Classes – 6 shown
Name
Each class specializes in one or two of the three basic skill areas; the skills are combat, tech, and biotics
Specialty
Shepard's base health as a member of this class; this number can be modified by armor, powers, and upgrades
Health
Shepard's alternate defense as a member of this class, either shields or a biotic barrier; this number can be modified by armor, powers, and upgrades
Defense
Shepard begins at rank 1 in the first power in this group, and can begin spending squad points on the second power once the first has reached rank 2; initially locked powers are indicated by bold text
Power Group A
Shepard begins at rank 1 in the first power in this group, and can begin spending squad points on each successive power once the previous power has reached rank 2; initially locked powers are indicated by bold text
Power Group B
Each class has a unique passive power that grants Commander Shepard a variety of bonuses
Class Power
The types of weapons that this class is able to use
Weapons
Soldier Combat 250 Shield 250 Adrenaline Rush
Concussive Shot
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
Combat Mastery Assault Rifle
Sniper Rifle
Shotgun
Heavy Pistol
Heavy Weapon
Infiltrator Tech/Combat 200 Shield 250 Disruptor Ammo
Cryo Ammo
Tactical Cloak
Incinerate
AI Hacking
Operative Sniper Rifle
Submachine Gun
Heavy Pistol
Heavy Weapon
Vanguard Biotic/Combat 200 Barrier 250 Incendiary Ammo
Cryo Ammo
Charge
Shockwave
Pull
Assault Mastery Submachine Gun
Heavy Pistol
Shotgun
Heavy Weapon
Sentinel Tech/Biotic 200 Shield 250 Throw
Warp
Tech Armor
Overload
Cryo Blast
Defender Submachine Gun
Heavy Pistol
Heavy Weapon
Adept Biotic 200 Barrier 250 Warp
Throw
Singularity
Pull
Shockwave
Biotic Mastery Submachine Gun
Heavy Pistol
Heavy Weapon
Engineer Tech 200 Shield 250 Overload
Incinerate
Combat Drone
Cryo Blast
AI Hacking
Tech Mastery Submachine Gun
Heavy Pistol
Heavy Weapon