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Choose Soldier for the most forgiving first playthrough. Its halberd gives you long reach, high damage and heavy attacks that can knock down weaker enemies. Choose Dancer instead if you value speed, chained attacks and an active block. Your starting class determines opening equipment and attributes, but it does not lock you into one build: you can later use other weapon types, invest in different attributes and reshape your playstyle.
This guide explains what each class is good at, which stats to level, where to find useful early weapons, how to spend upgrade materials and Anima without waste, and which combat tools make the opening areas easier.
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What is the best starting class in Steelrising?
For most beginners, Soldier is the safest recommendation. The halberd reaches enemies before many attacks can reach you, deals strong physical damage and can knock down weaker foes with heavy attacks. That combination gives new players more time to learn enemy patterns while still producing decisive damage.
Dancer is the better choice for players who naturally prefer movement and reaction-based defense. Armoured Fans support fast, chained attacks, and their special move provides a block option. You must stay more engaged with positioning and timing, but the class can feel more fluid once you are comfortable managing stamina.
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- Platform: Playstation 5
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Steelrising has four starting classes. Soldier and Dancer are the two most commonly recommended beginner openings, while Bodyguard and Alchemist serve more specialized preferences. The class you select sets your initial equipment and attribute spread; it does not permanently restrict later weapon or build choices.
Soldier or Dancer: which is better for beginners?
| Class | Starting weapon | Primary attribute | Beginner strengths | What demands practice |
|---|---|---|---|---|
| Soldier | Halberd | Power | Long reach, high damage and heavy attacks that can knock down weaker enemies | Managing slower attacks and stamina while staying at useful range |
| Dancer | Bladed Armoured Fans | Agility | Fast movement, chained attacks and a block special for active defense | Maintaining attack chains, reading enemy timing and avoiding stamina overuse |
| Bodyguard | Heavy-weapon opening | Power-oriented | Defensive, deliberate play built around a heavier weapon | Slower movement and the need to commit to attacks |
| Alchemist | Glas-core Batons with a temporary Frost infusion | Elemental Alchemy and Engineering emphasis | Elemental afflictions and resistance-focused play | Learning status effects and building around elemental weapons rather than straightforward physical damage |
Pick Soldier when you want reach and knockdowns
The Soldier’s halberd is forgiving because it lets you control distance. Start encounters by keeping enemies at the end of the weapon’s reach, then use a heavy attack when a target commits to a predictable animation. A knockdown creates a safe opening to reposition, recover stamina or finish a vulnerable enemy. This is straightforward offense: you win exchanges by spacing and impact rather than by maintaining long attack strings.
Pick Dancer when you want speed and active blocking
Dancer’s Armoured Fans reward players who like to stay close enough to chain attacks but mobile enough to leave danger quickly. The class’s block option gives you an additional defensive answer beyond simply dodging. Because the opening weapon scales with Agility, early points in that attribute improve the playstyle you are already using instead of forcing a heavy-weapon approach.
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When Bodyguard or Alchemist makes sense
Bodyguard is a reasonable choice if you specifically want a defensive heavy-weapon start and do not mind a slower rhythm. Alchemist is for players who deliberately want elemental afflictions and resistances from the beginning. Its Glas-core Batons start with a temporary Frost infusion, and the class emphasizes Elemental Alchemy and Engineering. Neither is a mistake, but both ask you to understand a narrower plan sooner than Soldier does.
What stats should you level first?
Use the attribute that improves your chosen class’s main damage source, then add survivability or endurance only when your play shows a need. The practical opening priorities are:
- Soldier: Power first, then Vigor, then Durability.
- Dancer: Agility first, then Vigor, then Durability.
- Alchemist: Elemental Alchemy when you are intentionally using alchemical weapons and status effects; add other attributes only to solve a specific survival or stamina problem.
- Bodyguard: Follow a Power-oriented plan, with Durability and Vigor adjusted to how often you are being burst down or running out of stamina.
Power and Agility
Power is the natural damage priority for Soldier and other heavy-weapon openings. Agility is Dancer’s equivalent: it supports the faster fan-based approach. Do not split early points between both just because another weapon looks interesting. A focused primary stat makes your main weapon more effective while upgrade materials are still limited.
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Vigor and stamina management
Vigor supports endurance, so it is useful when you cannot complete an attack, dodge or block sequence before the stamina bar empties. PowerPyx’s guidance treats roughly seven points as a point of diminishing value once Rapid Cooling is mastered. That is a recommendation, not a universal breakpoint: if stamina is still the reason you die, additional Vigor or an Endurance module can be justified; if you are dying to damage instead, stop investing in Vigor and address Durability.
Durability and survivability
Increase Durability when a single mistake or burst sequence removes most of your health. It is usually a better response to repeated heavy damage than continuing to add Vigor that you cannot spend safely. Watch the cause of each death: stamina failures point toward Vigor or Endurance, while damage spikes point toward Durability and more cautious positioning.
Which weapons should you upgrade early?
Do not spread early materials across every weapon. Choose one main weapon whose scaling matches your primary attribute and one complementary weapon that solves a different problem, such as range, crowd control or status setup. Progression costs rise quickly, so a small, upgraded toolkit is more effective than a collection of underpowered weapons.
Falchion and Sabre
PowerPyx identifies Falchion and Sabre in a chest in the barn before the Saint-Cloud docks. Their Blade Tornado special move supplies a fast, high-damage option and remains efficient on Vigor when upgraded. This makes the pair a useful complement to a slower reach weapon: you can switch to a quicker attack pattern without abandoning a stamina-conscious approach.
Requiem Mallet
Requiem Mallet is in the chest in the room where the dynamites decision occurs. It combines heavy attacks with a ranged special attack, giving a heavy-weapon player a way to pressure targets that are not safe to approach immediately. If you began with Soldier or Bodyguard, it can serve as either a main weapon or a complementary ranged option, depending on which weapon’s scaling best matches your investment.
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Give the second slot a clear job rather than choosing another weapon that does the same thing. A useful pairing might be a long-reach physical weapon plus a faster weapon for close pressure, or a physical weapon plus an elemental setup for enemies that resist your primary approach. Upgrade the second weapon only after your main weapon is reliable enough to defeat ordinary encounters without excessive resource use.
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| Weapon choice | Best use | Key advantage | Resource decision |
|---|---|---|---|
| Halberd | Soldier’s primary weapon | Reach, damage and knockdown-heavy heavy attacks | Prioritize upgrades when building around Power |
| Armoured Fans | Dancer’s primary weapon | Fast chains, mobility and block special | Prioritize upgrades when building around Agility |
| Falchion and Sabre | Fast complementary or Vigor-friendly option | Blade Tornado special and high damage | Collect the chest before Saint-Cloud docks, then upgrade if it fills a real role |
| Requiem Mallet | Heavy weapon with ranged pressure | Heavy attacks plus ranged special | Collect it at the dynamites-decision room; invest when its role complements your main weapon |
How to unlock module slots without wasting materials
Make module capacity your first upgrade priority. Unlock all four module slots before repeatedly upgrading a single slot. GameSpot’s beginner guidance notes that Level 2 or higher modules are scarce early, while four Level 1 modules provide useful flexibility. A full set of modest modules lets you adapt to damage, stamina and exploration needs instead of waiting for rare upgrades that may not match your build.
- Unlock the four module slots. Treat capacity as the foundation of your build rather than chasing one powerful module immediately.
- Equip the best Level 1 modules you have. Use them to cover the problem you are actually experiencing, such as endurance, survivability or another practical combat need.
- Upgrade one main weapon. Match its scaling to Power, Agility or Elemental Alchemy instead of dividing materials among unrelated weapons.
- Add one complementary weapon. Select range, crowd control or status utility that your main weapon lacks.
- Reassess attributes after several encounters. Add Durability for burst damage, Vigor for stamina limits, or an Endurance module when stamina is the bottleneck.
Why four Level 1 modules beat one over-upgraded slot
Early module scarcity makes specialization risky. A single upgraded slot can be excellent in one situation but leave you without answers elsewhere. Four basic slots let you change the balance of your setup as enemies and routes change. This flexibility also protects Anima and upgrade materials because you are less likely to abandon a build after discovering that one narrow bonus does not suit your playstyle.
How to spend Anima in the opening areas
Anima is not only for levels. Healing vials, grenades, Module Keys and weapon or module upgrade materials all compete for the same resource, so spending every available unit on attributes can leave you unable to maintain the tools that keep you alive.
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- Keep grenades available when a new enemy type or cramped arena makes close combat risky.
- Purchase Module Keys and upgrade materials when they directly support your four-slot setup or chosen weapons.
- Farm near a Vestal if you are short on Anima. A short repeatable loop is safer than entering a major encounter without healing or utility.
Use a simple rule: if a purchase improves your current weapon, module capacity or ability to survive the next major encounter, it is probably worth more than a small attribute increase. Once your core equipment is established, return to normal leveling.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Combat tools every beginner should use
Explosive Grenades
Grenades are fast utility items, not emergency buttons that should sit unused. GameSpot specifically highlights Explosive Grenades for their physical damage. Throw one when an enemy is grouped with others, when approaching is unsafe or when a target is close to defeat and you want to avoid trading hits.
Frost buildup
Frost is especially valuable because a frozen enemy gives you time to charge a heavy attack or a strong special move. That pause is useful against bosses and fast enemies that otherwise deny long animations. If you are using an alchemical setup, build around this timing deliberately; if you are not, treat Frost as a tactical opening rather than a reason to abandon your primary physical scaling.
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Oil Vials
Ordinary Oil Vials provide gradual healing. Their value is consistency: use them when you have a safe moment instead of waiting until you are one hit from defeat. Save enough for difficult encounters, but do not hoard every vial through routine fights if using one prevents a death and an expensive recovery trip.
The Compass
Equip and use the Compass as soon as it becomes available. It can display quest icons and help you find the route back to the carriage, reducing wasted exploration time. Checking it before leaving a side path is often faster than retracing an entire district after losing your bearings.
A practical first-playthrough progression plan
Opening: establish one damage identity
- Choose Soldier for the most forgiving reach-based start, or Dancer for fast movement and active blocking.
- Level Power for Soldier or Agility for Dancer before branching into secondary attributes.
- Use the starting weapon until you understand its range, stamina cost and safest heavy-attack windows.
- Unlock module slots rather than spending every resource on one early upgrade.
Early exploration: collect complementary tools
- Search the barn chest before the Saint-Cloud docks for Falchion and Sabre.
- Search the chest in the room where the dynamites decision occurs for Requiem Mallet.
- Assign one collected weapon a clear secondary role: fast pressure, ranged damage, crowd control or elemental setup.
- Upgrade only the main weapon and the complementary weapon until ordinary encounters feel manageable.
Before a difficult boss or route
- Check that all four module slots are unlocked and equipped.
- Carry healing vials, Explosive Grenades and any Frost or oil tools that fit your approach.
- Spend Anima on missing essentials before taking another level.
- Use the Compass to confirm the objective and the route back to the carriage.
- Adjust Durability if damage is ending attempts, or Vigor and Endurance if stamina is preventing attacks and dodges.
Common beginner mistakes and fixes
“I upgraded every weapon and now none is strong.”
Stop expanding your arsenal. Pick the weapon with scaling that matches your highest relevant attribute, make it your main weapon and reserve one other weapon for a distinct tactical role. Future materials should go to those two until their performance is dependable.
“I keep running out of stamina.”
Reduce attack strings, leave stamina for the next dodge and consider Vigor or an Endurance module. Dancer players should avoid treating mobility as permission to chain every available attack; Soldier players should wait for a safe heavy-attack window instead of repeatedly canceling into movement.
“Bosses kill me before I can use a heavy attack.”
Use Frost buildup to create a temporary opening, then charge the heavy attack or strong special move. If the problem is raw damage rather than timing, add Durability and carry healing instead of adding more Vigor.
“I cannot find my way back after exploring.”
Equip the Compass and check its quest icons and carriage route before committing to another side path. This reduces the time spent retracing streets and helps you return to a Vestal for supplies.
“I am short on Anima for essentials.”
Farm a short loop near a Vestal, then prioritize healing vials, grenades, Module Keys and the upgrade materials needed for your two chosen weapons. Resume normal leveling after those purchases are covered.
Quick Recap
Quick decision checklist
- Choose Soldier for reach, knockdowns and the simplest first-playthrough offense.
- Choose Dancer for speed, chained fan attacks and a block special.
- Choose Bodyguard only when you specifically want a defensive heavy-weapon opening.
- Choose Alchemist when elemental afflictions and resistances are the main attraction.
- Level Power, Agility or Elemental Alchemy according to your chosen damage plan.
- Add Durability for burst damage and Vigor or Endurance for stamina limitations.
- Unlock all four module slots before chasing scarce higher-level modules.
- Upgrade one main weapon and one complementary weapon instead of spreading materials everywhere.
- Collect Falchion and Sabre before the Saint-Cloud docks and Requiem Mallet at the dynamites-decision room.
- Use grenades, Frost, Oil Vials and the Compass proactively rather than saving every tool for a crisis.
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