HERO TYPES
Official roster of 16. Light / Medium / Heavy from Liquipedia. Ability text from the Quake Champions Wiki and Season 30 Steam notes. Each card carries the official portrait (click to enlarge) and player tips from the wiki strategy pages, r/QuakeChampions, and patch notes — per champion and per Light / Medium / Heavy type. Active abilities sit on a ~30–45s cooldown. Numbers shift with patches — the wiki pages are the living sheet.
HOW THE CLASSES WORK
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
- ▸ Lights start with almost no armor. Shards and both megas are the duel. Never take a stacked Heavy straight up.
- ▸ Learn strafe jumps before the ability. Ghost Walk / Injection / Slide / Hook are bonuses, not a substitute for speed.
- ▸ You die in one rocket + rail. Disengage at half health. Ego-fragging is how Lights feed.
- ▸ Best in Duel, where you can time the ability around mega. Deathmatch respawns punish the empty stack.
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
- ▸ Ranger is the hall default for learning — Son of a Gun makes rocket jumps cheap. Visor is the info pick.
- ▸ Do not waste the ability as a panic button. Start the fight on your terms (orb, sight, totem, berserk).
- ▸ Season 30 cut several Mediums’ duel start armor to 25. Mega control still decides the first two minutes.
- ▸ Readable kits (Ranger, B.J., Doom Slayer, Eisen) first; Strogg and Death Knight once movement is honest.
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
- ▸ You cannot out-dodge Lights. You out-tank them. Take the fight in chokes and on megas.
- ▸ Bull Rush / Barrier / Acid / Grenades are area control, not just damage. Paint the room, then hold it.
- ▸ Starting armor is the Deathmatch respawn buffer. In Duel, S30 cut several Heavies’ start AP — mega still matters.
- ▸ Huge hitbox: do not ego-peek a rail. Shield, spit, or rush through the angle.
LIGHT · 4
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.
WIKIPLAYER TIPS
- ▸ Save Ghost Walk for mega / quad snatches: pop it on the last tick, stand on the pad, telefrag whoever is camping it.
- ▸ Always stack both megas before you duel a Heavy. Shards are not optional on a Light.
- ▸ Wall-jump rocket splash and missed ledges. Blood Covenant: wall-jump the bridge ↔ rail.
- ▸ Ghost Walk clears Sorlag acid. Visor still sees you in Ghost Walk — do not vanish into a Visor.
- ▸ Offensive re-entry: shotgun the back. There is a 0.5s fire delay after you come back — pre-aim.
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.
WIKIPLAYER TIPS
- ▸ Air Control is CPMA-lite. Learn to redirect mid-air — that is why duelists pick him over other Lights.
- ▸ Injection is a heal plus a speed burst, not a panic button. Pop it to take mega or to finish a chase.
- ▸ Hoverboard means no fall damage. Drop, rocket-jump, and take high ground other Lights splat from.
- ▸ Season 30 queues weapon switch until Injection ends. Do not swap mid-inject expecting an instant rail.
- ▸ Tiny stack. Control pickups with speed. Do not take a stacked Scalebearer head-on.
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.
WIKIPLAYER TIPS
- ▸ Crouch while running to slide. Plasma Trail is extra damage, not the reason you pick her.
- ▸ Leave a trail through chokes and mega rooms, then detonate as they chase.
- ▸ Slide keeps speed through fights other Lights bleed. The community even made a Slide and Slash playlist.
- ▸ Do not stand and gun. If you are not sliding or trailing, you are a 125-HP dummy.
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.
WIKIPLAYER TIPS
- ▸ Three charges, not one. Do not dump all three on the first swing — you live on the remaining two.
- ▸ Hold to swing, release to keep momentum. Disconnect is a speed tool, not a cancel.
- ▸ Ramp Jump turns stairs and ramps into launch pads. Learn it on Blood Run / Corrupted Keep type maps.
- ▸ Hook does 25 on hit — enough to finish a low Light, not a Heavy. Do not treat it as a weapon.
- ▸ Season 28 cut her max ground speed. Swing for height and off-angles, not endless ground racing.
via QC Wiki, NamuWiki eval, Season 28–30 notes
MEDIUM · 8
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.
WIKIPLAYER TIPS
- ▸ Community default for learning. Learn maps on Ranger before you touch Lights.
- ▸ Dire Orb is movement, a fake, a telefrag, and a pickup steal. Throw, then shoot — do not stand still after the toss.
- ▸ Son of a Gun halves self-damage: rocket-jump more and take rocket duels closer than other Mediums.
- ▸ Season 30: the orb has 75 HP and can be shot down; damage scales with flight time. Do not throw it at their feet every time.
- ▸ Duel start armor dropped 50→25 in S30. Mega control still decides the first two minutes.
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.
WIKIPLAYER TIPS
- ▸ Pop Piercing Sight before you take mega, not after. See the stack and the route, then walk in.
- ▸ This is the Nyx / Strogg counterpick. Ghost Walk and Peeker do not hide from you.
- ▸ The ability announces out loud — they know you popped it. Play the information; do not overextend because you 'see' them.
- ▸ Season 29: you no longer have to zoom to get the piercing-damage bonus. Rail during the window.
- ▸ Full Sprint air-accel: you are a Medium who strafes like a Light. Use it.
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%.
WIKIPLAYER TIPS
- ▸ In TDM she is a force multiplier. In Duel she is area denial on mega — plant, do not throw them at feet mid-fight.
- ▸ Third totem overstacks. Two is control; three is a statement. Season 28 also steals life from totem damage.
- ▸ Place totems where they will get walked through (mega, stairs, teleporter), not where you currently stand.
- ▸ Channeling: health kits shave cooldown. Do not hoard mega if you are dry on totems.
- ▸ Season 30 raised her speed cap. She is no longer a statue Medium — strafe between plants.
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.
WIKIPLAYER TIPS
- ▸ Dual Wield chews ammo. Do not pop it at 12 rockets. Season 28 gives a dump of ammo on activation — use that window.
- ▸ Regeneration after ~2s out of combat, up to the next 25-pip. Disengage to heal like Wolf3D. The pip is the whole trick.
- ▸ Play him as a Medium gunfighter, not a tank. S30 cut duel start armor 50→25.
- ▸ Silent-walk is faster now (160→280). Use it to start Dual Wield from an off-angle, not to crawl.
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.
WIKIPLAYER TIPS
- ▸ Berserk is 3 seconds (S30). Landing a punch resets the timer — it is an offensive chain, not an escape.
- ▸ Do not Berserk to run away. If you are not closing to punch, you wasted the cooldown.
- ▸ Double jump breaks rocket predictions and stalls falls. Bind it on Controls+ (Season 29 special-movement).
- ▸ NamuWiki lists him as a beginner-friendly Medium: the kit is readable. The skill ceiling is the punch reset.
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.
WIKIPLAYER TIPS
- ▸ Peeker is intel plus damage. Cloak, peek mega, hyperblaster, kamikaze if they stack on it.
- ▸ Visor sees you while Peeker is out. Do not 'stealth' a Visor.
- ▸ Stroyent on kills (HP bonus was cut 20→10 in S29). TDM farms the drone; Duel has to land the kamikaze.
- ▸ Crouch while running is the same trick as Slash. Use it to leave Peeker’s camera and re-stack.
- ▸ Season 30 cut duel start armor 50→25. Body is squishy; the drone is the extra life.
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).
WIKIPLAYER TIPS
- ▸ Aim Flame Strike low. Burning ground denies mega and stairs; the fan is for chokes, not long-range snipe.
- ▸ Forged Skin: immune to fire and lava. Fight on lava maps and walk through your own fire.
- ▸ Sword ignites (S30: 9 × 5s). Mix gauntlet in close. Do not play him as a rocket-only Medium.
- ▸ Season 30 splash always applies the DoT — even chips add up. Paint the floor, then hold the angle.
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.)
WIKIPLAYER TIPS
- ▸ The turret is utility, not a kill. Plant it on mega, a rail angle, or covering your back while you stack.
- ▸ Season 30: turret has a health bar; armor you pick also upgrades the deployed turret. Route armor on purpose.
- ▸ Salvage / Repurpose: shards 5%, Light 10%, Heavy 10–20% cooldown. Pickup routing is the ability.
- ▸ NamuWiki lists him beginner-friendly. The trap is treating the sentry like a second player — it dies if you ignore it.
via QC Wiki, NamuWiki, Season 30 notes
HEAVY · 4
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.
WIKIPLAYER TIPS
- ▸ Bull Rush does 0 if you are standing still — Heavyweight converts speed. Get past ~400 ups first.
- ▸ Finish the rush with shotgun. Wiki: you will be in their face; one close shell usually ends it.
- ▸ If they die on contact, momentum continues (Choo-Choo medal). If they live, the rush stops — have the shell ready.
- ▸ Defensive rush to steal quad / prot. Time the end of the charge to the spawn tick.
- ▸ Nyx and other Lights explode if you land on them from a pad. Do not jump under a falling Scalebearer — and do it to them.
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.
WIKIPLAYER TIPS
- ▸ Barrier soaks, then leftover energy becomes the mining laser. Do not drop the shield to shoot unless you have the kill.
- ▸ Season 30: shared energy pool, breaks after ~200 damage. Starting armor 100→75. You are not immortal.
- ▸ Air Dodge plus Acceleration: you are the mobile Heavy. Double-tap a direction in air. S28 added Ground Dodge with 3-stamina.
- ▸ Most-picked Heavy in older metas because the hitbox is huge — the shield is how you take a rail angle at all.
- ▸ Scalebearer can still bull-rush through a poorly timed barrier. Sidestep, then laser.
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.
WIKIPLAYER TIPS
- ▸ Paint mega, stairs, and teleporters. Five blobs are area denial, not a rail analogue.
- ▸ Acid Fiend: immune to acid and slime. Fight in slime and walk your own spit.
- ▸ Nyx can clear your DoT with Ghost Walk. Do not spit-and-forget against her — keep painting.
- ▸ Leaping Lizard plus Amphibious: air redirect and water maps. Do not play her as a statue Heavy.
- ▸ NamuWiki lists her beginner-friendly. The trap is standing still behind spit instead of taking space.
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.
WIKIPLAYER TIPS
- ▸ Pair one grenade with every close-range rocket (~175 burst). Do not panic-dump all three charges.
- ▸ Between rail / shotgun / tribolt shots, toss a grenade — not only with rockets.
- ▸ Reinforced makes rocket jumps cheap and close rocket fights winnable. S30: 67% self, 33% splash cut.
- ▸ Stockpile: ammo boxes refund cooldown (S30: 10→20%). Loot like a Light so the swarm never empties.
- ▸ Lights and Mediums die to rocket + grenade. Heavies eat one and live — save the second charge.
via Mastering Keel (community guide), QC Wiki, Season 30 notes