Dead Raid classes: Medic, Tank, Gunner and Engineer

Dead Raid has 4 classes. Each brings its own ability into the raid and has 100 skills on six paths, 400 in all. This guide covers what every class does, what its paths are for and which one suits how you play.

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  • 4 classes
  • 400 skills
  • 6 paths per class
  • 1 skill point per level
Pick your role

The 4 classes

Under each class: its ability and the key that triggers it, then its six skill paths, each with one of its capstone skills.

The Medic in Dead Raid, seen from the side, aiming an AR-15 with the Crimson Revenant skin
Class · 100 skills

Medic

Field Kit G

Drop a healing beacon: the whole squad heals fast inside it for 7 seconds, and zombies lose track of you for a few seconds so you can slip away or reach a downed teammate. It recharges in 60 seconds, down to about 36 at full rank.

Pick the Medic if you play with friends and want to be the reason the run keeps going. Solo, the Field Kit is a second chance every minute.

  • Field SurgeonRevives & the Field KitGuardian Angel: Teammates inside your Field Kit take 35% less damage. Field Kit recharges 20% faster.
  • ChemistRegeneration & resistancesField Medic: Start every match with a self-revive. Health regen +5/s.
  • Combat MedicStaying in the fightLazarus: +25 max health and health regen +6/s.
  • LifelineFighting back at low healthPhoenix: +1 self-revive per match. While downed you deal a further 50% more damage.
  • PharmacistPerk machines, power-ups & suppliesMiracle Worker: Field Kit heals 25% more. Earn 6% more points.
  • Combat StimsField Kit that makes the squad hit harderWar Medic: Everyone inside your Field Kit deals a further 12% more damage (40% in total). Field Kit heals 10% more.
The Tank in Dead Raid, seen from the side, aiming an FN SCAR-L with the Tempest skin
Class · 100 skills

Tank

Bulwark G

Pull every zombie within 10 metres onto you. While it lasts (10 seconds, longer with rank) you take 60% less damage and your guns deal double damage. It recharges in 55 seconds, down to about 37 at full rank.

Pick the Tank if you like standing in the doorway. Bulwark turns a horde that is about to overrun the squad into a horde that is only looking at you.

  • JuggernautRaw health & armorColossus: +40 max health and take 5% less damage.
  • BulwarkTaunt, shockwaves & rallyEarthshaker: While Bulwark is active the Shockwave repeats every 2.5 s.
  • BrawlerMelee & momentumWrecking Ball: Knife damage +60% and take 5% less damage.
  • VanguardClose range & knife sustainVanguard: Deal 12% more damage within 5 m and take 4% less damage.
  • FortressBarricades, armory & holding groundCitadel: +25 max health. Below 35% health you take a further 10% less damage.
  • WarpathBulwark weapon damageWarbringer: Bulwark weapon damage x3 and it lasts 2 s longer.
The Gunner in Dead Raid, seen from the side, aiming an HK417 with the Corona skin
Class · 100 skills

Gunner

Overdrive G

Infinite ammo, no reloads and 25% more damage for 20 seconds, and your magazine is full when it ends. From rank 6 the bonus is 60%. It recharges in 80 seconds, down to about 49 at full rank.

Pick the Gunner if you want the scoreboard. Overdrive is twenty seconds of holding the trigger down, best saved for a hound round or a Juggernaut.

  • MarksmanHeadshots & penetrationOne Shot, One Kill: Overdrive rounds pierce every zombie in line. Headshot damage +25%.
  • SprayFire rate, mags & OverdriveTrigger Happy: Fire rate +10%. Overdrive recharges 25% faster.
  • Close QuartersHandling, ammo & hip fireBullet Hell: Magazine size +20% and weapon damage +6%.
  • GunslingerCritical hits & the last roundsGunslinger: Double-damage chance +5%. Last quarter of the magazine deals a further 15% more damage.
  • ExecutionerKill streaks, long range & ammo from killsExecutioner: Deal 12% more damage beyond 15 m and every kill puts 2 more rounds back.
  • OverkillOverdrive damage & uptimeAnnihilator: Overdrive damage +20% (70% in total) and it recharges 10% faster.
The Engineer in Dead Raid, seen from the side, aiming an AKM with the Jade Dragon skin, a sentry turret behind
Class · 100 skills

Engineer

Mines + Sentry GH

Two tools. G plants a proximity mine that blasts and stuns whatever walks over it; you carry 2 (3 from rank 5) and they recharge. H deploys an automatic sentry turret with a 13 metre reach that works for 2.5 minutes, and you can upgrade it with points up to Mk IV.

Pick the Engineer if you like to plan. Mines in the doorway and a sentry covering the window let one player hold a room that normally takes two.

  • DemolitionMines & chain reactionsCluster Mines: Every mine scatters 3 bomblets that blast again. Mines recharge 30% faster.
  • TurretsSentry guns & economyTwin Sentries: Hold 2 sentry charges and keep 2 sentries deployed (H places one at a time). Sentries recharge 25% faster.
  • QuartermasterPoints, luck & the crateTycoon: Earn 10% more points and start with +500 points.
  • GadgeteerMine & sentry tuningMad Scientist: Sentry fire rate +15% and mine damage +15%.
  • ScrapperDiscounts, salvage & luckScrap King: Wall weapons cost a further 10% less. Earn 6% more points.
  • Field EngineerPersonal toughness & handlingMaster Engineer: +20 max health and weapon damage +5%.
Progression

How levels and skills work

Kills level you up, in every match and on every class. Each level gives you one skill point to spend in any of the four skill trees.

  • Skills are permanent. A skill you buy stays active in every raid, whichever class you bring. A Gunner can still use the health and revive skills bought in the Medic tree.
  • The class you equip decides your ability. You bring one class into a match, and its ability gets stronger the more skills you own in that class's tree.
  • Each tree forks. A short core chain opens into six paths, and every path ends in a capstone skill that changes how the class plays.
  • Match perks are separate. After every round you also pick one of three perks that last for that match only, and the 10 perk machines sell more. See how to play.

Progress is saved on your account, so your level, skills, bank and weapons follow you to any device. Guests keep their progress in that one browser.

The Gunner skill tree in Dead Raid with a skill card open
The Gunner tree: six paths out of one core.
Questions

Dead Raid classes FAQ

How many classes are in Dead Raid?

4: Medic, Tank, Gunner and Engineer. Each has its own ability and 100 skills, 400 skills in total.

What is the best class in Dead Raid?

There is no single best one. For solo play the Gunner and the Engineer are the easiest start: Overdrive deletes a wave, and a sentry watches your back. In a squad, a Medic and a Tank make everyone else last far longer.

Can I change class?

Yes, between matches, as often as you like. Skills you bought in other trees stay active; only the ability changes with the class you equip.

How do I get skill points?

One skill point for every level, and you level up from kills. Points can be spent in any of the four trees.

Do I need a full squad of four different classes?

No. Any mix works, including four of the same class, and you can play solo with any of them.

What do the Engineer's turret upgrades do?

Walk up to your sentry in a match and pay points to upgrade it: Mk II for 6,000 points (damage x3, fire rate +20%); Mk III for 15,000 points (damage x6.5, fire rate +45%); Mk IV for 30,000 points (damage x12, fire rate +85%). Every upgrade also repairs the sentry and resets its timer.

The night shift starts now

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