Quasimorph Classes Guide: All 14 Class Perks Ranked
A Quasimorph classes guide to all 14 clone classes, which perks are passive versus active, and how the Classes ship upgrade lets you mix perks between classes.
Quasimorph has 14 clone classes post-1.0, and the single biggest rule of thumb from community testing is that passive perks consistently outperform active ones, because triggering an active perk costs satiety — one activation can eat 80 satiety, and stacking several in one fight can burn hundreds of calories.
How class perks actually work
Classes aren't fixed once unlocked. A ship research upgrade called Classes (internal name memdefrag_department) lets you swap any of a class's six perks for a perk from a different class you own, up to 3 swaps on the initial unlock, expanding with the follow-on Neurolinguists upgrade. If you change a perk on a class you already have equipped, the new perk starts back at level 1 — so swap plans are worth making before a mission, not mid-run. The official wiki's own example: Tunnel Rats' loot-focused Marauder perk can be bolted onto an entirely different class.
The two starter classes
Scouts of Hades leans defensive: physical resistance, durability, reduced calorie consumption, and better accuracy — a combination described as strong at "defense, utility, and more damage simultaneously," since fewer missed shots is itself a damage boost. Its active perks (bonus damage after taking a hit, crit chance after a kill, an extraction point on an enemy miss) are generally considered skippable next to its passive kit.
Eclipse Blades is the melee starter, built around one of the strongest dodge perks in the game paired with the Rubberized Leg augment for extra sprint AP. Its heal-on-wound trigger matters a lot for surviving damage-over-time effects, while its cannibalism and melee-accuracy perks are only worth building around deliberately.
Tunnel Rats and Phoenix Brigade
Tunnel Rats' signature perk, Marauder, grants extra loot from corpses and containers, paired with bonus shotgun-ammo damage. Its Dirty Shot perk can stun up to three enemies for two turns on a max-rank shotgun-slug crit — enough to lock down an entire group at once. Its addiction-synergy perk grants resistance and damage per active addiction, but since addictions are otherwise costly, that trade is situational.
Phoenix Brigade deals bonus damage with battery and energy weapons, including some shotguns and sniper rifles, and is called one of the highest raw damage classes available. Its fire-immunity-plus-regeneration perk lets it stand in flames to self-heal, though a separate foot implant already grants fire immunity, so the two can overlap. One real warning: setting enemies on fire may raise the Quasimorphosis meter faster, since that meter tracks the suffering of humans.
Martial Artist, Cobra, and Golem Group
Martial Artist is rated alongside Tunnel Rats as one of the strongest classes and "a fan favorite" — implant-cooldown reduction, faster-healing robotic wounds, and a large boost to augment resistance that lets a build stack heavy dodge and resistance from augments while staying tanky.
Cobra, a melee/thrown-weapon class built around daggers and tomahawks with stacking wound-triggered bonuses, is judged one of the weaker-designed classes currently — testing described it as needing a rework. Golem Group, a support class built around ally healing, shared regeneration, and turret/robot synergy, was called close to a joke pick, "likely intended as a meme or novelty class" rather than a serious build.
Other class playstyles (names unconfirmed)
A handful of classes covered in community testing haven't been confirmed by official name. These are described here by their kit rather than a guessed name:
- A grenade/heavy-weapon class holding up to 6 grenades with a wide damage-type spread, rated strong but resource-hungry and better suited to mid-game once grenade production is set up.
- A stealthy pistol class with a no-alert-on-kill perk, likely Spaceborn Ghosts based on the official class list, though unconfirmed.
- A sniper-focused class with escalating crit-wound damage, likely Angels of Spades by the same reasoning — also unconfirmed.
- A class built around consuming Quasimorphic artifacts for cooldown reduction and Quasimorphosis-scaled damage, rated one of the hardest classes to play well.
- A medic-leaning class with better medical crafting and a resist-all trigger from using any medicine.
- A pain/tank class focused on pistols, SMGs, and shotguns with faster stunning.
- A heavy-ammo class where 12.7mm rounds gain a chance to explode, good at clearing groups via splash damage.
- A fire/dodge hybrid class with higher pain threshold and bonus dodge, rated surprisingly effective despite lacking damage-reduction perks.
- A stealthy 9mm/silencer class with very high passive dodge from any equipped implant, flagged by testers as possibly overtuned.
Eclipse Blades in depth
Since Eclipse Blades is a starting class, it has the most detailed standalone testing available. Its perks: Knife Fight (up to 20% melee accuracy, leveled by landing hits), Reflexes (up to 40% dodge, leveled by dodging), Athletics (removes Run's accuracy penalty once maxed, leveled by using Run), Taste of Blood (minor regen while bleeding, leveled by getting hit), Carnage (up to 80% bonus damage after a melee kill — and this buff applies to all damage, not just melee, so it still helps if you switch to a ranged sidearm), and Cannibalism (bonus melee damage from eating human meat, at the cost of raising the Quasimorphosis meter by 100 per instance).
A controlled way to farm pacts
Because eating human meat reliably pushes the Quasimorphosis meter up, some players use Cannibalism deliberately after clearing a floor to trigger a Rapture-phase Baron encounter on their own terms, rather than waiting for the meter to climb naturally.
The verdict on Eclipse Blades from testing: strong and by far the best pick if you specifically want melee gameplay, but its core weakness is that it forces you into close range against everything, which makes repositioning against fast enemies risky while wounded. For the hardest contracts, Scout of Hades is generally rated the safer overall pick.
Quasimorph classes FAQ
How many classes does Quasimorph have? 14 post-1.0, according to community testing of the current build.
Can I mix perks between classes? Yes, through the Classes ship research upgrade, which lets you swap perks between classes you already own, up to a limited number of swaps per unlock tier.
What happens if I change an equipped class's perk? The swapped-in perk starts at level 1, even if the class itself is already leveled.
Which class is best for a first playthrough? Scouts of Hades and Eclipse Blades are the two starting classes, and both are rated strong for new players — Scouts of Hades for defense and Eclipse Blades for melee-focused play.
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