@emilieql_ · 11 Sep 2026
Today, Sept 10, 2026, SyncError posts his thoughts on his future after finishing up Quake Champions.
READ ON XEST. 09 DEC 1997 — BEST VIEWED AT 800×600
QUAKE CHAMPIONS
SIXTEEN HEROES · ARENA ETERNAL
QC WIRE
Quake Champions does not advertise dedicated servers the way Live or Q3 do. You queue inside the Bethesda/Steam client. QuakeHub’s last Steam concurrent read: 269 players.
Quake Champions is Bethesda matchmaking — no public IP list. Steam concurrent count is from QuakeHub’s summary.
Sixteen official champions, three weight classes, the same rail/rocket language as Q3. Ranked lives in-client. Tournament history is on Liquipedia. The hero primer is the class hall — Light / Medium / Heavy with portraits, sourced actives, and player tips per type. The maps hall carries wiki stills, player tips, and expert clips per arena. Unofficial Keen / Duke / Gordon sheets are not used. Sister halls: STROGGNET · QLNET.
@emilieql_ · 11 Sep 2026
Today, Sept 10, 2026, SyncError posts his thoughts on his future after finishing up Quake Champions.
READ ON X1 / 2
Media posts about this hall. Refreshes on its own. @RENEGADEANDROID
Looking for new shrine clips…
LIGHT
Smallest stack, fastest feet. You live on movement and pick timing — a rail to the chest still deletes you.
Wiki class: ~100 health / 75 armor ceiling. Smallest hitbox, mobility abilities. Four champions.
TIPS FOR LIGHTS
MEDIUM
The gun class. Stats sit in the middle so the duel is still a duel; the ability is a tool, not a win button.
Wiki class: ~100 health / 100 armor. Mix of gun skill and a utility or damage ability. Eight champions.
TIPS FOR MEDIUMS
HEAVY
Biggest target, fattest armor. You occupy space. Overstacked armor decays, so a mega does not last forever.
Wiki class: ~100 health / 125 armor. Biggest hitbox; abilities lean tank or area control. Overstacked armor decays. Four champions.
TIPS FOR HEAVYS
Wiki class: ~100 health / 75 armor ceiling. Smallest hitbox, mobility abilities. Four champions.
Nyx
Fathom Agent
First: Quake Champions (2017)
Stack 125 / 100 HP · 0 / 75 AP · 320 ups
ACTIVE · Ghost Walk
Steps into a parallel dimension — invisible and invulnerable for about 3 seconds (45s cooldown), then returns. Re-entry telefrags whoever occupies that space (~125). Visor’s Piercing Sight can still track her.
PASSIVE · Wall Jump
Can jump once more in the air if next to a wall — including while Ghost Walking.
PLAYER TIPS
via r/QuakeChampions (R3TR1X), Vengeur, QC Wiki
Anarki
First: Quake III Arena (1999)
Stack 125 / 100 HP · 0 / 75 AP · 320 ups
ACTIVE · Injection
Instantly heals and grants a short speed boost. The hoverboard is his whole movement kit. Season 30: weapon switch queues until Injection finishes.
PASSIVE · Air Control
Can change velocity direction while mid-air.
PASSIVE · Anti-Gravity
Hoverboard — fall from any height without splat damage.
PLAYER TIPS
via r/QuakeChampions, QC Wiki, Season 30 notes
Slash
First: Quake III Arena (1999)
Stack 125 / 100 HP · 0 / 75 AP · 320 ups
ACTIVE · Plasma Trail
Leaves a damaging energy trail. Press again to detonate it.
PASSIVE · Crouch Slide
Crouch while running to slide and keep speed.
PLAYER TIPS
via QC Wiki, Liquipedia modes, hall notes
Athena
Marooned GDF
First: Enemy Territory: Quake Wars
Stack 125 / 100 HP · 25 / 75 AP · 320 ups
ACTIVE · Grappling Hook
Three charges. Linear pull by default; hold to swing. Disconnect keeps momentum. Wiki: 25 damage on hook/impact. Season 30 retuned pull acceleration.
PASSIVE · Ramp Jump
Uses ramps and top steps as launch pads for extra height.
PLAYER TIPS
via QC Wiki, NamuWiki eval, Season 28–30 notes
Wiki class: ~100 health / 100 armor. Mix of gun skill and a utility or damage ability. Eight champions.
Ranger
First: Quake (1996)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Dire Orb
Throws an orb of eldritch energy and teleports to it. Occupied destinations become telefrags — same idea as the Quake 1 Shub fight.
PASSIVE · Son of a Gun
Self-damage halved, so rocket and nail jumps are cheaper.
PLAYER TIPS
via NamuWiki, GamersDecide, r/QuakeChampions, S30 notes
Visor
Cybernetic Clone
First: Quake III Arena (1999)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Piercing Sight
See enemies through walls for about 5 seconds (45s cooldown). Tracks Nyx in Ghost Walk and Strogg while Peeker is out. Announces the ability out loud.
PASSIVE · Full Sprint
Higher air acceleration — roughly 10% more than a default champion.
PLAYER TIPS
via GamersDecide hall rank, QC Wiki, Season 28–29 notes
Galena
First: Quake Champions (2017)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Unholy Totem
Up to three totems. Heal allies ~50 or damage foes in the radius. A third totem overstacks the heal and bumps explosion damage.
PASSIVE · Channeling
Health kits shave 5% off the cooldown; Mega Health shaves 10%.
PLAYER TIPS
via QC Wiki, Season 28–30 notes
B.J. Blazkowicz
One-Man Army
First: Wolfenstein 3D (1992)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Dual Wield
Draws a second copy of the current gun. Most weapons fire ~1.5× (lightning gun ~1.25×) and chew ammo. Season 30 (Jun 2026): silent-walk speed 160→280, duel start armor 50→25, speed cap 650→900.
PASSIVE · Regeneration
After about 2 seconds out of combat, heals up to the next 25-health pip (25 / 50 / 75 / 100). Same idea as Wolfenstein’s health blocks.
PLAYER TIPS
via QC Wiki, Season 28 / 30 notes
Doom Slayer
First: Doom (1993)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Berserk
Season 30: 3 seconds of rage (was 5). Fists hit hard, movement spikes, enemies read as solid white. Landing a punch resets the remaining timer to 3 seconds — built to be used offensively, not as an escape.
PASSIVE · Double Jump
One extra jump in the air — breaks rocket predictions and stalls falls.
PLAYER TIPS
via QC Wiki, NamuWiki, Season 29–30 notes
Strogg & Peeker
Undying Infiltrator
First: Quake II (1997)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Drone Strike
Strogg cloaks and pilots Peeker. The drone fires a hyperblaster; a second press kamikazes it. Wiki: ~45s drone, 15 dmg bolts, 75 explosion.
PASSIVE · Stroyent Cell
Kills drop cells that heal (~25) and shave ability cooldown (~5%).
PASSIVE · Crouch Slide
Crouch while running to slide, same as Slash.
PLAYER TIPS
via QC Wiki, Season 29–30 notes
Death Knight
First: Quake (1996)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Flame Strike
Five fanning fireballs. Low shots leave burning ground. Explode on impact. Season 30: splash always applies the flame DoT.
PASSIVE · Forged Skin
Immune to fire and lava.
PASSIVE · Charring
Sword hits ignite the target. Season 30 raised the DoT: 9 damage × 5 seconds (45 max).
PLAYER TIPS
via QC Wiki, Season 30 notes
Eisen
Deft Engineer
First: Quake Champions (2018)
Stack 125 / 100 HP · 50 / 100 AP · 310 ups
ACTIVE · Sentry Turret
Deploys an auto turret that tracks and fires hyperblaster bolts. Utility over raw damage — it can be shot down. Season 30 added turret health bars.
PASSIVE · Repurpose
Light Armor refunds 10% cooldown; Heavy Armor refunds 20%. (Patch notes also called this Salvage.)
PLAYER TIPS
via QC Wiki, NamuWiki, Season 30 notes
Wiki class: ~100 health / 125 armor. Biggest hitbox; abilities lean tank or area control. Overstacked armor decays. Four champions.
Scalebearer
First: Quake Champions (2017)
Stack 125 / 100 HP · 100 / 125 AP · 300 ups
ACTIVE · Bull Rush
Charges forward, hitting whoever is in the way. Incoming damage reduced ~60% during the rush — the classic dive-in / dive-out tool.
PASSIVE · Acceleration
Gains speed while moving in a straight line.
PASSIVE · Heavyweight
Body-checks hurt. Momentum is a weapon.
PLAYER TIPS
via QC Wiki strategy, r/QuakeChampions, NamuWiki
Clutch
Awakened Automaton
First: Quake Champions (2017)
Stack 125 / 100 HP · 100 / 125 AP · 300 ups
ACTIVE · Barrier
Energy shield that soaks damage, then can convert remaining energy into a mining laser. Season 30: shared energy pool, breaks after ~200 damage.
PASSIVE · Air Dodge
Double-tap a direction in the air to dash that way.
PASSIVE · Acceleration
Builds speed in a straight line, same idea as Scalebearer.
PLAYER TIPS
via GamersDecide, QC Wiki, Season 28 / 30 notes
Sorlag
First: Quake III Arena (1999)
Stack 125 / 100 HP · 100 / 125 AP · 300 ups
ACTIVE · Acid Spit
Five acid blobs. Burns on hit and paints surfaces that poison anyone who walks through.
PASSIVE · Acid Fiend
Immune to acid and slime.
PASSIVE · Leaping Lizard
Can redirect in the air and accelerates quickly off the ground.
PASSIVE · Amphibious
Swims and breathes underwater.
PLAYER TIPS
via QC Wiki, NamuWiki, r/QuakeChampions (Nyx matchup)
Keel
First: Quake III Arena (1999)
Stack 125 / 100 HP · 100 / 125 AP · 300 ups
ACTIVE · Grenade Swarm
Shoulder grenade launchers. A multi-grenade splits into minis on impact or after a bounce. Up to three stored; each charge cools independently.
PASSIVE · Reinforced
Heavy self-damage reduction (wiki: 60% self, extra splash cut).
PASSIVE · Stockpile
Ammo boxes refund 10% ability cooldown.
PLAYER TIPS
via Mastering Keel (community guide), QC Wiki, Season 30 notes