Gears of War 5’s horde mode is as unforgiving as it is uninformative. Horde mode is a new world with the same mechanics. Blood and guts still fly out at you, but in this mode the more you know about your class and build; the easier it is to survive and dominate. Each class has different modifications and playstyles to fit your every grub-killing need. This guide is for new players and Gears veterans who don’t like to learn-as-you-play and want the best classes right off the start.
10. Nomad
The Nomad's ability is in effect.
The Nomad is a jack-of-all-trades. This class does devastating damage and has both good build diversity and versatility at any range.
- Loadout: Markza MK 1 Marksman Rifle, Gnasher Shotgun; Boltok Revolver
- Ultimate Ability: Put nearby enemies into a state of fear. Enemies under fear cannot attack and will retreat. It does not affect bosses.
- Fearful enemies take double damage.
Several card modifiers like "Execution Shield" and "Armored Shot" make the Nomad hard to kill. Taking advantage of this class’s ultimate ability, the Nomad can clear waves of enemies at its own leisure.
- While you have Stim, you can deal % bleeding damage with ballistic weapons.
- After the kill, you take X% less damage and gain Y% more stamina.
- Increase the radius of ultimate ability by Xm.
9. Pilot
The Pilot is operating their silverback.
The Pilot is a boss killer. This class does its most damage in its summonable silverback mech suit, but just knowing how to drive isn’t enough to survive because the silverback can be destroyed.
- The loadout includes the Enforcer Submachine Gun, Dropshot Munitions Launcher, and Talon.
- Ultimate Ability: Silverback. Summon and pilot a Silverback on the battlefield.
- The damage you take slowly recharges your ultimate.
Whether in or out of the silverback, the Pilot holds its own. With card mods like "The Hammer" or "Aggressive Armor", you’re already a one-man army. Which makes the silverback a killing machine. The Pilot has enough various tools and card mods to kill a god.
- Any amount of damage dealt to enemies grants X HP Stim.
- The dropshot deals X% more damage and stuns the opponent for Y seconds.
- When you deal explosive damage with the Silverback, it heals for X% of the damage you deal.
8. Mechanic
The Mechanic's tools are barriers and turrets to secure the map.
A good Mechanic builds a solid defense for his teammates. A great Mechanic keeps that base running. This class centers around fortifications and the support and damage they provide to truly shine.
- The loadout includes an Enforcer submachinegun, an overkill shotgun, and a repair tool.
- The Turret is the ultimate ability. It summons a powerful mounted turret.
- Build new fortifications at a discount, and carry fortifications faster.
True to its class, the Mechanic sets the field as the engineer who keeps the gears turning. The weapon lockers for ammo, fortification buffs, and damage buffs alone set this subclass apart. As the Mechanic, you have many options to deal massive damage with your barriers and sentries, or go full Rambo and shred crowds of enemies with the turret.
- Repairing gives you X% of Stimulation.
- Shredder Rounds: Anyone using the turret deals X% bleeding damage
- Overclocked Locker: Weapon Lockers that you create reload X% faster.
7. Demolitions
A preview of Demolition's skill cards.
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Demolitions are easy to play but difficult to master. Their variety of card modifiers gives players a wide range of different weapon builds to annihilate their enemies.
- Loadout: Lancer MK3 assault rifle, boomshot grenade launcher, and snub pistol.
- The Artillery Strike is the ultimate ability. It drops five artillery rounds on each enemy you have marked.
- Mark up to five targets and the marks last twice as long.
For being one of the best damage dealers, Demolitions is a glass cannon. Players tend to be more cautious and keep their distance as demolitions have low survivability and ammo, but with the strength of their damage output, they leave nothing but ash in their wake.
- Grenade Sachel: The capacity of the grenade has been increased by X.
- Good Kill: Kills within 5m of allies have a X% chance to drop an ammo crate.
- Explosive hits cause bleeding for X% of damage.
6. Infiltrator
The Infiltrator, death from above.
The infiltrator is an assassin with a shotgun. This class has superior maneuverability and good single-target damage. Although open areas can be deadly for the infiltrator, this class has the flexibility to handle any situation.
- Loadout: Retro Lancer MK 1 Assault Rifle, Gnasher Shotgun, Talon, Flashbang
- Make yourself invisible to your enemies. can execute nearby drones.
- Exiting Cloak with a weapon deals a 10x multiplier for that shot.
The Infiltrator has self-stim perks as well as several card mods geared toward the shotgun to wreak havoc before enemies know it. This class can survey the battlefield with no fear, like the reaper on death himself.
- Exiting Cloak with a weapon deals a 10x multiplier for that shot.
- Shotgun kills grant X% Stim.
- A Resonance of Blood: Bleeding enemies take X% more shotgun damage.
5. Brawler
The Brawler sets the area aflame.
The Brawler is the definition of scorched earth. This tank class relies heavily on fire status effects and active reloads to keep the fire burning.
- The loadout includes the Lancer MK 3 Assault Rifle, a Gnasher Shotgun, a Snub Pistol, and a Smoke Grenade.
- The Ultimate Ability: The Train Leave a trail of fire while moving. Stagger and ignite nearby enemies.
- While the roadie is running to tackle, he can punch to stun enemies and melee. Using the tackle to kill enemies gives stim.
Cards like "Burn Boost" and "Burn And Recharge" let the Brawler kill enemies while preparing for the next wave. Gaining health stim with "Defensive Tackle" plus its high health perk makes the Brawler a formidable class against the horde.
- Burn Boost: After melee killing a burning enemy, an automatic reload with X% more damage is activated.
- For each enemy that is currently burning, your ultimate ability recharges X% faster.
- When you kill an enemy with a tackle, you gain X% more Stim.
4. Blade Master
The Blade Master's unique skill cards
The damage resistance and health regen might as well make the Blade Master an honorary tank class thanks to card modifiers like ‘Thrill Of The Hunt.'' Coupled with the electroblade's stun and heavy single-target damage, the Blade Master becomes an unstoppable force.
- Loadout: "Claw" Light Machine Gun, Gnasher Shotgun, Talon, Flashbang.
- The electroblade is the ultimate ability. While active, any enemies struck by melee will be shocked and stunned.
- It kills with melee or bleed damage and heals half of your max HP. 30% resistance to melee damage.
An efficient hord clearer, this class thrives in the heat of battle. It works well in mobs, but can be overun by elites.
- Efficient Executioner: Every Xth execution drops an ammo crate.
- Each melee or bleed kill grants Ys + X% of melee damage.
- Thill Of The Hunt: X% resistance and Y HP forced healing within 2.5m of bleeding enemies.
3. Tactician
A Tactician putting down an ammo resupply.
The Tactician's myriad of strategies to combo with allies as well as this class's high damage output make this class vital.
- Loadout: Hammerburst Assault Rifle, Boomshot Grenade Launcher, Snub Pistol,
- Ammo is replenished for nearby allies.
- Anyone who kills your marked target gains 5 seconds of ultimate recharge.
The tactician’s utility overall buffs the team’s effectiveness with cards like "Cooperation" or "Huddle Up." This class calls the shots and can pull its weight with impressive single-target damage and area damage. The tactician is as useful as he is deadly.
- Huddle Up: Each additional teammate within your Ultimate Ability radius increases the resupply rate by X%.
- Your teammates deal X% extra damage to your marked target.
- Consecutive ballistic weapon hits increase damage by 5% to Y% when disciplined.
2. Gunner
The Gunner taking cover.
The gunner dominates with heavy weapons and high survivability. The different building styles and playability make this class fun and effective.
- Loadout: Retro Lancer MK 1 Assault Rifle, Torque Bow, Snub Pistol
- The Reflective Shell is the ultimate ability. While active, deflect all ballistic damage back to the enemy.
- You heal for 50% of the heavy weapon damage dealt.
The Gunner has cards like "Concussive Explosives" and "Heavy Charger," helping to make this class the self-sustaining monster it is. team-wide damage resistance with "Team Resist" and "Reflect Shredder" for your ult. to hit enemies back with bleed damage. The Gunner is a juggernaut.
- Enemies hit with explosives within 15m of you are stunned for X seconds.
- Heavy Charger: Heavy weapon hits within 4 seconds reduce your ultimate cooldown by X seconds.
- When you use your ultimate ability, all allies gain X% damage resistance for 6 seconds.
1. Anchor
The Anchor's protective barrier allows them to shoot enemies in safety.
The Anchor is called that for a reason. This class is a cornerstone for teams, but it does well independently as well. One headshot at a time.
- The loadout includes a Retro Lancer MK 1 Assault Rifle, a Markza MK 1 Marksman Rifle, and a Boltok Revolver.
- The Barrier is the ultimate ability. Deploy an invulnerable shield that moves with you.
- Anyone who fires through your shield takes 50% more damage. It increases your pistol damage by 30%.
The Anchor is headshot heavy with many pistol buffs like "Bloody Shot" or "Bullet Chain." What makes this class so great is its damage and utility. The anchor holds the team down while also carving a path through the horde.
- Shooting an enemy with active pistol bullets causes bleeding for X% of the damage dealt.
- Each headshot kill gives +X% extra damage, up to Y% damage, for 15 seconds.
- Your maximum health has improved by X%.