Gears of War: E-Day Horde Siege class builds: gear, mods and weapons for all four classes
Four classes, four pieces of Tactical Gear and a pile of mods that mostly pay off if you land your Perfect Reloads. Here's what to run on each one.

Quick answer
Build around the Tactical Gear, then add mods that feed off Perfect Reloads. Assault stuns with the Sonic Disruptor, Breacher pushes on the Adrenaline Injector, Marksman tags targets with the Pulse Drone and Medic runs the Stim Vaporizer. Nobody has to run a mix. If you’re queuing blind, take Medic.
What each class brings
Every class is one Tactical Gear piece on a cooldown plus one passive. Everything else comes off a 30-level track, and a few milestone levels (level 10 is one of them) lift your base health and damage.
| Class | Tactical Gear | Passive | What the gear does |
|---|---|---|---|
| Assault | Sonic Disruptor | More damage while in cover | Stuns incoming enemies |
| Breacher | Adrenaline Injector | Resists status effects and melee damage | Refills health, cuts damage you take, boosts damage you deal while active |
| Marksman | Pulse Drone | More damage on critical hits | Tags Locust for the whole squad |
| Medic | Stim Vaporizer | Faster health regen | Heals and revives anyone close enough, squads other than yours included |
Three kinds of mod
Armor mods change your soldier. Think health, ammo reserves, how fast you swap weapons, or the odd perk like Perfect Ammo from executions. Tactical Gear mods change the gadget, usually cooldown, range or duration. Weapon mods change the gun, and they cost Weapon Parts on top of the level unlock. The official multiplayer overview covers the system if you want the full picture.
Weapon Parts. You only keep the parts you pick up in a mission if the squad extracts. A wipe before extraction means they’re gone, so the last stretch is a bad place to be greedy.
Weapon mods are shared across classes. Put mods on a Prototype Lancer while you play Assault and the same gun comes with them when a Medic equips it. That makes your first few mods go a long way.

The Perfect Reload habit
Most of the good mods hang off one skill. Muscle Memory widens the Active Reload window and keeps Perfect Ammo up longer. Mag Triage heals you on a Perfect Reload. Full Metal Jacket, which shows up on the Snub and Longshot in a lot of builds, only earns its slot if you land the reload.
If you’re missing the window half the time, those are dead slots. Drop the difficulty for a few waves, learn the rhythm and stop reloading out of panic. That’s usually the real problem.
Assault
Assault is the cover class. You deal more damage behind cover and the Disruptor stuns whatever’s charging you, so the plan is to stay put behind something solid and let the stun buy the time.
On the gear, Retention Battery makes the Disruptor last longer and Burst Capacitor trims the cooldown. Reload Servo is the odd one: deploying the Disruptor refills your Perfect Magazine. For armor, Opportunity Targeting does extra damage to stunned enemies, which is the reason to run a Disruptor at all. Best Defense gives health back on kills from cover.
Weapons are simple. A Lancer, either the Lancer Mk1 or the Prototype Lancer, and a Snub with Holo Sight, Aim Stabilizer, Forged Barrel and Concussion Ammo. Execution Tempo shortens the Disruptor’s cooldown when you finish something off.
Breacher
The Injector refills your health the second you use it, then hands you Adrenaline. While that lasts you take less damage and deal more. Breacher is the class for going in.
- Gear mods: Stability Compound steadies recoil during Adrenaline, Vitality Amplifier heals you on kills, Reload Amplifier reloads your weapon on kills and Regenerative Compound improves the health regen.
- Armor mods: Proximity Reload turns a close-range kill into a Perfect Reload, Proximity Scavenger can drop ammo from those kills and Perfect Vitality heals you off Perfect Ammo.
- Weapons: a Gnasher with Slick Breech to cut the reload, a Snub with Full Metal Jacket as the backup and an Incendiary Grenade for choke points.
Proximity Reload is the mod I’d get first. It hands you the Perfect Reload instead of making you hit it under pressure.
Marksman
The Longshot fires one shot and reloads slowly, so the wider window from Muscle Memory matters more here than anywhere. Muscle Memory is a level 3 unlock and Mag Triage arrives two levels later, so the useful part of this build is cheap.
| Slot | Pick | Why |
|---|---|---|
| Tactical Gear | Pulse Drone | Tags Locust for the squad |
| Gear mods | Retention Battery, Focal Lens, Burst Capacitor, Energy Siphon | Longer, wider, more often, and the drone waves collect energy |
| Armor mods | Muscle Memory, Mag Triage, Cash Back, Thick Skin | Reload window, healing, ammo from pulsed kills, shorter status effects |
| Primary | Longshot with Long Range Stabilizer, Precision Long Barrel and Full Metal Jacket | Long sightlines are what this class is for |
| Close range | Gnasher with Skeleton Frame, Full Auto and Slick Breech | The Longshot can’t help once something is on you |
| Sidearm and equipment | Snub, plus a Smoke Grenade | Smoke breaks line of sight when you need to move |
Don’t take a Marksman into a wave with nothing for close range. Players do it constantly and the Longshot doesn’t care.
Medic
Medic can fight, so you’re not stuck being a first aid kit. The Stim Vaporizer is still the point, and it reaches anyone standing close enough, and that includes downed players on the other squads.
Vitality Emitter boosts the healing, Retention Battery extends how long the Stim runs, Focal Lens widens it and Burst Capacitor shortens the cooldown. Flesh Wounds and Combat Lifesaver are the armor picks, one for regen and one for sprint and revive defense. Add Muscle Memory if your reloads are clean.
Early on, a Lancer Mk1 and a Hammerburst do the job. The Prototype Lancer replaces the Lancer Mk1 later. Snub as the sidearm, Smoke Grenade for cover while you deploy.
Pop the Stim before the wave peaks. If half the squad is already down you’re late.
Squad and difficulty
Three squads of four make the twelve players. Class choice is free and duplicates are allowed, so four Breachers is a legal squad. I’d still want one Medic. If your squad already has one, Assault is the safe pick.
- Blitz: 1 or 2 objectives, usually 15 to 20 minutes.
- Siege: multiple objectives, 20 to 40 minutes.
- Horde: hold one spot against 10 waves, up to 60 minutes.
Difficulty follows class level. Infantry is suggested for levels 10 to 20 and Commander for 20 to 30. Allfather is for max-level classes only, and the game says survival chances are slim even then.
Quick answers
Which class is best?
None of them. They fill different jobs and the game doesn’t push a squad shape.
Do weapon mods carry between classes?
Yes. Mods and cosmetics stay with the weapon.
Where are the full mod lists?
This page covers what’s worth equipping first. The complete per-class mod lists with effects are on Mobalytics’ class pages, and credit to them for how clean those are.
Something wrong or out of date? Tell us
Guide by
George
George grew up on Dark Souls and Call of Duty, and he still has strong opinions about both. He also plays Arma, where he walks a very long way to get shot by someone he never saw. He says it’s part of the experience.
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