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John Carpenter's Toxic Commando guide: Master all four classes with these tips
D
Diego Perez
The four classes in John Carpenter's Toxic Commando generally fit into the usual archetypes you've no doubt seen in other co-op games—support, damage dealer, and so on—but there's a surprising amount of flexibility available in each skill tree.
If you're playing solo, your AI companions will fill in the other classes for a well-rounded squad—check out our John Carpenter's Toxic Commando solo guide for more tips on how to survive on your own. There aren't any restrictions in multiplayer though, so you can experiment with your group to find the composition that works best. No matter your chosen class, these tips will help you master all four classes in John Carpenter's Toxic Commando.
The Strike
The Strike is the default class in John Carpenter's Toxic Commando. It's an all-around damage dealer capable of shredding through undead hordes and creating some breathing room for your squad. If you find yourself overwhelmed during defense missions or constantly caught up in crowds of zombies, this is the class for you.

The Strike's primary ability is an explosive fireball that deals massive damage to anything unfortunate enough to get caught in the blast. You can pop multiple fireballs during a single ability activation as well, so it's perfect for clearing out swarming enemies. Best of all, the fireball ability recharges fairly quickly if you keep killing!
Classes in John Carpenter's Toxic Commando get big upgrades at Levels 5, 10, and 15. The Strike's first big improvement is Shatterblast, which causes the fireball to break apart into smaller explosives that cover a wider area. If that's not to your liking, you can unlock Power Spike at Level 15 to get one gigantic explosive fireball instead.
If explosives aren't your thing at all, then reaching Level 10 will unlock the Sentinel ability, transforming the fireball into a plasma cutter that fires at nearby enemies. It's much more efficient at defending territory, but it's a pretty big departure from the standard Strike strategy.

As for the rest of The Strike's skill tree, you should focus on improving the fireball's blast radius first. That path will lead you to skills that increase energy gains as well, letting you activate your ability far more often. Unlocking the Combatant skills to increase your maximum grenade count is a good idea too since it capitalizes on The Strike's explosive playstyle.
The Medic
As you'd expect, The Medic is the support class in John Carpenter's Toxic Commando. It's all about healing your allies and keeping everyone's health bar topped off. Having a Medic on your team will make encounters feel much less difficult, but it's not ideal for solo play since you're better off letting one of your companions take the healing job.

The Medic's primary ability is a healing ring that constantly regenerates HP as long as you stand inside. It's a slow heal that definitely won't make you invincible against powerful infected or large hordes of zombies, but it's still a much appreciated benefit for your squad.
Once you reach Level 5, you can unlock Trauma Center, which lets you place the healing ring in a set location instead of having it follow you around. At Level 10, the Emergency Aid skill changes your ability from a slow healing ring to an instant 100% heal for all nearby allies.
Level 15 is where things get a bit different for The Medic. The Remote Treatment skill lets you change the healing ability entirely, giving The Medic a set of little healing grenades that create small healing zones wherever they land. Perfect for saving an ally caught in a bad spot!

As you level up and unlock more skill points for The Medic, focus on improving healing rates first. You can make your heals more efficient, increase your healing radius, and even make your heals last longer once you get deep enough into the skill tree.
The Operator
If you're running solo in John Carpenter's Toxic Commando, then The Operator class will give you some additional firepower. The Operator gets a battle drone that follows you throughout the entire mission, and your ability supercharges its combat capabilities.

The drone is surprisingly capable—even on harder difficulties—and The Operator recovers energy fast enough that you'll be able to have it active more often than not. It's not going to singlehandedly defend objectives for you or anything like that, but it's a lifesaver when you're getting swarmed.
This is hands-down the best solo class in John Carpenter's Toxic Commando just because of the drone. Your AI companions aren't as strong as human players, and the drone gives you some extra damage that'll help you survive solo runs.

As you level up, you'll gain access to three transformative skills for the drone. At Level 5, you can unlock Dragonbreath and make the drone ignite enemies. At Level 10, you can give it a high-power blast that penetrates through hordes with a much slower fire rate. Finally, Level 15 gives the drone a concussive blast that knocks enemies down.
Each of these drone upgrades serves a different purpose, so try to pick the one that meshes the best with your playstyle. Make sure you grab the Man's Best Friend upgrade ASAP, too. It lets your drone help allies recover when incapacitated, which is a godsend in hectic situations.

Other than that, just focus on upgrading the drone's capabilities with your skill points. The Operator also has a ton of vehicle-related perks in its skill tree, but these aren't as strong. Wait until you've gotten the fun stuff before you start unlocking those.
The Defender
If you like to play as a tank in RPGs or hero shooters, then The Defender is right up your alley. This is the tank class in John Carpenter's Toxic Commando, perfect for those who want to push up to the front line and lead the way for their squad.

The Defender's primary ability places a protective dome that blocks incoming ranged attacks and damages any zombies that get inside. It's not a solid barrier, but the extra damage on any nearby zombies will prevent you from getting overwhelmed in most scenarios. Plus, the shield invalidates a lot of special infected with annoying ranged attacks.
At Level 5, you can unlock the Triad ability and place three smaller barriers in key locations. This is great for defense since your allies can set up wherever they please instead of being forced to stick together under a single dome.
If you're still getting overwhelmed by zombies with the dome active, then the Rupture ability unlocked at Level 10 doubles all damage dealt to enemies within the barrier radius. It transforms the dome into more of an offensive tool.
Lastly, the Level 15 Aegis skill anchors the dome onto The Defender, essentially making you into a mobile fortress for your squad. If you find yourself constantly pushed out of your dome by incoming hordes, this is the upgrade for you.

As a Defender main, focus on improving the barrier's duration first. That path will lead to the Energy Armor skill, which grants allies temporary armor while inside the dome's protective field. After that, upgrade the barrier's radius and put points into the Lightning Round skill line, which increases the rate at which enemies are damaged inside the barrier.
John Carpenter's Toxic Commando is available now on the Epic Games Store. Be sure to check out our guide to surviving John Carpenter's Toxic Commando solo if you're planning to play without a crew.