It’s time to join the fight in Chivalry II. Be it for the Agatha Knights or Mason Order, one thing is certain: all-out war.
As you enter your first battlefield, you’ll notice that you have a choice of four classes, each with three subclasses from which to choose.
Below, you’ll find the details of the four classes and their respective subclasses – as well as the pros and cons of each – so that you can find the perfect fit for your preferred style.
- 1. Archer class and subclasses
- 2. Vanguard class and subclasses
- 3. Footman class and subclasses
- 4. Knight class and subclasses
- 5. FAQ
Archer class and subclasses
The only ranged units that you’ll find in Chivalry II are found under the Archer class. This is the only class with a player limit, meaning that only a certain number of players can select an Archer class for each side in battle.
The biggest advantage that the Archer holds is their ability to deal damage from a distance. They possess the lowest health and stamina ratings of the four classes, but that only comes into play if you allow enemies to rush you, which is easily done if you aren’t aware of your surroundings.
This class is a challenging one to use and even more so to master; you’ll have to focus on your position on the battlefield, choosing places that offer good lines of sight with the least risk of enemies closing you down.
It’s inevitable that they will eventually close in on you, so when they do, you’ll need to be proficient at using your secondary weapon against stronger, better-equipped infantry classes while hitting your targets and not your allies.
This is the first unit that you’ll be able to use in the Archer class. The Longbowman is equipped with a bow, which has a fast fire rate in return for dealing slightly less damage than that of the other Archer classes.
It also comes with variable draw strength, but holding the bow drawn will drain your stamina and make your shot much less accurate. A Longbowman also possesses a secondary, and their item is the spike trap – which you can use to slow down enemies if placed effectively.
The Longbowman has the ability to use Focus, which allows you to zoom in and target distant foes. Their special item is the Brazier: a firepot that you can place to ignite your arrows and those of your allies to inflict fire damage and burn down barricades. The Brazier ability metre is recharged slightly with every headshot.
Unlocked at Level 4, the Crossbowman deals high amounts of blunt damage to enemies and has bonuses against Knights and Footmen.
This heightened damage output is balanced by how long it takes to reload your crossbow, for which you must be stationary, making it integral that you hit your shots. The subclass is also armed with a secondary and a Pavise, which you can place as a shield to use as cover.
The Crossbowman also has the Focus ability and the Headhunter trait, which recharges your special item metre with every headshot. Instead of being equipped with the Brazier, the Crossbowman’s special item is the Banner: a placeable object that heals nearby teammates over time.
The oddball of the ranged units is the Skirmisher. Unlocked at Level 7, this hybrid melee-ranged fighter is armed with javelins or throwing axes, one-handed secondary weapons, a light shield, and a bear trap.
You can get a little bit more involved in close combat by using this subclass, opting to either hurl your weapons at enemies or getting stuck into them. However, other than your light shield, you aren’t any more durable than the other archer subclasses.
Where the Longbowman and Crossbowman have the Focus ability, the Skirmisher can use the Leaping Strike special attack instead, adding to their effectiveness in a fight.
The special item is still charged by the Headhunter trait, but the Skirmisher opts for the Quiver special item, which refills all of your ammunition when used.
Vanguard class and subclasses
The Vanguard class holds the highest speed and stamina stats of all the classes in the game, but also the lowest health stat of the melee classes. The Vanguard is packed with ferocious fighters wielding the best two-handed weapons and will excel with anyone skilled in combat, regardless of the lower health seen across the subclasses.
Possibly not the most beginner-friendly class out there, don’t underestimate the Vanguard, as you’ll soon be punished in the form of a giant axe. Those that can master the art of surviving on the battlefield will likely thrive with the offensive capabilities found within the Vanguard’s subclasses.
The Vanguard units have the Leaping Strike special attack, which deals tremendous damage and staggers enemies. That said, it can be difficult to land and leaves you very open to an enemy counterattack should you miss.
Your starting subclass of the Vanguard is the Devastator. This subclass can equip the most powerful weapons without receiving a movement speed penalty. The Devastator’s only available sidearm is a knife, and they come equipped with a mallet in case of emergencies.
Without access to a shield, the Devastator can be vulnerable to ranged attacks from enemy bowmen. However, you’ll more than likely be in amongst the crowd on the frontlines as this class, so you can use the chaos as cover from archer volleys.
Rounding out the Devastator’s inventory is the Oil Pot special item. This item is a throwable incendiary that will spread flames wherever it lands, dealing devastating fire damage to all who go near. A fire doesn’t discriminate in Chivalry II, and it may kill a couple of teammates if you’re not careful with your throw.
Landing sprint attacks will help to recharge your Oil Pot via the Charger trait, so be sure to keep breaking through the frontlines.
The Raider subclass is unlocked at Level 4 and is the only class that allows you to equip two primary weapons instead of having a secondary weapon: although dual-wielding is out of the question, at least for now.
The use of two primary weapons allows you to diversify your inventory by equipping two weapons that can give you an advantage against two different classes. This can give you an extra edge in combat, or you can throw one of your weapons straight at an enemy.
Not possessing a shield also leaves the Raider vulnerable to ranged attacks, but such an offence-heavy subclass should always be right in the cover of the fighting.
The special item in the Raider’s arsenal is the Trumpet. This item boosts the health regeneration of nearby allies for a short time, being recharged by landing sprint attacks on your foes.
This sneaky subclass unlocked at Level 2 is Chivalry II’s master of hit and run tactics. Armed with quick single-handed weapons, the Ambusher aims to strike at opportune times, dealing huge damage behind enemy lines.
The Ambushers deals 35 per cent bonus damage from behind; it’s essential that you take advantage of this in battle, using the Ambusher’s speed to sneak through enemy lines.
Adding to the arsenal of the Ambusher is a secondary weapon selection in line with the quick nature of this class and throwing knives for an extra edge.
The special item attached to this class is the Quiver, which refills all of your ammunition – including throwing knives. So, don’t shy away from using the throwing knives to your heart’s content. You can then recharge your special item via the Murderer trait, which activates with every Leaping Strike special attack kill.
Footman class and subclasses
The Footman units have the most balanced stats of all the classes available, which makes them a great starting point when you first enter the never-ending war of Chivalry II. The Footman has the most versatile subclasses in the game, making them a good choice if you want to experiment with the different tactics and styles available to employ.
Each subclass of Footman has their survivability increased massively by their special item, the Bandage Kit, which enables you to throw down a supply of bandages, healing you and nearby teammates. This healing element further makes a case for it being the best class for beginners to use in Chivalry II.
The Bandage Kit is also recharged by the Medic trait, which charges your special item by healing and reviving downed allies on the battlefield. Another ability shared by all of the Footman classes is the Sprint Charge ability.
Akin to the Vanguard’s Leaping Strike, the Sprint Charge deals significant damage while charging forward, potentially breaking through lines of enemies and splitting any semblance of formation that they had.
Your starting subclass of the Footman, the Poleman, has access to an array of long-reaching two-handed weapons that allow you to keep enemies at bay. That said, without a shield, these units are vulnerable to ranged attacks.
They possess two special attacks, which is unique to the Poleman, along with the Sprinting Charge. They can also use Tackle, which knocks enemies to the ground while sprinting.
The Poleman’s variety of sprinting attacks is buffed by a 25 per cent damage bonus to sprint attack, making this subclass very effective at pace.
Man at Arms subclass
The Man at Arms is unlocked when you reach Level 4 with the Footman class. This subclass is armed with a single-handed weapon, secondary, and a light shield for protection against archers.
This nimble warrior excels at dodging enemy attacks, favouring manoeuvrability over all-out power. They have 10 per cent faster movement speed with one-handed weapons, and also have their dash cooldown reduced by 50 per cent, allowing them to weave through the mayhem.
The bonus to their speed, however, is balanced by their lack of one-shot power, so don’t expect to be taking anyone down with a single swing unless your foe is already injured.
Field Engineer subclass
Reaching Level 7 will allow you to use the Field Engineer subclass. This support class can lay down defensive structures to help control the battlefield.
In their inventory is a Deployable Barricade, single-handed tools turned weapons, and either the Spike Trap or a nasty Bear Trap to cripple the enemy with.
The Field Engineer isn’t well-suited to heavy combat. Instead, a player using this subclass should look to turn the tide by placing their items in tactical locations whilst removing enemy defences by utilising their 100 per cent damage increase against breakables.
They’re vulnerable in direct combat, but helping others will help you because every time you revive someone, you’ll recover 25 per cent of your health.
Knight class and subclasses
Lastly, we have the mighty Knight class of Chivalry II. Boasting the highest health stat of all of the factions, but lacking speed and stamina, the Knight is the frontline of any army as they can take the bulk of the damage for the cause whilst dishing out a fair share of their own.
Despite each subclass having different special items, they all recharge by the Knight taking damage on the frontlines. So, you can’t afford to be anywhere but the thick of it when playing as this class.
Suffering from a class-wide 50 per cent increase to their dash cooldown, the Knights are slow but bulky. Their heavy armour allows you to employ the Tackle special attack, which knocks enemies to the ground before delivering a mighty blow.
This seasoned veteran has an arsenal of weaponry that combines speed and power, with access to a two-handed primary, a decent single-handed secondary, and a supply of throwing knives for a ranged assault.
This combination of weaponry allows you to switch between ranged, support, and melee styles nearly seamlessly in battle.
The special item in the Officer’s locker is the Trumpet. Using this sends a rallying blare through the ranks, increasing the health regeneration of nearby allies.
Unlocked at Level 4 of the Knight class, the Guardian is the most heavily armoured unit available. The class boasts unmatched durability, mainly thanks to the huge tower shield that’s equipped alongside strong single-handed weapons.
The Guardians use the Banner special item, which heals nearby allies over time. This is incredibly useful on the frontlines as it increases your chances of breaking through the enemy ranks.
The formidable Crusader can be used once you reach Level 7. This subclass is similar to the Officer, only it’s stronger, and with better armour. The selection of lethal two-handed weapons, great secondaries, and throwing axes makes the Crusader a fiercely offensive opposition in Chivalry II.
While the Officer had a support special item, the Crusader has a one-track mind towards destruction, opting for the Oil Pot incendiary for maximum offensive output. The Oil Pot will burst into flames, setting anything near it ablaze to deal a tonne of fire damage to friend or foe.
That finishes off our breakdown of all of the classes and subclasses available in Chivalry II; who will you choose to conquer the battlefield with?
Here are some quick answers to some of the common questions about the Chivalry II classes.
What’s the best class to start with as a beginner in Chivalry 2?
For ease of use and to get used to the mechanics of Chivalry II, this is how we’d rank the classes for beginners:
How do the classes and subclasses change the build in Chivalry 2?
The main four classes determine your stats while the subclasses grant different equipment and abilities, diversifying the ranks of both armies greatly.
What happens to the subclasses that I don’t pick in Chivalry 2?
You start the game by picking the first subclass of the main four classes. The remaining subclasses are locked until you reach the required level, which is the same for each class. The second subclass unlocks at Level 4, and the third subclass unlocks at Level 7.