Resident Evil Operation Raccoon City boasts a fairly in-depth class system consisting of six different class types, each with their own specialties and powers. That said, the game doesn’t always do the best job of laying out the strengths, weaknesses, and unique powers of each of the classes. That is where this guide comes in. This walkthrough will cover each class in great detail, including all of the available passive and active abilities of each. Keep in mind that the first level of each ability costs 750XP, the second level 2,000XP, and the third level 5,000XP unless otherwise noted.
Assault
The Assault class is designed for players who like to be at the front lines of a conflict. The abilities give bonuses to your defense and your weapons fire, so that you will be able to absorb and deal more damage than your enemies.
Passive Abilities Available:
Body Armor:
· Level 1: Reduces bullet damage by 10%
· Level 2: Reduces bullet damage by 20%
· Level 3: Reduces bullet damage by 30%
Quick Reload:
· Level 1: Speeds up reloads by 33%
· Level 2: Speeds up reloads by 67%
· Level 3: Speeds up reloads by 100%
Active Abilities Available:
Guns A’Blazin:
· Level 1: Allows you to fire infinite ammo for 10 seconds, with a 33% boost to accuracy
· Level 2: Allows you to fire infinite ammo for 12.5 seconds, with a 50% boost to accuracy
· Level 3: Allows you to fire infinite ammo for 15 seconds, with a 67% boost to accuracy
Incendiary Rounds:
· Level 1: Bullets set your enemies on fire for 10 seconds
· Level 2: Bullets set your enemies on fire for 12.5 seconds
· Level 3: Bullets set your enemies on fire for 15 seconds
Super Soldier
· Level 1: Makes you invincible for 3 hits and gives you a 10% damage and accuracy boost for 8 seconds – Costs 1250XP
· Level 2: Makes you invincible for 4 hits and gives you a 30% damage and accuracy boost for 10 seconds – Costs 3,000XP
· Level 3: Makes you invincible for 5 hits and gives you a 50% damage and accuracy boost for 12 seconds – Costs 6,000XP
Brutal Kill:
Area of effect strike knocks target and surrounding enemies to the ground, stunning them.
Demolition
The Demolition class is heavily armored like the Assault class, but lack the raw firepower. They make up for this with the ability to plant explosives, as well as the proper armor to withstand the explosions themselves.
Passive Abilities Available:
Blast Armor:
· Level 1: Prevents you from being stunned by explosions and reduces explosive damage by 10%
· Level 2: Prevents you from being stunned by explosions and reduces explosive damage by 20%
· Level 3: Prevents you from being stunned by explosions and reduces explosive damage by 30%
Blast Master
· Level 1: Allows you to disable enemy mines, and reduces cooldown on abilities by 2 seconds
· Level 2: Allows you to disable enemy mines, and reduces cooldown on abilities by 4 seconds
· Level 3: Allows you to disable enemy mines, and reduces cooldown on abilities by 6 seconds
Active Abilities Available:
Fragmentation Mine
· Level 1: Plants up to 1 remote-detonation mine on the ground – Costs 1,000XP
· Level 2: Plants up to 2 remote-detonation mines on the ground – Costs 2,500XP
· Level 3: Plants up to 3 remote-detonation mines on the ground- Costs 5,500XP
Laser Trip Mine
· Level 1: Plants up to 1 sticky trip mine on any surface – Costs 1,000XP
· Level 2: Plants up to 2 sticky trip mines – Costs 2,500XP
· Level 3: Plants up to 3 sticky trip mines – Costs 5,500XP
Timed Sticky Explosive
Level 1: Plants up to 1 sticky explosive that detonates after 5 seconds - Costs 1,000XP
Level 2: Plants up to 2 sticky explosives that detonate after 5 seconds - Costs 2,500XP
Level 3: Plants up to 3 sticky explosives that detonate after 5 seconds - Costs 5,500XP
Brutal Kill:
The Demolition class’ Brutal Melee attack consists of shoving a grenade into an enemy’s mouth before kicking them back, away from you. This is ideal as a crowd control move, as the explosion will take out any surrounding enemies as well.
Field Scientist
The Field Scientist class is one of the least straightforward classes in the game, and as a result, one of the most interesting. Instead of merely blasting through the undead like the previously discussed classes, the Field Medic specializes in controlling the zombies and utilizing them against each other. They are also experts at staving off infection. Because of this, the Field Medic is an absolutely integral part to every team.
Passive Abilities Available:
Antiviral Proficiency:
· Level 1: You will spawn already carrying an Antiviral Spray, and your carrying capacity for Antiviral Spray goes up to 2
· Level 2: Your carrying capacity for Antiviral Spray goes up to 3
· Level 3: Your carrying capacity for Antiviral Spray goes up to 4
Biometric Vision
· Level 1: Highlights infected enemies at a 10 meter range and points out their weak spots
· Level 2: Highlights infected enemies at a 20 meter range and points out their weak spots
· Level 3: Highlights infected enemies at a 30 meter range and points out their weak spots
Active Abilities Available:
Induce Infection
· Level 1: Gives you a dart gun with 1 dart, granting a 33% chance of turning human soldiers into zombies, and a 90% chance of turning a zombie into a Crimson Head ally
· Level 2: Gives you a dart gun with 2 darts, granting a 50% chance of turning human soldiers into zombies, and a 95% chance of turning a zombie into a Crimson Head ally
· Level 3: Gives you a dart gun with 3 darts, granting a 67% chance of turning human soldiers into zombies, and a 100% chance of turning a zombie into a Crimson Head ally
Program Infected
· Level 1: Grants you 1 dart that allows you to command the hordes of enemy zombies towards any target you want, by aiming and clicking with the right stick at your target – Costs 1,250XP
· Level 2: Grants you 2 command darts – Costs 3,000XP
· Level 3: Grants you 3 command darts – Costs 6,000XP
Attraction Pheromone
· Level 1: Gives you a vial that you can throw, creating a gas cloud 12 meters wide that will attract zombies to target area for 10 seconds – Costs 1,250XP
· Level 2: The vial creates a gas cloud 14 meters wide that will attract zombies to target area for 12.5 seconds – Costs 3,000XP
· Level 3: The vial creates a gas cloud 16 meters wide that will attract zombies to target area for 15 seconds – Costs 6,000XP
Brutal Kill:
The Field Scientist’s Brutal Melee attack injects the target with chemicals that will make it turn against its own allies. This can be especially useful in competitive multiplayer matches, where you can manipulate the enemy AI to specifically target the opposing team.