// frontline · versatile · forgiving

Assault — The Forgiving All-Rounder

The Assault unit is the recommended starting class for new Destructors Online players, and remains the most flexible pick for experienced players who don't know what the enemy team will field. 250 resistance, 8 speed, 30-round automatic primary, plus Grenades for utility — no single stat is exceptional, but no stat is bad either. This page covers what the Rifle0 can and can't do, when Assault is the right pick (and the rare cases when it isn't), and how to play it on each of the three maps.

Updated

Resistance
250
Speed
8
Tech
Grenades
// loadout

The Rifle0 and Why Assault Is the Default Pick #

Assault's primary is the Rifle0, the same weapon that appears as Infiltrator's primary and as the Sniper's secondary. What differs across classes isn't the weapon — it's the magazine capacity and ammo pool the class brings with it. Assault gets the largest workable magazine (30) of any class running Rifle0, which is what makes the weapon viable as a true primary here.

Rifle0 Primary — automatic rifle #

37 dmg / 8 mag / 30 ammo

37 damage per round, 30-round magazine, 8 ammo reserves. Fully automatic. The 30-round magazine means you can hold an angle through 2-3 engagements without reloading, which is the single biggest reason Assault feels stable. Compare to Infiltrator's same Rifle0 with only 16-round magazines — same weapon, different sustain.

TTK math TTK math (no headshot, full-body shots): Sniper (175 res) drops in 5 rounds; Infiltrator (200 res) drops in 6 rounds; Assault (250 res) drops in 7 rounds; Enforcer (320 res) drops in 9 rounds. At Rifle0's automatic fire rate, this translates to roughly 0.4s to drop a Sniper if you land every round on target. Real fights run 1-2 seconds because misses happen.

TT-02 Secondary — pistol #

108 dmg / 2 mag / 6 ammo

108 damage per round, 6-round magazine, 2 ammo reserves. The same pistol every class has access to. As Assault, you'll rarely need it — your Rifle0 has enough magazine to outlast most situations. The TT-02 is for the moment your reload catches you out of cover; 1 close-range body shot does enough damage to break contact.

Resistance, Speed, and Mobility #

250 resistance is the median — tanks better than Sniper (175) and Infiltrator (200), tanks worse than Enforcer (320). 8 speed is also middle: slower than Sniper and Infiltrator (both 9), faster than Enforcer (6.5). Neither stat lets you bully other classes; neither lets you get bullied. This is why Assault is forgiving: every other class will either out-tank you or out-speed you, but never both. Your role is to be the reliable one.

// Site analysis

When to Pick Assault — and When Not To #

Assault is rarely the wrong pick, but it's also rarely the best pick. Here's a defensible reading of when to lock it in.

Pick Assault when:

You're new to the class system #

Hands down, start here. 250 resistance and a 30-round automatic primary forgive bad positioning, miss-then-recover engagements, and panic shots. You'll learn the maps and rhythms without dying to one-shot Snipers every 30 seconds.

Your team comp is unknown or mixed #

Assault doesn't synergize with anything in particular — which means it doesn't anti-synergize with anything either. If two of your teammates picked Sniper and you don't know what the other two will pick, Assault fills any gap they leave.

You want to focus on objectives, not kills #

On Upper Platforms (Domination), you need someone holding the capture point. Assault's 30-round Rifle0 can suppress an entire approach corridor while a teammate scores points behind you. Enforcer can too, but Enforcer is slower to rotate when the next cap goes hot.

Daily target requires Rifle0 kills #

Some Daily Targets specify weapons. If today's target reads 'destroy enemies with automatic rifle,' Assault is the most efficient grinder — you get the most Rifle0 trigger time per match.

Skip Assault when:

The enemy team is heavily fortified #

Assault can pressure a fortified position but won't break it. You need Sniper to one-tap defenders out of cover, or Enforcer to walk into the choke and force defensive trades. Don't pick Assault and try to do either job alone.

You're behind on score and need a fast comeback #

Assault's TTK is fine but not exceptional. If you need to triple-kill the next engagement, Sniper or Enforcer's burst damage gets you there faster.

// map performance

Assault Performance Across the Three Maps #

Assault is the only class that's at least fine on every map. No map is its showcase; no map is its disaster.

Upper Platforms Good fit Domination #

The 30-round magazine excels at suppressing capture-point approaches. Mid-range engagements (10-25 meters) are where Rifle0 outperforms both faster (TT-02) and slower (TG-87) weapons. The capture points reward holding ground, which is exactly what Assault is built for. Just stay off the open edges — out-of-bounds falls disable any class instantly, and Assault's average speed doesn't save you mid-sprint.

DMArena Acceptable TeamDeathmatch #

Tight corridors and elevated walkways. Rifle0 works close-range but loses the trade against EnfExt210's higher magazine for sustained pressure. You can win here, but Enforcer wins here easier. Pick Assault on DMArena if your team already has one Enforcer and you don't want to double up; otherwise Enforcer is the optimization.

Administration HQ Acceptable TeamDeathmatch #

Long sight lines through atrium rooms favor Sniper, and Rifle0 can't compete with TG-87's one-shot threat at 30+ meters. But the map has enough mid-range pockets that Assault stays relevant. Lock down a mid-corridor, hold an angle that forces enemies to commit, and let your team's Sniper handle the longer lanes.

// team composition

Pairs Well With #

+ Sniper #

Classic combo: you hold mid-range, Sniper handles 30+ meter pressure. Enemies who push to break the Sniper's angle have to come through your Rifle0 first.

+ Enforcer #

Enforcer anchors a hold; you do the rotations. When the next objective lights up, you're 1.5 speed faster than Enforcer to get there and contest while Enforcer catches up.

+ Infiltrator #

Less obvious but effective: Infiltrator's Xray spots enemies through walls, and you act on the intel with sustained automatic fire. Infiltrator can't sustain damage long enough to finish — you can.

// what beats this class

Weaknesses and Counters #

Nothing about Assault is a hard counter to anything, which means nothing hard-counters Assault either. The class loses to specialists doing their specialty:

  • Sniper at long range: 152 damage / 1 headshot kills you before Rifle0 closes to effective range. Don't fight Snipers in their preferred geometry; force the engagement closer or rotate.
  • Enforcer holding a choke point: 320 resistance plus 60-round EnfExt210 makes Enforcer impossible to dislodge with Rifle0 alone. Bring grenades or a teammate.
  • Infiltrator with Cloak: You can't kill what you can't see. If you're holding a long angle and an Infiltrator approaches with Cloak active, you'll get knifed before you react. Watch for Xray glow indicators (game-confirmed) or unexpected ammo-counter changes.
// avoid these

Common Assault Mistakes #

Trying to 1v1 a Sniper at long range #

You will lose. 152 damage vs 250 resistance means 2 shots, both well-telegraphed by the TG-87's audible bolt action. Break line of sight, force the Sniper to relocate, and rotate.

Holding the same angle for the entire match #

Assault's 30-round magazine creates the illusion that you can hold any angle indefinitely. But enemies do learn the angle. After every kill, shift position 5-10 meters before re-engaging from a new sight line.

Forgetting Grenades exist #

The X-key (throw grenade) is the cheapest way to dislodge an Enforcer from a corner. Assault has Grenades the same as everyone else — it's not a Sniper-exclusive ability. Use them.

Reloading in the open #

30 rounds is generous, but 2 ammo reserves means you only get 90 total rounds (the loaded mag + 60 more across 2 reloads). Reload while behind cover, not in the middle of a sight line.

In one paragraph Assault is the unit you pick when you want to do your job without worrying about hard-counters. The Rifle0's 30-round magazine and Assault's 250-resistance frame mean you can absorb mistakes that would punish other classes. The cost is that you don't have a one-trick win condition — you can't one-shot a Sniper from 50m, can't tank a corridor like Enforcer, can't unseen-flank like Infiltrator. You'll win matches by being competent at everything, not exceptional at one thing.