Remnant 2’sClass system is a massive departure from how it worked in the original game,Remnant: From The Ashes. In this sequel, the Starting Class or ‘Archetype’ that players pick has a lot more impact than it did previously with the Scrapper, Hunter, and Ex-Cultist as it’s a Class they’ll be stuck with for quite a while once they start their adventures across all the Realms the Worldstones are connected to.
Additionally, outside of the 5 Starting Classes, there are 7 more hidden Archetypes for players to find throughout their runs and choose to start their next character as, if they so desire. So with that in mind, let’s go over what Archetype players should start out with first inRemnant 2, both from a playstyle and mechanical point of view.

Updated December 4th, 2024 by Jacob Buchalter:The way Archetypes work in Remnant 2 is so inherently interesting. Instead of having Set Bonuses like they did in the previous game (Remnant: From the Ashes) or set classes like most other RPGs or MMORPGs do, Remnant 2 instead uses the Archetype/Engram system. This allows players to swap their builds entirely at any time they want, creating completely unique combinations due to the ability to equip two different Archetypes in either the Primary or Secondary slot. And, when a new player is first starting out in Remannt 2, it can be confusing to figure out which starting Archetype they should go with and why. So, with that in mind, let’s take an expansive look at all the possible starting Archetypes in this game, what they offer, why they’re worth picking, and even how starting Archetypes work for the classes players unlock during their time with Remnant 2.
Archetypes & Starting Classes Overview
How Multiclassing Works & Differences Between Primary And Secondary Archetypes
Before getting into anything else, players should know that there are more Archetypes inRemnant 2than just the starting ones, far more in fact. And, this matters because players will be able to un-equip and equip different Archetype items into their Engram slots aftera certain amount of progress is made at the start of the game. They’ll have two Engram Slots overall, one for their ‘Prime’ Archetype (AKA their ‘main’ class) and one for their Secondary Archetype.
The one key difference between these Engram Slots is that, when the second Archetype is equipped, players will receive all the Skills, Perks, and even the Trait of that second Archetype, but they won’t receive its Prime Perk, as that is exclusive to their Archetype slotted into the Primary Engram Slot.

As an example of how Multiclassing works:If a player has Medic as their Primary and Hunter as their Secondary, they’ll have access to the Archetype Traits, Perks, and Skills of both Classes, but the only Prime Perk they’ll have active is Medic’s.
This is all to say that the Primary Archetype AKA the one you spawn as is the Prime Perk they’ll start with, and they won’t be able to switch for at least an hour or so.
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Which Archetype Should I Pick?
Next up let’s go over each Class individually, what choosing them as the Starting Class grants the player, and what type of players/people would likely gravitate towards that class. However, before that,let’s just give a succinct overview of eachRemnant 2starting Archetype in a few words for people who just want the simplest of simple answers:
Gunslinger
The Quick-Draw Gun Specialist
The tables for each Class’s starting Traits and Perks either use a non-descript X for aspects that change when that Class levels up, or use the numbers that Perk/Trait would have at Class Level 10. Basically,assume that any bolded text in the Descriptions below are aspects of the Perk/Trait that may change based on Archetype Level.
Let’s start things off with theGunslinger, the Class thatany player who pre-orderedRemnant 2will have access to as a starting Class (and one thatthe Ultimate Edition players got even earlier access to). The Gunslinger is a Class built around the classic idea of a ‘Western Cowboy’, as it starts with:
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Loaded
Prime Perk
When Activating any Gunslinger Skill, both weapons are instantly reloaded and gain infinite reserve ammo on all weapons for 8 seconds.
Ammo Reserves
Archetype Trait
Increases Ammo Reserves by 50 percent (5 percent at Level 1)
Swift Shot
Damage Perk
Gain 15 percent Fire Rate, 25 percent Ranged Damage, and 5 percent Crit Chance for all Fire Arms. Damage increases with the Gunslinger’s level.
Posse Up
Team Perk
Ammo Pickups awards 30 percent additional ammo per player with the bonus split equally among teammates and also causes Ammo Box to drop additional ammo on the ground.
Quick Hands
Utility Perk
Firearms gain 10 percent Reload Speed. The bonus is doubled if the magazine is empty.
Slight of Hand
Relic Perk
Using a Relic reloads equipped Firearm and increases Ranged Damage by15 percent for 10 seconds.
Melee Weapon
A Hatchet Melee Weapon made from scrap.
The Gunslinger is a DPS class that tears through Ammo Reserves in exchange for high overall DPS and weapon handling. Thankfully,the Ammo Reserves Traitis built to counteract this while the Loaded Prime Perk also helps with Ammo Capacity (and also works for allies in co-op as well).Overall, the Gunslinger Class is the one players should pick if they’re fans of Westerns or Cowboys in general, prefer faster play styles that prioritize high attack speed with lower damage per hit, or players who like the gunplay side ofRemnant: From the Ashesmore than the Weapon Mods/Skills side.
Hunter
Stealth, Crits, & Long Distance Sniping
Next up is theHunter, which appears to be ‘designed’ to be the game’s Sniper class or Thief class. All of the promotional material has shown this class taking out unaware enemies from afar or using invisibility to dip in and out of gunfights. And, while that may be the ‘intended playstyle’ of this Starting Class, there’s a lot of wiggle room thanks to the general usefulness of this Archetype’s Perks and Skills. Hunter starts with:
Dead to Rights
Dealing 55 Base Ranged Weakspot Damage extends the duration of active Hunter Skills by 3.5 seconds. This can extend Skill timers beyond their initial duration.
Longshot
Increases the ideal range of weapons by 6 meters, with the Weapon Range Bonus being +600 at Level 10 (+60 at Level 1).
Deadeye
Gain 40 percent Ranged Damage, 15 percent Weakspot Damage and 5 percent Ranged Critical Change. Damage increases with Hunter Level.
Return to Sender
Kills due to Weakspot and Critical Hits increase Ammo drops by 50 percent and double the chance of Ammo drops.
Urgency
Firearms gain 15 percent Reload Speed and 15 percent increased Movement Speed after a Kill. Lasts 5 seconds.
Intuition
Using a Relic extends the duration of any active Hunter Skill by 10 seconds. Effect degrades with each subsequent use. Weakspot Kills against Marked enemies increase the speed of the next Relic usage that occurs within 15 seconds by 5 percent. Stacks up to 10 times.
Steel Sword
A long sharp bladed Melee Weapon made from car leaf springs.
The Ideal Weapon Range increase of the Archetype Trait is a big part of why this Class is a lot more flexible than players might have initially expected and is a great argument in favor of starting with this Class.
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After 10 levels, players can then switch to a different Primary Archetype and make Hunter their Secondary if they’re not fans of the playstyle, but this way they’ll get the maximum Ideal Range bonus either way which will make every weapon in the game feel a lot better to use by default.The Hunter Class is the best option for FPS Veterans (AKACounter-StrikeandValorantpros), players who love sniper-type Classes, or players who have bad situational awareness (or have friends with bad awareness) as the Hunter’s Mark Skill helps compensate for this.
Challenger
The Tank & Close Range Specialist
Moving on to the closest thing to a ‘tank’ starting Class inRemnant 2, theChallengerClass. The Challenger is pretty much the classic example people think of when they imagine aDark Soulsveteran trying to playRemnant.It’s a Class that starts with an Armor Setfollowing a very medieval-esque aesthetic, has an emphasis on melee combat, and Skill/Perks focused around close combat. Specifically, it starts with:
Die Hard
When receiving fatal damage, the Challenger becomes invulnerable for 3 seconds and regenerates 100 percent of Max Health. Can only happen once every 10 minutes. Resets at Worldstone or on death.
Strong Back
Reduces Encumbrance by 10 at Level 10 (Reduces by 1 at Level 1).
Close Quarters
Grants a 35 percent increase to All Damage to enemies within 10 meters. Damage bonus tapers off until 20 meters. Critical Chance is increased by up to 10 percent. Damage increases with Challenger level.
Intimidating Presence
After activating a Challenger Skill, enemies within 10 meters deal 10 percent less damage for 15 seconds with an additional 2.5 percent damage reduction per enemy affected. (Max 10 percent).
Powerlifter
Both the Stamina cost increase for each weight bracket and Stamina Regen Delay are reduced by 50 percent.
Fear of Danger
Using a Relic within 10 meters of an enemy grants 2 stacks of Bulwark and 10 percent Increased Damage for 10 seconds.
AS-10 ‘Bulldog’
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A giant broadsword Melee Weapon made from railroad tracks.
Anyone who tried a full melee build inRemnant: From the Ashesor likes the world ofRemnant, but has less love for the gunplay, should try out Challenger since the dev team at Gunfire Games was exceedingly ambitious with fixing the issues around melee combat in this sequel.
It’s both the best close-range option and the go-to tank option for any co-op party.In general, the Challenger Class is the best choice for Melee Combat lovers, Tank/Bruiser Class veterans in RPGs and MMOs, or players who love close-combat Guns and/or Heavy Armor.
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Handler
The Earliest ‘Summoner’ Class
Not only is theHandlerClass the most popular starting class overall (likelybecause it comes with a Dog), but it’s also the starting Archetype that has a little bit of everything in it. The dog companion functions as a pure attack dog, an aggro-pulling tank, or a healer, depending on which Skill the player has equipped. Additionally, the players themselves can build the Handler in vastly different ways based on their play style. It’s a Class that starts with:
Bonded
When Handler is downed, Companion will attempt to revive them at 50 percent Max Health. Can be used to revive allies with Command. Downed ally must have a Relic Charge.
Kinship
Reduces Friendly Fire Damage Dealt and Received by 80 percent at Level 10 (reduces by 8 percent at Level 1).
Pack Hunter
Gain 30 percent Ranged and Skill Damage, and 5 percent Ranged and Skill Critical Chance while Companion is active and within 25 meter of the player. Damage increases with Handler level.
Spirit of the Wolf

Increases Movement Speed by 10 percent. All allies with 10 meters of the Handler gain the Handler’s Movement Speed (if faster). Reduces the Stamina cost of actions for allies by 15 percent.
Teamwork
Handler and Companion gain 30 percent increased Revive Speed. While Handler or Companion are reviving, they receive 50 percent less damage.
Best Friend
Using a Relic fully restores Companion health and grants them 25 percent Damage and 35 percent Damage Resistance for 15 seconds.
Old canine training braces converted into claw Melee Weapons.
In general, the Handler is meant to be a Support-type Class alongside the Medic, but with more of a focus on team buffs and general utility than healing.The Handler Class is a perfect choice for players who love dogs or animals in general, enjoy playing summoner-type Classes in games (AKA Mechromancer inBorderlands 2), andjust overall newer players to theRemnantseries.
Medic
Support With A Lot Of Options For Offense
And for the last of the selectable starting Classes inRemnant 2,let’s go over theMedic.Like Healers in most other games, the Medic is primarily a class built around healing allies whenever needed. But, whereRemnant 2separates its Medic Class from other Healers is that it also innately buffs an ally’s ability to heal themselves, as well as rewards the Healer for doing their job thanks to the Regenerator Prime Perk. It starts with:
Regenerator
After restoring 250 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases this healing requirement by 50 percent.
Triage
Increases Healing by 50 Percent at Level 10 (5 percent at Level 1).
Invigorated
Grants a 25 percent increase to All Damage and 5 percent Critical Chance. Damage increases with Medic Level.
Benevolence
Increases Relic Efficacy by 15 percent and heals nearby allies for 30 percent of the total healing value, increasing to 60 percent for any ally below 35 percent Max Health.
Backbone
Increases the hits Medic can take before losing Grey Health by 2.
Benefactor
Increases Relic Use Speed by 20 percent. Relic Use gains -1 Stagger.
XMG57 ‘Bonesaw’

Long Gun
An experimental creation made by welding together two different guns, a Heavy Machine Gun with long reload time and a high capacity, but can also overheat.
Service Pistol
Handgun
A standard-issue sidearm pistol that’s designed to be the most ‘basic’ of basic weapons.
Steel Flail
Unorthodox Melee Weapon that converts momentum into destruction. Has a unique Charge Attack.
After reading all of this Class' Perks, Traits, and starting Weapons, it might seem a bit different than one might expect for a ‘healer class’. And it’s true, the Medic does have some emphasis on general survivability and a few damage buffs, and this is primarily so it canstill be a worthwhile choice in a purely solo playthrough.

That said, this Class is still not recommended for any players who don’t plan to use the online aspects ofRemnant 2much.Players who love to support, play Healers in MMORPGs, or want to play a Class that will make a co-op playthrough fun for everyone, check out the Medic.
Unlocking New Starting Archetypes
And Which Ones Are Best to Start a New Character With
Including the 5 starting Archetypes, there are a total of 14 playable Archetypes inRemnant 2and its 3 DLC additions,The Awakened King,The Forgotten Kingdom, andThe Dark Horizon.The Awakened Kingadded the Ritualist Archetype to the game,The Forgotten Kingdombrought with it the Invoker, andThe Dark Horizonintroduced the Warden. And, once players unlock each of these Archetypes by collecting their associated Engram, they also unlock the ability to start a new character as that Archetype, which is pretty wild. Being able to start fresh as something as overpowered as, say, the Ritualist, can make new characters feel incredibly overpowered. However, with the ability to re-roll and refresh the Realms and campaign itself in Ward 13, why would someone even want to make a new character?
Well, for two reasons. One, they want a fresh character to play with a friend or family member who has just also jumped intoRemnant 2. And two, they’re attempting a Hardcore Run, which is the penultimate challenge ofRemnant 2in which any death results in the end of the run and the permanent death of that character. So, just in case someone who is attempting a Hardcore Run is reading this guide to see which class is best to start with, here is the order in which we would recommend them.
There’s just an incredibly overpowered combo using both Engineer and Medic, and most of the rest of the higher recommendations are there because they have some sort of absurd innate survivability skill (such as Challenger’s Die Hard Prime Perk). The worst Archetypes to start with should be pretty obvious as something like, say, Explorer, has almost no viability in keeping a Hardcore Run character alive.