Retix › Retix classes
Retix classes
Eight classes, swappable on every respawn. Each one is a health total, a move speed, a primary weapon and one ability — no unlock gate, no level requirement.
| Class | Health | Move speed | Primary weapon | Ability |
|---|---|---|---|---|
| Trooper | 100 | ×1.00 | Standard Rifle | Dash |
| Scout | 70 | ×1.35 | Compact SMG | Two dash charges instead of one |
| Marksman | 60 | ×0.85 | Bolt Sniper | Scopes in after standing still, boosting headshot damage |
| Bulwark | 180 | ×0.70 | Pump Shotgun | Shield absorbing 120 damage from any direction, 4 s up, 12 s cooldown |
| Demolisher | 130 | ×0.80 | Rocket Launcher | Dash — but own explosions deal 40% damage back |
| Medic | 90 | ×1.05 | Burst Carbine | Heal beam, 18 HP/s within 260 px, capped at 90 HP per 8 s |
| Saboteur | 85 | ×1.10 | Sidearm Pistol | Fades out after standing still; moving or firing breaks it |
| Gunner | 200 | ×0.55 | Light MG | Spins up from 40% to full fire rate over 0.9 s |
Every class also carries the Sidearm Pistol as its secondary. Every class has a dash on the ability key by default — Bulwark spends that key on the shield and Medic spends it on the heal beam instead.
Reading the table
- Health is the full health pool, not a multiplier — a Gunner takes almost three times the damage a Marksman does before going down.
- Move speed is a multiplier on the base movement rate. The Gunner's ×0.55 is the price of 200 health and an 80-round magazine.
- The ability is not a cooldown-free extra: the shield and the heal beam replace the dash rather than adding to it.
Which class to start with
Trooper is the default and the one with no drawback — full-rate movement, a hundred health and a rifle that works at every range. Scout rewards knowing the map, Marksman rewards standing still, and Gunner rewards holding an angle somebody has to walk into.