Mass Effect Legendary Edition - Classes

The six playable classes of the Mass Effect trilogy. Every class is available in all three games and carries the same identity across them, but each game reshapes the kit: Mass Effect 1 gates weapons behind talent points, Mass Effect 2 turns powers into a shared cooldown economy with a bonus power t...
of 6 entries · updated 2026-09-15
Name Type Description Role Abilities Weapon Proficiencies Source
Soldier Class The pure combat class. The Soldier carries every weapon type, leans on Adrenaline Rush to slow time and line up bursts, and uses ammo powers to strip shields, armour and barriers without spending a power slot on a caster ability. Weapon Specialist / Sustained Fire Adrenaline Rush (time-dilated aiming and a damage bonus) Ammo powers: Incendiary, Disruptor, Cryo and Warp ammunition Concussive Shot Frag Grenade All weapon types trainable, including assault rifles and sniper rifles Assault Rifles Shotguns Sniper Rifles Pistols Heavy Weapons Starting class; choice made once during character creation and carried through save imports
Engineer Class The tech-focused class. The Engineer hacks synthetics, disables weapons and shields, and in Mass Effect 3 fields a combat drone and a sentry turret, which makes it the strongest answer to geth, turrets and mech-heavy encounters. Tech Support / Synthetic Control Overload (shield and synthetic damage) Incinerate (armour damage and fire combo primer) AI Hacking (turns synthetics against their side) Combat Drone and Sentry Turret (Mass Effect 3) Sabotage and Decryption for weapon and lock bypass Pistols Submachine Guns (Mass Effect 2 and 3) Assault Rifles (Mass Effect 3) Starting class; choice made once during character creation and carried through save imports
Adept Class The pure biotic class. The Adept lifts, throws, warps and singularities enemies out of cover, and in Mass Effect 3 chains biotic explosions through Warp and Throw for the highest power damage in the game. Biotic Controller / Crowd Control Throw (fast biotic detonator) Lift and Singularity (crowd control) Warp (armour and barrier damage, biotic primer and detonator) Shockwave Stasis (Mass Effect 1) and Nova-style area denial through Singularity Pistols Submachine Guns (Mass Effect 2 and 3) Heavy Pistols and Biotic Amps (Mass Effect 1) Starting class; choice made once during character creation and carried through save imports
Infiltrator Class The stealth and sniper class. The Infiltrator pairs Tactical Cloak with sniper rifles, opens fights from concealment for a damage bonus, and uses Overload and Disruptor Ammo to break shields before the first headshot lands. Stealth Marksman Tactical Cloak (invisibility, damage bonus on the opening shot) Overload Disruptor Ammo Assassination and sniper time-dilation on scoped kills Incinerate (Mass Effect 3 evolution) Sniper Rifles Pistols Submachine Guns (Mass Effect 2 and 3) Starting class; choice made once during character creation and carried through save imports
Sentinel Class The hybrid tech class built to survive. Tech Armor adds a layer of shielding that detonates when it breaks, and the Sentinel pairs that with Overload for synthetics, Warp for armour and, in Mass Effect 3, Lift Grenade and Cryo Blast for crowd control. Tech-Armoured Survivor / Support Tech Armor (regenerating shield layer with a detonation) Overload Warp (Mass Effect 2 and 3) Cryo Blast and Lift Grenade (Mass Effect 3) Neural Shock and Medicine training (Mass Effect 1) Pistols Submachine Guns (Mass Effect 2 and 3) Assault Rifles (Mass Effect 3) Starting class; choice made once during character creation and carried through save imports
Vanguard Class The aggressive biotic class. Charge closes the distance and refills shields on impact, and the Vanguard then fights inside shotgun range, detonating biotic combos with Nova and Shockwave. Biotic Shock Trooper Biotic Charge (gap closer that restores barriers) Nova (Mass Effect 3 barrier-consuming blast) Shockwave Pull Carnage and Incendiary Ammo for close-range burst Shotguns Pistols Submachine Guns (Mass Effect 2 and 3) Starting class; choice made once during character creation and carried through save imports
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