How to think about classes in Cyber Knights
Cyber Knights: Flashpoint gives you twelve classes, each with a bespoke talent tree, and ranking them as flatly "strong" or "weak" misses how the game works. This is a stealth-first heist game, so the classes that carry are the ones that help you get in, complete objectives and get out unseen — utility, hacking and infiltration — with combat as the insurance for when a plan goes loud. So this tier list ranks each class by its overall value to a typical heist crew: how essential its role is, how much it helps a mission succeed, and how reliably it contributes, rather than by raw firepower alone. A class lower in the list is not bad; it is more specialised, and shines in the right crew.
Note too that your protagonist is a Cyber Knight, a flexible, customisable class you build to taste, so the tiers below are about the mercenaries you recruit around them. Treat the ranking as guidance on priorities, not a rule that every crew must look identical, since talents let you shape any class to your needs.
The strongest crews are balanced, not stacked. One brilliant Soldier cannot hack a Matrix node or talk to a contact, and a wall of stealth operators struggles when a fight is forced. Cover hacking, stealth, utility and combat, then specialise.
The classes tier list
This ranking weighs how essential a class's role is to a stealth-first heist, its utility and combat impact, and how much it strengthens a balanced crew. It assumes you play stealthily and cover the core roles.
S tier — Hacker, Face and Soldier
These three anchor strong crews for different reasons. The Hacker is the closest thing to a must-have: plugging into the Matrix to disable or commandeer cameras, doors and alarms can turn a brutal infiltration into a stroll, and some objectives simply cannot be completed without hacking. The Face is the unsung star — it never fires a shot, but it handles your contacts and negotiations, runs your base modules, and provides Leverage and loot bonuses that improve your entire operation, making it uniquely valuable across the whole game rather than any single fight. The Soldier, meanwhile, is your insurance policy: when stealth fails and a heist goes loud, its Full Auto firepower, strong Overwatch and team support are what keep your crew alive. Build around these three and you can sneak, prepare and fight.
A tier — the stealth specialists
These classes excel at the infiltration the game is built around, which keeps them near the top. Agent EX is a premier stealth operator, gifted at slipping past security devices, quieting its footsteps, distracting guards and dealing with drones, and it still contributes in a fight with dual SMGs. The Cybersword is the flexible hybrid, equally capable of moving unseen and cutting down a threat up close, which makes it reliable in almost any crew. The Vanguard rounds out the stealth toolkit, knocking out cameras, predicting and distracting guards, and shielding the squad from being seen or heard — though it leans on quiet weapons to do its job. Any of these makes your infiltrations smoother and safer.
| Class | Role | Strength | Best for |
|---|---|---|---|
| Hacker | Hacking | Matrix control, mandatory objectives | Almost every crew |
| Face | Utility | Contacts, Leverage, loot, base | Improving your whole operation |
| Soldier | Combat | Full Auto, Overwatch, support | When a heist goes loud |
| Agent EX | Stealth | Bypass security, distract, drones | Silent infiltration |
| Cybersword | Hybrid | Combat and stealth in one | Flexible crews |
B and C tiers — specialists and bruisers
The lower tiers are not weak, just more specialised. The Wireghost is a tech-and-hacking specialist that complements or replaces a Hacker and excels at controlling the digital side of a mission. The Scourge is a control class, using its Chem-Hive nanites to poison foes, lay hazards, fool biometric security and toughen the squad — potent in the right situation but narrow. The Sniper delivers excellent ranged damage when a mission turns into a firefight, but is hard to play stealthily, which limits it in a sneak-focused crew. In C tier, the Gunslinger is a focused pistol specialist that shines in a dedicated build, and the Warmachine is a cyberweapon bruiser dealing heavy damage with ocular, chest and arm implants — powerful but loud, making it more situational where stealth is the goal. Pick these to suit a specific crew or playstyle rather than as defaults.
Building a strong crew
For a capable, flexible crew, cover the core roles first: a Hacker for security and objectives, a Face for utility and preparation, at least one stealth specialist like Agent EX, Cybersword or Vanguard for clean infiltration, and a combat class like the Soldier or Sniper as insurance for when a heist goes loud. Build your Cyber Knight protagonist to complement the gaps. From there, add specialists — a Scourge for control, a Warmachine for firepower — to suit your style. Remember each class has its own talent tree, so how you build them matters as much as which you pick. To put your crew to work, see our stealth and hacking guide and builds guide; if you are just starting, the beginner guide covers the fundamentals.
Do not build an all-combat crew and try to brute-force missions. Without a Hacker and stealth, you will trip every alarm and fight the whole map. A crew that can hack, sneak and fight wins far more heists than one that can only shoot.