Class Overview
The Marksman is widely considered the best first purchase for new players aiming to accelerate their credit accumulation. This class is meticulously designed around high-efficiency, precision gunplay with devastating ability cooldowns.
Why Marksman First?
The Marksman's piercing capabilities ensure that credit farming in early waves is vastly accelerated. Purchasing the Medic first, while helpful for survival, stalls the player's economy due to low kill rates. Marksman is the mathematically optimal first class purchase.
Equipment & Abilities
| Equipment | Type | Description |
|---|---|---|
| Dead Eye | Epic | Grants piercing ballistics - a single projectile travels through multiple enemies in a linear formation. This multiplies your damage output by the number of targets penetrated. |
| Sonar Ping | Rare | Marks all targets within a specific radius and applies a universal debuff that significantly increases all incoming damage against marked entities. A massive team damage multiplier. |
| Frag Grenades | Explosive | Provides massive burst damage for emergencies. Excellent for dealing with clustered swarms or elite variants threatening to break through your line. |
Strengths
- Dead Eye piercing hits multiple zombies in a line
- Sonar Ping marks enemies for bonus team damage
- Frag Grenades provide emergency burst
- Piercing shots = 3x credit generation efficiency
- Best damage-to-cost ratio in early game
Weaknesses
- Requires aim precision to maximize piercing potential
- Abilities have cooldowns that require management
- No structural defense capabilities
- Vulnerable to being overwhelmed without team support
Optimal Strategies
- Position at chokepoints - Dead Eye shines when zombies are funneled through narrow areas
- Lead with Sonar Ping - Mark elite targets first for maximum team efficiency
- Save Frag Grenades - Use for emergencies or when overwhelmed
- Focus fire - Pierce through grouped enemies, don't spread shots
Best Weapons for Marksman
The Marksman benefits most from weapons with high base damage and good fire rates. The Rifle (free) provides excellent synergy, while the Burst Rifle (2,500 Credits) and AK-47 (3,500 Credits) are major upgrades.
Recommended Next Class
After Marksman, purchase the Engineer class (20,000 Credits) for defense capabilities. The Marksman + Engineer combination forms the foundation of optimal early-to-mid game progression.
View Engineer Class →