Assault

Who’s your favorite assault hunter? Reply below…

Today I’m going to talk about the first class in Evolve: Assault. The job of Assault is to be the main damage dealer and to soak up hits. This is the perfect class for beginners because of their responsibilities in battle boil down to just attacking. Smart monsters will target you last, so combined with the personal shield the assault has the highest survivability. That being said, smart monsters will also try to single you out and kill you if you stray too far away from the team, crippling the team damage until you return.

Class Ability:

All three characters have the same ability, the Personal Shield. Once used, the Assault is surrounded in a light blue bubble that protects them from damage. It really comes in handy if you have a medic that cannot heal, or cannot get to you in time. Using it when down can buy you a bit more time from attacks while someone tries to pick you up.

Markov

Markov is the starting Assault class unlocked. Very balanced, Markov is your typical damage dealer from a distance. His weapons consist of:

Assault Rifle: A mid to long range rifle that is good to keep pressure on an escaping monster. You never run out of ammo in this game, so fire away.

Lightning Gun: Heavy beam of damage that chain-attacks close targets. This is useful for clearing out multiple creatures quickly or dealing hard damage to the monster. Like most beam weapons, it has to cool down.

Arc Mines: Big landmines that can be used in defense. You can lay them out to protect teammates or an objective. They are good for traps as well, placing them on ledges the monster may climb while hiding in a dome.

Hyde

Hyde is the second Assault you can unlock. Hyde’s weapons are short range and is geared to get in close to chase the monster. Possibly the highest DPS in the game, Hyde works best when the monster has to come to you. His flame thrower is a great way to get threats off of a teammates, or flushing it out of a hiding spot.

Minigun: Similar to the Heavy in Team Fortress 2. The accuracy isn’t that great but it can be effective at medium range. Use this if you can’t get in close with the flame thrower.

Flame Thrower: Short, steady stream of damage. Really good for getting in the face of the monster and dealing a ton of damage. Nothing will stay in the flame long though so be prepared to do a lot of running.

Toxic Grenade: Similar to a gas grenade in other games, it damages the monster as long as he is in the radius. You can use it defensively to protect a teammate, or to flush it out of a cave.

Parnell

Parnell is the glass cannon Assault, increasing his damage with his Super Soldier ability by decreasing some of his health. Bringing both short range and long range, Parnell has more range options but less to contribute in situations except straight damage. If you have a good medic, Parnell can burst DPS like no tomorrow. Like Hyde, Parnell is tough to do damage to a fleeing monster that is getting away.

Combat Shotgun: Close range, fully auto shotgun. Works like a shotgun with a larger clip.

Rocket Launcher: Fully auto rocket launcher. Things blow up. If you played quake you know how to rocket launcher.

Super Soldier: Increases fire rate and speed at the cost of health. Use this often with the personal shield to prevent your HP dipping to fast if you gain the attention of the monster. This is the core ability of Parnell.