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Streets of Rogue Ranking Classes by Ease of Completing Big Quest/Campaign

A guide aimed at newer players or those looking to complete the run with multiple classes to give my personal opinions and experiences on the ease or difficulty of completing the main campaign and/or Big Quest with each of the classes.

I have completed most though not all of the classes (Enough to 100% the achievements and a handful of others), but have extensive experience with each class whether I have finished their Big Quest or not.

Streets of Rogue Ranking classes by Ease of Completing Big Quest/Campaign

Slumdweller

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 2/5 This quest is basically accomplished by completing all the objectives and stealing as much as you can from random chests/safes and selling it all to save enough money to bribe your way into Upper-Cruster status. This does not add hardly any complexity to the main quest.

Main Quest – 3/5 The only real challenge of this class is that it starts weak and is very dependent on getting lots of levels and RNG providing you with the tools and trait upgrades you need before you reach the harder levels at the end. If you can secure good weapons and a few mods + a Weapon Ammunizer before you reach the 3rd area, with an upgrade or two into your primary stats (Mostly firearms and speed or endurance) then you’re probably golden. If you have bad luck, this will be a slog. Luckily the innate traits of Super Studious gives you plenty of extra opportunity to level up more than other classes and is complemented perfectly by the other two traits – Jack of Extra Trades and Potential to Not Suck – which give extra traits to choose from (Dramatically increasing your likelihood of getting the traits you need) and extra free primary stats every other level, respectively.

Unlock difficulty – None. Starter class.

Overall, this class ramps up fairly dramatically over time, so if you can survive long enough to gain a few levels and you steal and save everything you find, you shouldn’t have any real struggles with this class.

Super Ability – 1.5/5
Play as an upper cruster. Really one of the less exciting abilities. You base states change from 2-2-1-2 to 3-3-1-1, trading one Firearms point for one Endurance and one speed. In addition to that you start with 300 money. Otherwise, the traits are the same other than the one labeling you a 1%-er. You are also kind of a protected class with the cops which can help at lot throughout the run. Overall, nothing really exciting enough to inspire future runs with the class

Soldier

Ranking classes by ease of completing Big Quest/Campaign

Biq Quest Difficulty – 3.5/5 Destroying the generators themselves isn’t the problem, it’s the huge amount of negative attention you’ll immediately attract that can and will get you killed. As you go along and get into the later areas, this negative attention is increasingly dangerous, resulting in protracted fights against super cops, police robots, etc. True, this class is all about fighting and you get a lot of tools to do so, but resources are limited and every fight is a risk.

Main Quest Difficulty – 2/5 If you put aside the added danger of the Big Quest, the Soldier is an incredibly capable fighter that can exert their will in most fights with little struggle. They also start with one of the best items in the game – the Kill Ammunizer – which rewards ammo for literally every gun in their inventory every few kills, as well as what is probably the best of the non-explosive guns – the machinegun. That is a hell of a start, and every gun you collect from there on out just adds to your power. You can easily amass enough guns that you can rotate through them and keep your ammo at a respectable level, occasionally paying to refill at ammo stations.

Unlock Difficulty – None. Starter Class.

Overall the soldier is fun if you want a combat-centric run. That being said, he is challenging, and you need to approach fights intelligently despite being a capable fighter, which kind of goes against the recklessness this class inspires.

Super ability – 4/5
Higher Accuracy, free refills at Ammo Dispenser and Loadout-O-Matic. Takes an already offensive powerhouse and makes it even more ridiculous. If you want to destroy everything with guns and have nothing that can stand in your way, this Super Ability is beyond ideal

Gangster (Crepe)

Ranking classes by ease of completing Big Quest/Campaign

Biq Quest Difficulty – 2/5
You have to kill every Blahd on every level. This may sound intimidating, and can certainly get you killed if you’re not careful about it, but there are so many ways you can game this such as tricking them into shooting cops or mafia and letting them take care of your dirty work for you. Gangsters are also not usually terribly well armed, often being unarmed, or armed with a knife or bat or pistol at the worst. There are worse enemies. In addition, since they’re marked as your enemy you get bonus experience for every kill, helping in leveling up. Last of all, you can ask fellow Crepes to follow you around and soak up damage for you. The only REAL danger of this particular goal is when a Blahd is locked in a jail cell and you have to pick the lock, assuming you have one, or kill the cop and steal the key, though that usually invites more trouble than you’d want.

Main Quest Difficulty – 2.5/5
The Big Quest gives you bonus experience without a ton of hassle, and the Crepe is fairly competent, starting with 3/4 firearms. You definitely want to find a Kill Ammunizer as soon as you can, and a machinegun, shotgun and a rocket launcher along the way. If you can get fairly lucky with item drops/quest rewards then this class isn’t too difficult. Your main struggle will likely be with the later areas where a stray bullet from you (Or your companions) can get tough enemies hostile against you.

Unlock difficulty – None. Starter class.

Super Ability – 1/5
Basically just makes you friendly to both gangs instead of friendly to yours and auto-Hostile. Meh. I mean, it wasn’t much of a danger to begin with, and honestly would not inspire me to do another run just for that, but to each their own.

Thief

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 3.5/5
The thief is certainly given a lot of tools to complete his Big Quest, and under the right circumstances and with proper skill and timing can earn lots of bonus experience (And money along the way) by pulling off robberies without alerting anyone in the building. You can also go to refill these tools for very reasonable prices at other thieves with the Honor Among Thieves trait (Which can also be upgraded to provide even cheaper prices). That being said, even the best laid plans often go awry and the thief, while very fast, is ill prepared to take hits. This means you don’t need to screw up many times in order to get dead. This is obviously up to the RNG of the layout of the buildings, and how many of them exist in the level relative to how many you need to complete your Big Quest for that level. If they’re well laid out, and you can get in and out without a fight, then that level will be easy. The next level may be nightmares of multiple guards, cameras, lasers etc. That being said, some earnable traits such as bypassing lasers and floor traps and smashing objects makes no noise can make your life considerably easier, provided RNG blesses you with these trait choices.

Main Quest difficulty – 3/5
Since most of your experience is tied to the kinds of activities that your Big Quest requires, it’s hard to extricate the two in this case, and for the same reason that robbing buildings in general can potentially be tricky and turn deadly with little warning, progressing through the game will largely come down to RNG with building layout and which traits you earn. Not the hardest class, but the latter half of the city can be brutal with so little HP if the super cops get called on you. Tread carefully.

Unlock Difficulty – None. Starter class.

Super Ability – 3/5
Look, here me out. The super ability gives you the ability to pickpocket without ever being caught and gives you an unlimited lockpicking tool in the form of the Skeleton Key. That’s awesome, but it takes a lot of the challenge out of the class. They’re great upgrades, but maybe too great.

Shopkeeper

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 2.5/5
This one falls under the category of “Fits the class well, but is odd in practice”. Basically every level you’ll be assigned a specific item that you need to acquire by any means (Including already owning it), and then sell it to anyone. There are a few things that make this hard to fail such as there being guaranteed to be at least one of those items in that level, and that you’ll always make a huge amount of money when you sell it. However… this item can be anything, such as a prize weapon you already own like a rocket launcher. That can really hurt. I never encountered a scenario where it wanted one of my really rare items like a Kill or Health Ammunizer, but it could be punishing nevertheless. That being said, this Big Quest is pretty middle of the road unless the item is being held by a particularly difficult group of enemies.

Main Quest Difficulty – 2.5/5
Like a lot of other classes, Shopkeeper’s difficulty is down to what the RNG decides to give you as you go. Starting with a shocking 4/4 Firearms, he’s a powerhouse in ranged combat from the get go, with a starting shotgun to back that up. That being said, the extremely limited ammo supply of the Shotgun, with basically no way to naturally acquire ammo for it in the first couple of areas means you’ll need to find a pistol as soon as you can, and also be pretty selective on where you spend your ammo. That, or be forced to fork over a lot of money to continuously refill your ammo. If you can acquire some decent guns, traits to bolster your defenses, Kill Ammunizer, etc then it could be a pretty smooth run.

Unlock Difficulty – None. Starting Class.

Super Ability – 1.5/5
Makes everything bought even cheaper. Meh. The shopkeeper doesn’t struggle with money to begin with, so making it struggle even less doesn’t change much about how the class plays. Pretty lame.

Gangster (Blahd)

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 2/5
Almost a copy and paste of the Crepe in every way. Instead of Blahds, kill Crepes. Extra XP, not super dangerous, and plenty of ways to enlist willing or unwitting help.

Main Quest Difficulty – 2.5/5
Absolutely identical to the Crepe. Good fighter, will require some good RNG on traits and weapons/items to make it super smooth, but much easier than most other classes.

Unlock Difficulty – 1/5
Kill 10 Blahd’s in a single run. Obviously this is most efficiently accomplished while doing a Big Quest run with the Crepe, but can be easily completed by anyone. With any luck, you could potentially complete this before you even leave the Slums. Doesn’t get much easier than this.

Super Ability – 1/5
Basically just makes you friendly to both gangs instead of friendly to yours and auto-Hostile. Meh. I mean, it wasn’t much of a danger to begin with, and honestly would not inspire me to do another run just for that, but to each their own.

Bartender

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3.5/5
The quest falls much more in the category of tedium than actual difficulty, but it can get dangerous depending on the circumstances. Essentially this Big Quest requires to to mix random items with the shaker and make drinks which you then serve to multiple random characters on the level. This can get very cumbersome as you move through levels as you will quickly blow through your stock of starting mixing items and have to hunt around for ingredients. Tedious. Randomly people who are served drinks will become hostile for no apparent reason, but the real danger and tedium collide during third floor events where you’re trying to sling drinks in the middle of a war zone, dropping bombs, or zombies.

Main Quest Difficulty – 3/5
If you’re not going for the Big Quest, then the Bartender is a competent character, starting with no stat lower than 2, and a respectable 3 in Endurance and Firearms. Additionally, most people automatically like you so you’ll have fewer natural enemies and more people who are willing to step up to help you. That being said you start with no weapons, and no combat-centric traits. This will mostly come down to the RNG of what you find along the way, but Big Quest aside, a fairly average run.

Unlock Difficulty – 1.5/5
Drink 10 alcoholic drinks in a single run. Relatively easy with any run that makes it into the later parts of the game. I’d say an average full run easily sees 10 drinks being drunk for health recovery purposes, so this one should unlock naturally without much effort.

Super Ability –
Can’t comment as I haven’t completed his Big Quest yet.

Hacker

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty- 4/5
The Big Quest for the Hacker is extremely dangerous. Basically, once per level, the Hacker has to use the same ability he uses to hack normally to use the extra “Install Malware” action. This immediately spawns a large number of Cop Robots (Yes those crazy powerful mobs from the last section in the game), who move very quickly, are heavily armed, and are out for blood – your blood. Yes, you can hide, yes you can run fairly quickly, but this inevitably puts you in a panicked chase, every single level, guaranteed. Like the thief, the Hacker is ill-prepared to deal with combat, and can’t take much damage before dying. He does start with a Quick Escape Teleporter in case things go south, but that will only save you so many times.

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Main Quest Difficulty – 3.5/5
The Hacker has some awesome tools. Basically a technical alternative to the thief’s analog abilities. He can remotely access almost every electronic in the game and cause a lot of chaos, allowing him to complete both main and optional objectives in sneaky ways.

That being said, there will inevitably be times when you have to get your hands dirty and engage in combat, and the Hacker does not excel at this. You’ll want to primarily focus on ranged weapons, as your anemic 1/4 Endurance and 1/4 Melee will make close combat a bad idea. Even aside from the danger from the Big Quest, rough moments will tend to be more likely to prematurely end the Hackers run than other classes with more health, so this is a fairly difficulty run overall.

Unlock Difficulty – None, starting class.

Super ability – 4/5
Removes hostility from people when hacking, removes the timer, and can blow up most hackable objects. Huge upgrade, especially the hostility

Doctor

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 2/5
The Big Quest itself for the doctor is fairly easy, it’s simply limiting your kills throughout the run, which can be spread out any way you want them to be. Non-direct kills like enemies killing each other don’t count unless one of them is actively your companion. Random mobs killing themselves with things like explosives also don’t count. You have an instant non-lethal KO available from the get go by way of your Chloroform special ability, which has infinite uses and a fairly short cool down. You also start with a Tranq gun which can knock out people at range after a short timer. If you manage to hit them without them seeing you it doesn’t even alert them. These things make the Doctor a fairly effective infiltrator, provided you keep your Tranq gun ammo stocked up for moments when you’re caught.

Main Quest Difficulty – 4/5
While fulfilling the Big Quest as a condition of finishing the game isn’t overly difficult the Doctor’s complete inability to use weapons makes this run very precarious. You don’t have any natural enemies other than Zombies, Cannibals and overly ambitious Vampires in addition to the random security check by Cop Bots in the last area. That means that you can pick and choose your fights a large percentage of the time. However, there will inevitably be moments where you’ll find yourself in combat… with no way to fight back other than to run, hide, and tranquilize. You’ll definitely want to pick up all the Speed and Endurance states that come along, in addition to any traits that make stealth easier – pass by lasers and floors traps, Nimble fingers, no noise by destroying doors and boxes, etc.

Unlock Difficulty – None. Starting class.

Super Ability – 3/5
Like the thief, the Doctor’s Super Abilities are very powerful – no cooldown on Chloroform, and free ammo refills for the tranq gun at the ammo dispenser. Like the thief, though, it almost makes a second run trivial in most areas.

Scientist

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3.5/5
This is less difficult than it is extremely tedious. The basic idea is that you have to “Inject” a randomly specified type of person with a randomly selected effect and then “research” them while they have that effect which entails channeling the research gun on them for a couple of seconds. The game does reduce the annoyance of this significantly by always providing you with the catalyst for this injection by way of a randomly placed crate somewhere in the level that’s guaranteed to contain the effect you need. However, finding this crate during a larger or more dangerous level (I.e. that last two sections of the game) and/or during a dangerous third level event like Radiation or Zombie can be very dangerous. Other than that, it’s mostly just RNG as to how much tedium or outright danger this Big Quest will cause on each level. If it’s a helpful or benign effect like Fast, Invincible, Healing, etc, then your research target won’t even care that you’re experimenting on them. Anything negative, and they’ll become hostile. Either way, the easy way is to combine the effect with the spray gun you start with, spray them, then research and get out of dodge.

Main Quest Difficulty – 4/5
The Scientist is quite difficult overall, in no small part due to the unnecessary risks you’re constantly being introduced to by way of your Big Quest and your extreme ineffectiveness in combat. You start with an anemic 1/4 Endurance, are completely crippled by a 1/4 melee, and 2/4 Firearms and Speed don’t do much to help. That being said, you have an ample supply of deadly effects like freezing and Shrinking that can turn the odds in your favor, but these will be of little comfort in the last two sections if you manage to anger large crowds of the more deadly enemies like Supercops or Supergoons. Suffice to say, it’s a very difficult experience overall.

Unlock Difficulty – 1.5/5
Pollute 5 air filtration systems with any applicable effect – basically any pill or syringe. And it doesn’t have to be done in the same run. Easy.

Super Ability –
Haven’t beaten as the scientist yet so I can’t comment.

Gorilla

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3.5/5
A modestly difficult Big Quest, this one requires you to free every captive Gorilla on every level. Unlike a normal run where they’re usually only being held by scientists in earlier levels and then later on in zoos, when playing as a Gorilla you’ll find your companions randomly locked in secured buildings. The difficulty of this ramps up considerably as the game goes on, but is mostly down to the RNG of where they are.

Main Quest Difficulty – 4/5
Despite having amazing combat stats (Minus a complete lack of firearm usage) – 4/4 Endurance, Speed and Melee, and one of the best melee abilities in the game which allows you to lunge huge distances (Even further and with a shorter windup with trait upgrades) and deal devastating damage, the Gorilla’s run is a very difficult one. First of all, no firearms. That means the last couple of sections will be exceedingly difficult if you get into heavy combat. Enemies in these areas deal tons of damage and can keep you knockback locked with bullets if you’re not careful (And sometimes even if you are). Runs through the first 1-3 areas are usually fairly painless as you can handle large groups of lower level mobs with relative ease. The last 2 areas will be the make or break of your run. In addition to combat, you’re locked out of all shops as the owners don’t like you. So even with a speech translator, there will be no buying things. This isn’t awful as you can basically just ransack everything, sell what you don’t need or can’t use and then upgrade all your traits. A refridgerator is an especially nice find as it stacks with the Gorilla’s natural Banana Lover trait, making bananas heal for an absolute ton. Also, with no need for guns, you can keep around all the food, booze and melee weapons you find. Still though, the last two areas will be rough even with good RNG and careful play.

Unlock Difficulty – 0.5/5
Maybe the easiest unlock in the game. Simply find a locked up gorilla, and free him.

Super Ability – 2/5
Basically just provides a minor boost to your lunge, and makes people hate you a little less. Buffs what the Class is good at without providing any benefits to its weaknesses.

Cop

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 1.5/5
One of the most interesting and fun Big Quests (And Classes for that matter). Don’t confuse ease with lack of quality, as this class is a blast to play, and one of the easiest to complete first. The cop has a quota of justice he needs to hand out every level, and there are various ways to accomplish this. The primary method is by arresting criminals (They’ll be marked, so you don’t have to guess). This includes every drug dealer in the game, every Zombie (Though good luck arresting them), and every mob inside of buildings you have to enter for quests. You do get some points for killing criminals, but arresting is far more lucrative. Their friends will not appreciate this and come put a stop to the arrest if they see it, but it’s still one of the most effective passive takedowns in the game. That being said, you can’t just arrest anyone willy nilly and your Big Quest progress will be penalized if you arrest random people for no reason. If you’re well ahead on your progress (And this is tracked overall throughout the game rather than being tied to a quota per level), it may be worthwhile to do so anyway in order to hit an easy safe that you need the combo for.

Main Quest Difficulty – 2/5
The Big Quest lends directly towards huge exp gains and makes every main quest easier. The cop class is also very competent in combat, and starts with weapons. It’s also aligned with all other cops, almost trivializing the last two sections of the game, the polar opposite of most classes.

Unlock Difficulty – 1/5
Bribe 3 cops, can be done over multiple runs. Easy, requires very little money, and can be spread across multiple runs.

Super Ability – 5/5
No XP loss for arresting innocents, and all your stats are boosted. Probably the best Super ability in the game, despite trivializing the difficulty further

Vampire

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3/5
Kill every werewolf on each level. This one isn’t too bad, but can catch you off guard or be difficult if the target is in a difficult to reach location. Werewolves themselves are relatively nasty to fight against, but with preparation can be dealt with. The main difficulty of this is causing huge fights in the latter areas which will get you hostile with dangerous mobs through collateral damage. Overall, a pretty average Big Quest.

Main Quest Difficulty – 3/5
The vampire is a very competent Combat class, and has an amazing natural heal (Although one that will need to be done in secret). The Bite ability restores a very nice amount of health per use and can be upgraded in a couple different ways. That being said you MUST bite to heal and cannot recover life by any other means, so you have to play cautiously. The vampire also gets a natural immunity to detection by cameras, which is nice. This class starts very easy but ramps up in the later areas as you’ll find yourself attracting the ire of dangerous mobsters, supercops and supergoons while biting random civilians to recover health. Overall, not an overly difficult run, and a class with a couple of fun mechanics.

Unlock Difficulty – 2/5
Destroying 20 gravestones in a single run is as easy as finding the graveyard, but surviving the wrath of the ghosts afterwards may be difficult.

Super Ability 4/5
Upgrades absolutely everything about bite – speed, health recovered, and people don’t get annoyed when you bite others – an amazing Super ability

Wrestler

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 3/5
Challenge and defeat random enemies on each level. Nothing special, but can be dangerous if the target has lots of and/or dangerous friends (I.e. supercops or mobsters).

Main Quest – 3.5/5
Not overly difficult. The Wrestler is a very competent fighter, starting with 4/4 Endurance and Melee. You can grab Firearms if you like but are best suited taking melee traits and sticking with melee mostly. This will make the last couple of areas naturally more dangerous but it is what it is. You also make extra noise so sneaking is out and you’ll be forced to fight your way through areas. Your ability – throw – is very useful, and can turn any object into a high damage free weapon. This is especially awesome when combined with things like poison or explosive barrels. Things can go downhill quickly in the last couple areas if combat gets too hectic, but with some good RNG and keeping an eye on your healing items the Main Quest is very doable with the Wrestler.

Unlock Difficulty – 2/5
Beat Slums with only your fists. Not very difficult at all. Skip any side quests, and avoid combat as much as possible.

Super Ability – 3/5
Challenge anyone to a fight, and increases the damage of throwing objects which was already good. A solid super ability

Assassin

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3.5/5
The Assassin’s Big Quest, appropriately enough, is to take out a high value target on each level. The abilities given to you such as camouflage and Backstabber (Both of which can be upgraded for even great effectiveness), on paper, should make this pretty easy. In practice, because of the somewhat fickle nature of hit detection, it’s pretty easy to get detected while trying to do this. Outside of stealthy backstabs, the Assassin is very frail, and doesn’t hit very hard, so breaking stealth while in a hostile area is often a death sentence.

Main Quest Difficulty 4/5 –
For all the same reasons that taking out the Big Quest targets is dangerous, taking out enemies while in the middle of an objective can go downhill quickly if your stealth is broken at the wrong time, and fights turn deadly quickly with 1/4 Endurance. You’ll want to upgrade that. It’s certainly possible to stealth most objectives and optional side buildings, and traits like passing through laser and floor traps make it even easier. The last two areas will be your make or break areas (Deja Vu), as combat is very deadly here.

Unlock Difficulty – 2.5/5
Clear a level without killing or alerting anyone. Best strategy is just to attempt this on Slums level 1, and restart if you fail, doing only the main objectives and bypassing everything that’s optional. Not a breeze, but there are far harder ones.

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Super Ability – 4/5
Basically removes all the downsides of stealth and backstabbing like stealth breaking when you bump into people or fail backstabs. A very solid Super Ability

Comedian

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 1/5
A shockingly easy Big Quest. You tell jokes, everyone crowds around, and a % of them will likely you, sometimes even become your follower. You can even upgrade this to where they’ll have a higher chance of succeeding and never cause people to be annoyed. You can easily build an army of followers in each level (Up to 5 with trait upgrades), and let everyone else do all the work. You can joke your way into restricted buildings. You can joke your way into getting safe codes and door keys.

Main Quest – 1/5
One of the easiest runs, hands down. You start with the ability to charm people into helping you, and it only gets easier from there. Everyone likes you, and if they don’t, your army will make short work of them. One of the only real dangers of this run is a zombie outbreak as zombies are anti-joke. Otherwise, this is one of the easier runs in the game.

Unlock Difficulty – 1/5
The only hard part is finding a banana to kill yourself with. Take damage until you’re nearly dead, throw the banana peel down on the floor and slip and die. Done.

Super Ability – 5/5
Jokes are always successful. So the easiest run but now 100% more easy.

Jock

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3.5/5
Crushing through items is not, in and of itself, a difficult objective. The hard part comes in how many people you’ll anger while doing this, causing all kinds of unavoidable combat. This gets more and more dangerous as you progress, enraging more and more powerful mobs.

Main Quest Difficulty – 4
Despite being a competent Melee class, the jock is a very difficult run. He has the Loud trait, meaning you can’t sneak through any objective and will have to fight every time. You also can’t use computers so forget about turning off security systems, opening locked doors and safes, etc. Your charge ability is also less than ideal for combat, as you end up stunned when you finally run into something unbreakable, leaving you open for punishment. You’re also bad at Firearms, so the last two sections will be even more difficult.

Unlock Difficulty – 2/5
Destroy 75 tiles in a single level. If you have a few explosives lying around this isn’t overly difficult.

Super Ability – 3/5
Charge charges faster, does more damage, an no longer leaves you incapacitated. A solid upgrade all around

Shapeshifter

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
Find a specific type of person, inhabit their body, then use it to kill or incapacitate another specific type of person. At times, this isn’t super difficult like when you get to inhabit a cop and go kill a scientist. But reverse those roles, and be stuck having to kill a hard target with a weaker class, and you have a challenge on your hands. If you die in your borrowed body you lose a lot of health (Which you can’t really spare), but otherwise can have another chance at it. The game is also very generous in that if you or anyone else accidentally eliminates all the specific type of mobs (Target or the inhabiting requirement) on a level, then it’ll give you a new one. Still a tough requirement though.

Main Quest Difficulty – 4/5
Even with careful play, the Shapeshifter is a very difficulty play through. Not the worst by any means, but difficult. Probably the biggest hurdle is his anemic health pool, and that you are simultaneously almost completely dependent on borrowing others’ bodies, but lose a lot of health if that body dies. If you can be a little sneaky then you can easily stealth most areas by borrowing the body of one of the mobs inhabiting the forbidden building then doing whatever you need to do while the other guards watch you, confused by not hostile. Shifting out of your borrowed body requires careful timing as that person and all their friends will realize what’s up and become hostile. Cops are also permanently hostile which makes the last two areas precarious at best. This Class is mostly just prone to spontaneous deaths from damage spikes.

Unlocking Difficulty – 1.5/5
Beat any floor with 5 different non-custom characters. Easy, just takes a bit of time.

Super Ability – 4/5
Makes possess all around more powerful by shortening the cooldown and removing the health loss on dying, and people also no longer get annoyed when they see you possessing/depossessing. Very solid.

Investment Banker

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
This one is tricky to manage. You start with a 60 second “Feelin Alright” buff which is basically your withdrawal countdown. You’re allotted 2 failures to maintain this per level and a total of 20 for the entire run. There are a large selection of things that can refresh this timer – Any syringe for instance – as well as a couple of other things you wouldn’t normally think of as drugs such as Sugar and Resurrection shampoo. There are two big complications to this: First, you have to find them. This isn’t necessarily hard most of the time since there drug dealers are fairly plentiful and other citizens like scientists, doctors and other investment bankers tend to drop them with a high frequency. But this can become a big problem during 3rd level events like riots and zombies where your drug dealer might be hostile or dead before you get to them. Syringes are also common in trash cans but again, not guaranteed. The second problem is that even when you locate them, the effect might be terrible. If your withdrawal timer is getting low and all you’ve got in your inventory is a slow, poison or confuse syringe? Oh well… This also means that you need to move through levels very quickly as any given floor will eventually run out of available drugs to take, and you need to be onto the next area before you’ve exhausted your supply of drugs. This is actually not as difficult as it may sound because the investment banker has shockingly good combat stats: 2/4 Endurance, 3/4 Speed, 3/4 Melee and 3/4 Firearms. He doesn’t have any combat traits to start with but you deal a large amount of damage, so you can move through enemies fairly quickly. It’s fast paced and dangerous, all while trying to manage your withdrawal, making it a high but not insanely high bar of difficulty.

Main Quest Difficulty – 4/5
Yet another class where the Big Quest is hard to ignore, so the Main Quest ends up being very much tied to it. The fast pace will mean less time to think and plan, and more reliant on good RNG for drops and traits. Doable, but difficult.

Unlock Difficulty – 2/5
Hold 500 money at once in a run. This felt hard at the time when I was just getting started but honestly, most runs I end up over 1000 in cash so this will just come in time. There are plenty of classes that basically don’t need to buy anything, so just make sure you’re completing all side areas, especially in the early floors when the enemies are much less of a threat, and sell everything you find, and you’ll have this one easily.

Super Ability – 5/5
Basically makes you a demi-god as long as you’re not suffering from withdrawal, giving you almost every possible positive status effect and none of the negative ones

Werewolf

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 5/5
This class is an absolute nightmare. The Big Quest requires you to kill a certain number of figures within a single Werewolf transformation. These last all of 15 seconds, and while they do make you powerful, by no means are you going to be one shotting people, and can still be killed. You’re also super-dazed afterwards (Worse than normal dizzy because the effect doesn’t break upon receiving damage), so you better be 100% sure you’re going to kill all hostile figures before it ends because if not you WILL die. This isn’t even psuedo-easy in the early levels where you have easier targets without much in the way of weapons. The last two areas are nigh impossible.

Main Quest Difficulty – 5/5
Even aside from the trials and tribulations of trying to pull of this classes’ Big Quest, the class itself is terrible. Outside of your werewolf transformation and all that comes along with that, you start with 1/4 in EVERY stat. Not only that, shop costs are higher, and knockbacks from attack/firearm recoil is increased while not a werewolf. Nothing redeeming about this class. No wonder I haven’t finished it.

Unlock Difficulty – 3/5
The unlock requirement itself – Killing a ghost – isn’t hard, per se. The only hard part is figuring out that you need a Ghost gibber to kill one.

Super Ability – Haven’t finished Big Quest yet, can’t comment.

Cannibal

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
The Big Quest requires you to eat a specific victim every level. The difficulty of this is that you’ll make enemies of everyone around you (Including but not limited to the victim themself) when you engage in this activity. Like many other classes, this difficulty ramps up precipitously in the last two areas, making targets like super cops, mafia, and super goons a near death sentence. RNG will play a large role here, but it will be super difficult regardless.

Main Quest Difficulty – 4/5
The Cannibal is basically a worse Vampire. He’s a competent fighter with decent stats and a self heal by eating corpses, but like the vampire can ONLY heal through this method + alcohol. You also can’t enter any shop without making the owner + guards hostile, and all soldiers will be auto-hostile to you, making runs with this class extra difficult. If you can gather enough good items and traits you might overcome these deficiencies, but it won’t be easy regardless.

Unlock Difficulty – 2/5
Kill 20 NPCs in a single area. Not hard, provided there’s actually 20 of them in the area. Should be easily doable in the slums.

Super Ability – Haven’t completed Big Quest yet, can’t comment.

Slavemaster

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 4/5
The Big Quest has you enslave a specific type of citizen then lead them to an exit. Obviously the difficulty of this comes down to what type you’re instructed to collect, but generally speaking this will be hard to complete without angering large swathes of the population.

Main Quest – 3.5/5
The Slavemaster is a good all-around combat class with a great starting weapon, and his special ability allows him to have a near endless collection of free meat shields. RNG will play a role in the difficulty of the run, as will your choice to pursue the Big Quest or not, but he’s middle of the road on difficulty.

Unlock Difficulty – 1/5
Purchase 4 slaves over any number of runs. No difficulty, just takes money and time.

Super Ability – Haven’t completed Big Quest yet, can’t comment.

Zombie

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 1.5/5
By its very play style, if you manage to complete the game you will certainly have completed the requirement of converting a number of citizens to zombies on any given level. You are downright incentivized to do so as forming a mass army of the dead to kill everything and allow you to complete your objectives is the best and only way to successfully complete a run.

Main Quest Difficulty – 3.5/5
Truthfully, the only hard part of the Zombie class is the first 30-60 seconds on each level. If you can form a critical mass of zombies to run around and kill/convert everything, there’s little that the living denizens of the city can do to stop it. Just think of any time you get the zombie horde mode on the last level of an area, only this time you’re part of the horde. This is usually very easy up until the last area or two, where an unlucky start with a bunch of super cops or heavily armed mafia can make things tenuous. Otherwise, the Zombie’s Main Quest isn’t terribly difficult

Unlock Difficulty – 2/5
Beat the slums with the vampire. Not difficult, just requires acquiring the vampire beforehand.

Super Ability – 4/5
Makes ALL zombies, yourself included, faster and stronger. Also makes your Zombie Phlegm charge quicker and removes the health cost

Firefighter

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3/5
This Big Quest is similar to the Gorilla’s in that you’ll see random arsonists that never exist otherwise spawn and try to set things on fire, and your job is to stop them and put out the fires before anything is destroyed. A little bad luck can sometimes make this difficult, but unless you’re outright ignoring them it’s hard to lose a Big Quest on a particular floor.

Main Quest Difficulty – 3.5/5
The Firefighter is basically a melee combat character with some added, mostly uninspired, flavor. Your traits and inventory revolve around “accidentally” setting fires then putting them out. The theory is that you can trick people into letting you into their buildings so you can put the fire out (And possibly steal some stuff or achieve an objective while you’re there), but I find that this is finnicky at best. Not terribly hard, but not very interesting either.

Unlock Difficulty – 3/5
Extinguish 5 fires in a single run. This can be somewhat tedious because first you have to actually unlock the fire extinguisher with Chicken Nuggets, then you have to actually find one, then find five fires in a single run. Not difficult, per se, but does have a few more requirements that have to fall in place than other class unlocks.

Super Ability – Have not completed Big Quest yet, can’t comment.

Mobster

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
This one is surprisingly difficult. Each level has you hit a quota of “Shake downs” which means walking into a shop and using the Shake Down command on the owner. Essentially this is a % roll that if you win, makes the owner and all others tied to the shop (Guards and workers, not customers) become aligned to you with the Submissive tag. If you succeed, you can basically rob everyone in the shop with impunity, but if you fail, they all immediately become hostile to you. You don’t have to kill them, instead they’ll change to submissive if you manage to cause the shop owner enough damage, but you’re basically guaranteed to take some damage since the owner will insta-hit you if you fail the Shake Down check, and in later areas of the game, you’re gonna get absolutely tore up by the high level Supergoons in the shop, which can then spill out to the streets.

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On top of this, for every shop you shake down, you generate a passive income at the start of each level. The catch is, you have to keep the cops happy by paying them off every level, an amount that increases over time. Miss a payment or can’t afford it and they’ll be hunting you down the next level. Unfortunately, this is sometimes unavoidable such as a level where cops aren’t patrolling the streets like a Radiation event or if they’re all killed off in a zombie horde. Either way, it’ll be super cops hunting you and those aren’t easy to survive early on.

All in all, the Mobster has a cool mechanic too it, but it has a lot of ways it can go wrong, making it a difficult Big Quest.

Main Quest Difficulty – 4/5
If you ignore the Big Quest and just play it as normal, there’s nothing particularly challenging about the Mobster. However, unlike most classes, you can’t ignore it outright as you still owe the cops payoff money whether you’re shaking people down or not. So this ends up being a fairly difficult run despite the Mobster being more than competent in combat. You do get some natural allies in the last two areas which are the hardest, but that won’t make this an easy run.

Unlock Difficulty – 3/5
Pay off a Mobster to rig the mayoral election. This means you actually have to complete a run successfully, having first paid off the mob which is a not-inconsiderable sum of money. Not super hard, but it does require you to complete a full run, putting it harder than your average unlock requirement.

Super Ability – 3/5
Average, but nice. Basically just makes your shake down ability succeed more readily and be more rewarding when it does.

Robot

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4.5/5
Super difficult, one of the most frustrating classes to play. Remember those power boxes that you’ve safely ignored throughout all of your other runs because they had no real gameplay impact? Well now they’re your whole world. Dotted throughout each map you’ll find power boxes which are tied to the buildings surrounded by them. You use your special ability – power sap – to destroy these and simultaneously recharge your energy. That simple process is not, in and of itself complicated, but literally everything that surrounds this mechanic is. First, the simple act of destroying the power box will earn you the wrath of all the building inhabitants that you just plunged into darkness and yes, they will come outside to see who did this. Also the cops. Secondly, the Robot has a fairly quickly degrading state that sees his stats drained down to 1/4 if you’re not sapping energy regularly, and will eventually start draining your health too. In other words, you simply cannot afford to ignore your Big Quest, and your time to complete each level is extremely limited and will inevitably involve tons of combat.

Main Quest Difficulty – 4.5/5
You simply can’t extricate the difficult Big Quest from this class, so the Main Quest itself is at least as difficult, if not more so. This is a very unfun class to play in my experience, with runs usually ending quickly and in disappointment. There’s honestly not a lot of good things going on for this class other than a good set of starting equipment. I view this as one of the challenge classes reserved for only the most masochistic players out there.

Unlock Difficulty – 1/5
The hacker can literally do this on the first level. Hack a device, install malware, then hack the cop bots when they come to find you. Done.

Super Ability – Haven’t unlocked yet, can’t comment.

Bouncer

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 4.5/5
This quest requires you to escort a VIP from the first area to the end, and only allows ~1 death per level. You can revive them using 30 of your own HP as a resource, so it’s not a one and done sort of deal, but there are soooo many circumstances where it’s hard to avoid multiple deaths. The VIP will fight back, but is basically a useless NPC, rushing heedlessly into danger at every given opportunity. It also won’t follow basic commands like stay put, so you’re dragging it with you no matter how dangerous the area. As an extra annoyance, it will require random tasks from you like a trip to the bathroom or finding a drug dealer. It’s very difficult to make it through this one, and it’s transparently designed to be.

Main Quest – 3/5
Big Quest aside, the Bouncer is a more than capable combat character and, if you were willing to just let the VIP die and complete the game normally, it wouldn’t be too much of a challenge.

Unlock Difficulty – DLC

Super Ability – Haven’t unlocked yet, can’t comment.

Courier

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
The courier is definitely a very niche character. You’re super fast, and while not dreadful at combat, you don’t stand out either. The problem with the Big Quest is the same as it is trying to navigate in general – you’re really too fast to control properly, which ends up being a hindrance rather than a help. If, instead of roller skates that effectively put you at a speed of 6 or 7, you had a controllable 4 or 5 speed, this would be easier. As it is, if the package drops for your Big Quest are awkwardly placed or far apart, or if there’s a lot of danger lurking around, then this one can be difficult to compete. Multiply that by 15, and getting through the Big Quest successfully is hard.

Main Quest Difficulty – 3.5/5
The Courier is, at best, purely average at combat. Your speed will only get you so far, and is pretty worthless indoors in tight corridors. You’ll struggle with combat throughout the run unless you’re very blessed by RNG.

Unlock Difficulty – DLC

Super Ability – Haven’t unlocked yet, can’t comment.

Alien

Ranking classes by ease of completing Big Quest/Campaign

Big Quest – 1/5
Very simple. Gather 3 ship parts per floor from any given vending machine. If you do this inside a shop the owner will get mad, but random people on the street will not, even cops. It’s almost a given that there’s 3 vending machines accessible to be harvested without conflict but even if you have to go inside for one of them, your mind control should make this trivial.

Main Quest – 1.5/5
You have to play by the rules of the class, but this is almost as easy as it gets. This is essentially a cross between the Hacker and the Shapeshifter, gaining the remote ability of the former and the mind control of the latter, except much better. Your mind control lasts for 20+ seconds, has a short cooldown, and can control a pack of enemies in a single use. You can order them to do literally anything during this time period: fight your enemies, fight their friends, run into a flamethrower or a fire pit, give you key items like keys, safe codes or quest items. Anything. The victims will become hostile to you upon being released from their mind control, but they won’t coming looking for you, and instead prefer to return to wherever they were when you found them. The people you command them to attack, likewise, won’t automatically suspect you of foul play unless they’re both in the line of sight when the attack happens. You yourself are almost wholly useless – 1/4 in both firearms and melee, and capped at 1 damage with fist attacks, but this makes no difference as long as you play by the rules and make your hapless victims do all the heavy lifting

Unlock Difficulty – DLC

Special Ability – 4/5
Mind control victims are more powerful, take less damage, and mind control hits in a larger radius. In addition, you can walk through some walls. All around huge upgrade

Goon

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 4/5
You are required to defeat a certain amount of enemies trying to attack specific shops. This amounts to a short wave defense centered inside the shop of choice, but over time the amount of kills will ramp up to make this a fairly prolonged and dangerous affair. Oddly, the shop owner does not necessarily need to survive this defense, but you do. Obviously this introduces a huge amount of fighting, and these wave defenses are not at all easy. You will face multiple targets in a confined space, and they are usually armed. This makes the Goon’s Big Quest particularly dangerous.

Main Quest Difficulty – 4/5
The Goon is a good fighter and starts with formidable loadout which includes a Kill Ammunizer, but the amount of combat you’ll encounter will make this a hard run nevertheless. Focus on acquiring weapons quickly and stocking up healing items and it’s doable, but will not be easy.

Unlock Difficulty – DLC

Super Ability – 0/5
One of the lamest Super abilities in the game. All this does is reduce the range at which the Goon is detected, which is not at all important for a class that doesn’t focus on stealth at all.

Demolitionist

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 2/5
Destroy X number of blocks on each floor. This Big Quest, as well as Main Quest completion for this class is all about resource management. You have all the tools you need to create a ton of explosives, to which you yourself are immune so you can use them in as close of quarters as you needs. The Bomb Processor you start with can turn virtually anything in the game into materials that can then be used to create remote bombs, which you can lay and detonate whenever you want. But all in all, there are always more than enough random buildings you can destroy to fulfill this Big Quest goal. At the start, resources might be slightly more scarce but as you go along you should have everything you need.

Main Quest Difficulty – 3/5
Resource management and using your bombs intelligently is the key. You can lay several bombs in a small area, lure large amounts of enemies into their radius, and clear an entire area’s worth of enemies in a single button. Finding and setting up those ambushes might take a little extra time and effort, but it’s much easier and more flexible than other classes. Also keep in mind that like all illicit activities, if they didn’t see it happen, they don’t suspect you. For instance, if you need to get access to a safe for a quest objective, you can simply lay a remote bomb, move out of view, remote detonate, then wait till the owners have stopped looking around and grab the item without ever being detected. But all in all, you have a large capacity for destruction and killing without having to get your hands too dirty, making this run relatively smooth.

Unlock Difficulty – DLC

Super Ability – 4/5
Reduces resource cost for remote bombs, remote bombs have bigger explosions, remote bombs destroy all types of walls, and NPCs no longer notice when you drop remote bombs. A huge, across-the-board upgrade for the class

Mech Pilot

Ranking classes by ease of completing Big Quest/Campaign

Big Quest Difficulty – 3/5
This quest is very straightforward – destroy every criminal on every floor. This amounts to mafia, drug dealers, gang members, slavemasters, etc. It also arms all of them and turns them automatically hostile towards you. That might sound hard, and it certainly isn’t easy, but the Mech Pilot’s combat abilities are almost inexhaustible, which goes a long way towards balancing out the difficulty of that much combat. First of all, your mech suit is a completely separate health bar than your own. It has 160 health and absorbs damage well. It also has a 15 ammo on-board gun that does respectable damage and most importantly… has a limitless ammo supply. The 15 ammo is constantly recharging for free, and doesn’t take much time at all to refill itself, meaning you have a permanently available ranged option to deal with enemies. The one downside of the suit is that it can’t go in all buildings, but you can easily lure enemies out so this isn’t a huge hurdle. The suit’s health can only be refilled with gasoline cans which aren’t naturally easy to find, but since you start with one it’s as simple as visiting an ammo or loadout station. Your suit also gets its health back when you level up so you don’t have to shell out money too often unless you’re being careless. The Mech Pilot himself, like the werewolf, is a completely different set of stats from his transformed self, but unlike the former, he’s not completely worthless. You’re not great at combat (Though you can invest a stat point or two into firearms to counterbalance this, provided the options appear), but you do have 4/4 speed so you’re not super vulnerable and can run back to the protection of your mech suit.

Main Quest Difficulty – 3/5
You can’t avoid the always-hostile nature of the Big Quest, but you can fail to track down and kill them all on any given floor. There’s no real reason to skip out though, as completing the Big Quest is always a nice exp boost. Either way, the sheer magnitude of the things the Mech Pilot has going for him makes his Main Quest moderately difficult at worst, and potentially easy.

Unlock Difficulty – DLC

Super Ability – 3.5/5
Your already-infinite-ammo laser cannon does more damage and recharges even faster, and oil restores more health per oil. A solid upgrade.

Written by Tiderion

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