dodge and avoid enemy attacks, Bodyguard is likely the best Steelrising starting class as it’s built to take a hit.
Weapon
Body of Work. A heavy, chunky mallet that’s slow to wind up but has a high damage output. Special Move is Shield, allowing you to block enemy attacks. Base physical damage is 74.
Consumable
Petrification Grenade. Projectile that when it hits an enemy, temporarily immobilizes them.
Stat Advantages
- Durability +3 – Increased health and balance.
- Engineering +2 – Increased armor, effectiveness of Alchemical Afflictions, and chance of finding loot.
Soldier
Soldier is a balanced class with average health, strong endurance, and the ability to use heavy weapons to cause above-average physical damage with a high chance of knocking back enemies. The Ranged Attack Special Move adds more options to this play style. It’s a strong choice for players wanting a Steelrising starting class that offers a more conventional Souls-like experience with a bit of variety thrown in.
Weapon
Gribeauval Halberd. A heavy halberd with a higher damage output than average and decent reach. Special Move is Ranged Attack, allowing you to fire shots at a distance to deal additional damage. Base physical damage is 64.
Consumable
Explosive Grenade. Projectile that explodes on contact with an enemy, causing substantial damage and staggering them for a short period.
Stat Advantages
- Power +3 – Increased physical damage and impact (stagger).
- Vigour +2 – Increased endurance and critical damage when an enemy is inflicted with an Alchemical Affliction.
Dancer – Steelrising Starting Class
Dancer is a nimble and durable Steelrising starting class with superb endurance that can chain attacks quickly and dodge most attacks but can also fall back on the Fans to pull off perfect parries and then deliver retaliatory attacks. The Dancer is geared to rapidly fill an enemy’s immobilization meter, staggering them to land a critical hit. If you want a fast and agile fighter, Dancer is the class for you.
Weapon
Armoured Fans. A fast, light metal fan that delivers swift attacks with average physical damage output. Special Move is Block; the fan extends in front of Aegis blocking, or if timed right, parrying enemy attacks. Base physical damage is 52.
Consumable
Flame Grenade. Projectile that explodes on contact with an enemy with a chance of igniting them and causing sustained fire damage over time.
Stat Advantages
- Agility +3 – Increased immobilization damage and physical damage.
- Vigour +2 – Increased endurance and critical damage when an enemy is inflicted with an Alchemical Affliction.
Alchemist
The Alchemist is best described as Steelrising’s starting magic class, though with a more pronounced melee component than you’d see in games like Elden Ring or Dark Souls. The Alchemist class pairs best with alchemical weapons that can freeze, electrocute, or ignite enemies to cause sustained Alchemical Afflictions. The Alchemist class should suit players that want a more unconventional and tactical fighting style.
Weapon
Glass-core Batons. Dual, light weapons that inflict low damage as they are, but when infused with Frost, can cause substantial alchemical damage. Special Move is Invocation of Ice. Base physical damage is 45.
Consumable
Alchemical Resistance Vial. Consumable vial that, when thrown at enemies, neutralizes their alchemical attacks, significantly reducing their damage output in most cases.
Stat Advantages
- Elemental Alchemy +3 – Increased alchemical damage and resistance.
- Engineering +2 – Increased armor, effectiveness of Alchemical Afflictions, and chance of finding loot.
That covers it for all four Steelrising starting classes. Best of luck out there.