Quasimorph Class Tier List Guide – Best Perk Swaps, Builds

Once you unlock the ability to swap class perks in Quasimorph, classes stop feeling like fixed presets. That’s when things get interesting.

Instead of looking at a class and thinking, “Well, three of these perks are useful and I guess I’ll tolerate the rest,” you can start removing perks that don’t contribute much to your build and replace them with talents from other classes.

The trick is not to swap perks simply because another perk looks stronger on paper. I find it much more useful to give each class a clear job. If I’m turning Tunnel Rats into my shotgun class, for example, I want almost every perk doing something for shotguns, SMGs, crits, pain, or close-range combat.

This Quasimorph Class Tier List Guide – Best Perk Swaps, Builds goes through all the major Quasimorph classes, what they’re naturally good at, and some interesting perk swaps you can use to push them toward more specialized builds.

One warning before getting into it: these are build ideas and synergies rather than mandatory meta setups. Your operator, equipment, augments, weapon availability, and mission can completely change what is optimal.

Quasimorph Class Tier List Guide – Best Perk Swaps, Builds

Scouts of Hades is already one of the most comfortable classes to use without changing anything.

Its original perks are:

CQC Specialist – Improves accuracy with SMGs, shotguns, and assault rifles.

Training – Reduces calorie consumption.

Gear Maintenance – Improves physical armor resistances and durability.

Blind Fury – Increases your damage after you’re hit.

Fire Transfer – Improves critical-hit chance after killing an enemy with an SMG, shotgun, or assault rifle.

Assault Reflex – Grants additional AP after a successful dodge.

There’s no single obvious direction I’d force this class into because the default package is already nicely rounded.

You’ve got weapon accuracy, resource efficiency, armor improvements, damage, crits, and mobility.

That makes Scouts of Hades particularly good if you’re still figuring out which weapons you enjoy.

It also pairs nicely with operators such as Percy because CQC Specialist helps compensate for accuracy weaknesses, while the defensive perks make an already durable operator even harder to put down.

Should You Change Scouts of Hades Perks?

I wouldn’t rush it.

Play the class first and pay attention to which perks actually activate during your missions.

If you’re rarely dodging, Assault Reflex may not be doing much.

If you’re already swimming in food, Training becomes less important.

If you’ve transitioned away from SMGs, shotguns, and assault rifles, both CQC Specialist and Fire Transfer lose value.

Scouts of Hades is best treated as a flexible foundation rather than something that desperately needs fixing.

Eclipse Blades – Best Melee and Throwing Build

Eclipse Blades already leans heavily toward aggressive melee combat.

Its default perks include:

Berserkgang
Athletics
Combat Reflexes
Knife Fight
Cannibalism
Carnage

If you want to specialize it further, I’d push the class toward a melee + throwing build.

Recommended Eclipse Blades Perk Swaps

Consider adding:

Axe Rage – Gives bonus melee attacks after wounding enemies with clubs, axes, or knives, including thrown attacks.

Cobra Throw – Causes enemies to lose sight after a thrown kill.

Tomahawk – Improves throwing critical hits and range.

Then you’ve got an interesting decision for another offensive slot.

Krav Maga works if you’re deliberately incorporating bare-handed combat.

Alternatively, Fear and Hunger gives you increased melee damage as your calories fall.

That one fits Eclipse Blades surprisingly well because it turns hunger into an offensive resource rather than merely something you need to manage.

Why This Build Works

Melee characters have one enormous problem in Quasimorph:

They need to get close.

Every perk that makes the initial approach safer or allows you to eliminate enemies before they retaliate has enormous value.

Thrown weapons help bridge that gap.

Rather than treating throwing as a separate gimmick, you’re essentially extending your melee-oriented damage into ranges where you otherwise wouldn’t have an answer.

Tifton’s Elite – Heavy Weapons Build

Tifton’s Elite doesn’t need much explanation.

If your solution to a tactical problem is “bring something significantly larger,” this is your class.

Its perks include:

Heavy Weapons – Improves accuracy with assault rifles, machine guns, miniguns, grenade launchers, and rocket launchers.

Grenadier – Increases explosive damage.

Selfhealing – Provides a chance to heal organic wounds.

Stationary Defense – Improves turret damage, health, and placement range.

Spray and Pray – Improves MG/minigun damage when ammunition is running low.

Shock and Awe – Gives explosions a chance to stun enemies.

The identity is already extremely coherent:

Big guns + explosives + turrets.

I’d be hesitant to over-customize this one.

How to Play Tifton’s Elite

Use it when you’ve already got the ammunition economy to support heavy weaponry.

That’s the part people sometimes forget.

A weapon can have ridiculous theoretical damage, but if keeping it supplied means burning through your entire ammunition stockpile every two missions, you’ve created a logistics problem rather than a build.

Once your campaign economy is established, however, Tifton’s Elite becomes much easier to justify.

Tunnel Rats – Shotgun and SMG Build

Tunnel Rats can be turned into an absolutely nasty close-range firearm class.

Its original perks are:

Caution
Reinforced Ammo
Marauder
Dirty Shot
Vicious Symbiosis
Shelters

That’s already decent, but you can make the weapon specialization considerably tighter.

Recommended Tunnel Rats Perk Swaps

Consider bringing in:

Fire Transfer – Additional crit chance after killing with an SMG, shotgun, or AR.

CQC Specialist – Better SMG, shotgun, and AR accuracy.

Pressure Points – Additional pain when hitting enemies with pistols, SMGs, or shotguns.

Heavy Fire – Gives SMGs additional piercing potential.

Combined with Reinforced Ammo and Dirty Shot, you end up with a class that doesn’t simply shoot things at close range—it stacks several benefits while doing so.

Why Tunnel Rats Works So Well With Shotguns

Shotguns already want you operating relatively close to the target.

CQC Specialist improves consistency.

Reinforced Ammo pushes shotgun damage.

Crit-based effects give you additional control.

And Shelters rewards playing around cover, which you should already be doing instead of standing in hallways exchanging shots.

If I wanted a dedicated shotgun character rather than a generalist, this is one of the first classes I’d look at.

Phoenix Brigade – Fire and Battery Weapon Build

Phoenix Brigade has a very clear elemental identity.

Its original setup includes:

Shielding
Battle Physicist
Overcharged Batteries
Flame in the Dark
Cauterize
Scholar

The natural direction is fire + battery-powered weaponry.

Recommended Phoenix Brigade Perks

Two particularly interesting additions are:

Therapist – Improves the application of cold, poison, electric, and beam statuses to enemies.

Pyromaniac – Improves fire duration and burn chance.

Pyromaniac is the obvious thematic fit.

You’ve already got Flame in the Dark and Cauterize, so leaning further into fire lets several parts of your class contribute toward the same game plan.

Don’t Ignore Cauterize

Cauterize is particularly fun because being set on fire becomes much less terrifying than it would be for another class.

Combined with your other elemental perks, Phoenix Brigade can operate in situations where elemental hazards would be considerably more dangerous for another operator.

Spaceborne Ghosts – Stealth Pistol Build

If you want the sneaky suppressed-pistol fantasy, Spaceborne Ghosts is where I’d start.

Its original perks include:

Agent Training
Muffled
Lightweight Gear
Sneaky Shot
Assault Reflex
War Crime

You can specialize this into a 9mm pistol + stealth build.

Recommended Spaceborne Ghosts Perk Swaps

Look at:

Sandman – Improves accuracy and reduces damage falloff when using silencers.

Unconventional Ammo – Improves damage and wound chance for 9mm/.42 ammunition.

Precise Shot – Improves ranged crit chance after skipping a turn while in stealth.

Pressure Points – Adds pain when attacking with pistols, SMGs, or shotguns.

Tactical Camouflage – Prevents an alerted enemy from immediately alerting everyone else.

That last one is especially appropriate.

Stealth builds fall apart when one mistake turns into an entire room knowing exactly where you are.

Anything that helps contain an alert gives you an opportunity to recover.

The Downside

Several desirable stealth/pistol talents overlap with Unit 317.

So while this setup looks great in isolation, it isn’t necessarily the most efficient distribution if you’re simultaneously trying to create an optimized Unit 317 build.

That’s the broader lesson with perk swapping: you’re optimizing your entire roster, not just one class.

Angels of Spades – Dedicated Sniper Build

Angels of Spades already screams sniper.

Its original perks are:

Sniper Training
Enemy Anatomy
Precise Shot
Blind Shot
Ghost Killer
Pocket Artillery

You can make the specialization even stronger by incorporating stealth and control effects.

Recommended Angels of Spades Perk Swaps

Sneaky Shot – Additional critical-hit chance when attacking from stealth.

Dirty Shot – Critical hits can stun enemies.

War Crime – Killing an enemy can stun other enemies.

The result is a sniper who isn’t merely dealing long-range damage.

You’re also creating disruption.

A strong opening shot can potentially kill one target while interfering with others, giving you more time to control the engagement.

Why Precise Shot Is So Good Here

Precise Shot rewards patience.

Skip your turn while in stealth, prepare the shot, and then capitalize on the increased critical-hit chance.

That’s exactly how a sniper class should feel.

You’re trading immediate action for a stronger opening attack.

Terror Pack – Quasimorph-Focused Build

Terror Pack is where things get weird.

Its original perks include:

Possession
Ritualism
Masochism
Fear and Hunger
Insanity
Axe Rage

This is already a remarkably focused class.

Instead of avoiding Quasimorph-related mechanics, you’re deliberately exploiting them.

Terror Pack Playstyle

Possession improves Pact-related performance while reducing Bane accumulation.

Ritualism reduces perk cooldown after consuming gavvakh.

Insanity turns Quasimorphosis into something beneficial for your character.

Meanwhile, Fear and Hunger increases melee damage as your calories decrease.

Then you’ve got Axe Rage helping your close-range offense.

This creates a wonderfully dangerous playstyle where several conditions you’d normally consider problems—hunger, Quasimorphosis, pain—can become part of your power curve.

It’s not what I’d hand to someone learning the game.

Once you understand those systems, though, Terror Pack offers a completely different way to play.

Valkyrie Squad – Tank Build

Valkyrie Squad is a natural candidate for a full tank setup.

The original perks are:

Selfhealing
First Aid
Medicus
Duty Shift
Therapist
Pressure Points

You can sacrifice some of the utility-oriented talents and push much harder into survivability.

Recommended Valkyrie Tank Perks

Berserkgang – HP regeneration and reduced pain after being wounded.

Bodybuilding – Increased maximum HP.

Death over Chains – Additional AP after being wounded.

Blind Fury – Increased damage after being hit.

Now you’ve got several mechanics triggering from the exact thing a tank expects to happen:

getting hit.

Damage comes in.

Your survivability mechanics respond.

You gain offensive or AP-related benefits.

Then you keep fighting.

Who Should Use Valkyrie Squad?

I’d use this on an operator who already has strong defensive characteristics.

Stacking tank perks onto a fragile character can work, but reinforcing an operator who’s naturally hard to kill tends to create a much more convincing frontline build.

Martian Mech Inf – Cybernetic Augment Build

Martian Mech Inf becomes particularly interesting once your campaign starts accumulating good cybernetic augments.

Its original perks are:

Steel Without
Steel Within
Reactivation
Devastation Tactic
Terminator
Heavy Weapons

The obvious specialization is augments and cybernetics.

Recommended Martian Mech Inf Perks

Two talents stand out:

Cyber Compatibility – Provides additional dodge based on your implants.

Cyberpsychosis – Provides additional damage when an implant activates.

Now installing cybernetics isn’t simply changing your stats.

Your class is directly scaling from them.

Why This Gets Better Later

Early in a campaign, you may not have enough high-quality implants to justify dedicating your entire class to cybernetics.

Later?

Completely different story.

Once you’ve collected good robotic prosthetics and augments, Martian Mech Inf can start stacking multiple layers of synergy around equipment you’d already want to install.

I’d therefore view this as more of a mid-to-late campaign specialization than something you need to force immediately.

TongKong – Flexible but Harder to Specialize

TongKong has an unusual collection of perks:

Heavy Fire
Pyromaniac
Lizard
Combat Focus
Last Bullet
Death over Chains

Unlike Tunnel Rats or Angels of Spades, there isn’t one incredibly obvious identity connecting everything.

You’ve got SMG piercing, fire, pain management, dodge, low-ammo damage, and AP after being wounded.

That’s not necessarily bad.

It just means TongKong is more difficult to min-max around one mechanic without replacing several perks.

Possible TongKong Direction

You could push toward an aggressive SMG build, keeping Heavy Fire and building additional SMG-related talents around it.

Alternatively, you could lean toward a reactive combat build based on Combat Focus + Death over Chains, where being attacked or wounded creates additional opportunities.

I’d decide based on your operator and equipment rather than forcing a universal setup.

C.O.B.R.A. – Throwing and Melee Build

C.O.B.R.A. is another natural throwing class.

Its perks are:

Bodybuilding
Axe Rage
Tomahawk
Reserves
Cobra Throw
Dismantler

This is already a surprisingly coherent package.

C.O.B.R.A. Throwing Synergy

Tomahawk improves thrown critical performance and range.

Cobra Throw makes enemies lose sight following thrown kills.

Axe Rage interacts with wounds from clubs, axes, and knives, including thrown attacks.

Then you’ve got Bodybuilding giving you more health for the situations where somebody survives long enough to fight back.

This is one class where I wouldn’t immediately start replacing everything.

The default synergy is already there.

Unit 317 – Dodge Build

Want to see how annoying you can make your operator to hit?

Unit 317 is your starting point.

Its original perks include:

Cyber Compatibility
Sandman
Unconventional Ammo
Tactical Camouflage
Blurred Silhouette
Cyberpsychosis

There are already stealth, cybernetic, and mobility elements here, but you can go all-in on dodge.

Recommended Unit 317 Dodge Perks

Add:

Combat Focus – Additional dodge when you’re attacked.

Assault Reflex – Additional AP after successfully dodging.

Combat Reflexes – More dodge.

Keep Cyber Compatibility, which increases dodge through implants.

Keep Blurred Silhouette, which improves dodge while running.

Now several systems feed one another.

You run.

Your dodge increases.

Enemies attack.

You dodge.

Successful dodges can provide AP.

That AP gives you additional opportunities to reposition or attack.

Why Dodge Synergy Is Better Than Randomly Stacking Damage

This is a good example of why specialized perk swapping can be so powerful.

A generic damage perk may increase your numbers.

But a perk that interacts with another perk can create a loop.

For Unit 317, the interesting loop is:

Movement → Dodge → Enemy misses → AP → More options.

Those interactions are what I’d look for when designing custom classes.

Golem Group – Ally and Turret Build

Golem Group is built around fighting with support rather than operating entirely alone.

Its perks include:

Stationary Defense
Central Command
Krav Maga
Recharging
Direct Channel
Backward Compatibility

If you want to specialize it further, turn it into a dedicated ally-support class.

Recommended Golem Group Swap

First Aid is an obvious candidate.

It provides wound-healing utility that can also benefit allies.

That fits the class considerably better than a talent such as Krav Maga if your entire build revolves around keeping your squad functioning.

How the Synergy Works

Central Command improves allied AP.

Recharging provides allied health regeneration when reloading.

Direct Channel can redirect damage toward an ally.

Backward Compatibility gives you benefits when an ally dies.

Stationary Defense strengthens turret usage.

You’re effectively turning your companions into another resource you manage during combat.

This is a very different style from something like Angels of Spades, where your operator is expected to personally solve most threats.

Best Quasimorph Classes by Playstyle

If you don’t want to spend twenty minutes comparing every individual perk, this is the simpler way I’d approach class selection:

Playstyle Class to Try Main Focus
Beginner/Generalist Scouts of Hades Survivability + CQC
Melee Eclipse Blades Melee + throwing
Heavy Weapons Tifton’s Elite MGs + explosives
Shotgun Tunnel Rats Shotgun/SMG
Elemental Phoenix Brigade Fire + batteries
Stealth Spaceborne Ghosts Silenced pistols
Sniper Angels of Spades Long-range crits
Quasimorph Terror Pack Quasimorphosis + melee
Tank Valkyrie Squad HP + wound reactions
Cybernetic Martian Mech Inf Augments
Flexible TongKong SMG/reactive combat
Throwing C.O.B.R.A. Thrown weapons + melee
Dodge Unit 317 Dodge + AP
Ally Support Golem Group Allies + turrets

Don’t treat this table as “Class X is the only class allowed to use Weapon Y.” It’s simply the direction where the perks naturally make the most sense.

Best Perk Synergies to Look For

When you’re creating your own custom classes, I wouldn’t start by asking, “Which six perks are the strongest?”

Ask:

Which perks cause the next perk to activate?

That’s where the interesting builds appear.

For example, a dodge build can combine Cyber Compatibility, Blurred Silhouette, Combat Focus, Combat Reflexes, and Assault Reflex.

You’re not merely increasing dodge.

You’re also getting rewarded when that dodge succeeds.

A shotgun build can combine CQC Specialist, Reinforced Ammo, Fire Transfer, Dirty Shot, Pressure Points, and other close-range firearm bonuses.

Now accuracy, damage, critical hits, pain, and control all originate from the same action:

shooting somebody.

That’s much more efficient than having six powerful perks that each require completely different situations.