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Best Jobs in SteamWorld Heist 2: Best Skills Come From Another Job

Updated 30 Oct 2026 Source The six jobs and their weapons (Sniper uses rifles, Reaper uses SMGs, Boomer uses rocket launchers, Brawler uses hammers, Engineer uses pistols, Flanker uses shotguns), the job-change mechanism (swap the weapon to change job; level a job to unlock its skills; once unlocked a skill can be used after a job change by buying it with Cogs), and the six recommended cross-job skill combinations with their reasoning from Siliconera's best job skill combinations; the supplementary combinations and reasoning (Boomer with Fortify and landmines, Engineer with Mines and Perfect Aim, Flanker with Sidestep and Nimble Feet and cooldown reduction, Brawler with Cool and Nimble Feet or Greased Up) from GameTips' best job skill combos; the per-job ability recommendations (Sniper: Cogs into damage and especially movement; Reaper: Rage and Momentum; Brawler: Hard Shell and Free Sidearm; Flanker: Cool and Backbiter), the note that the Flanker is arguably the best overall offensive job and that Reaper's Momentum has a huge impact on Flanker effectiveness, the Brawler's Adrenaline self-heal on every kill, the Brawler's weakness that many enemies including flying drones and ceiling-mounted turrets are functionally immune to melee, the advice to upgrade weapons first when struggling and to sink Navy ships on the world map for Gallons, the no-penalty-for-leaving-melee-range rule with the absence of attacks of opportunity, the bait-melee-enemies tactic, the outrun-to-the-exit response to the alarm system, the reload-early advice with the two-turn autosave limitation, and the max-star requirements from the Epic Games Store SteamWorld Heist 2 guide; the note that crew members feel increasingly similar as the game progresses because of job-skill proliferation and that the Brawler's limits show up in the final zone from KosGuides. Sources agree on the six combinations; the GameTips list adds landmines to the Boomer and differs slightly on the Flanker's third pick, which is noted. Verified 30 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Every job is improved by borrowing from another job

Here is the thing about the six jobs in SteamWorld Heist 2, and it is the most useful thing on this page:

Not one of the six is improved most by its own skills.

Each job has one specific structural weakness, and in every case the fix is a pair of skills lifted from two other jobs.

JobIts one weaknessBorrowed fixFrom
SniperSometimes there is no cover to reachFortify + Build CoverBoomer + Engineer
ReaperHas to get close, and dies thereHard Shell + SidestepBrawler + Flanker
BoomerBlows itself up with its own rocketsBlast Shield + FocusBrawler + Sniper
BrawlerLong cooldowns and short reachCool + Nimble FeetFlanker + Flanker
EngineerThe pistol missesMines + Perfect AimBoomer + Sniper
FlankerGets hit in close rangePayback + MomentumBrawler + Reaper

Read that table down and a pattern appears. Every borrowed pair is a patch, not a damage upgrade. The Sniper does not borrow more damage; it borrows somewhere to stand. The Boomer does not borrow more explosions; it borrows survival from its own explosions.

How job switching actually works

The mechanism is simple and it is the reason your whole crew converges later in the game.

  1. Your job is your weapon. Snipers use rifles, Reapers use SMGs, Boomers use rocket launchers, Brawlers use hammers, Engineers use pistols, Flankers use shotguns. Swap the weapon and the job swaps with it.
  2. Level a job to unlock its skills. You have to actually put time in as that job.
  3. Once unlocked, buy the skill with Cogs and keep it after you change jobs.

That third step is the engine of the whole system — and also the reason two different crew tier lists can disagree so violently, since a levelled bot can carry almost any loadout. See the crew guide for that argument.

The natural consequence: your crew members feel increasingly similar as the game goes on. The only thing separating them at the end is their personal skills.

The six combinations

Sniper — Fortify (Boomer) + Build Cover (Engineer)

The Sniper excels at long-range fire from cover, which makes the Boomer’s Fortify a natural fit: it strengthens whatever you are hiding behind, so your cover lasts longer and does not get blown away.

But sometimes there is simply no cover to reach. For that, the Engineer’s Build Cover is a free action that places cover wherever you like — which is a huge benefit to a job whose entire survival plan depends on having some.

Also worth Cogs: damage, and especially movement, since a Sniper that cannot reposition is a Sniper with no angle.

Reaper — Hard Shell (Brawler) + Sidestep (Flanker)

Reapers are offensive powerhouses using multi-attack and aura abilities to bury the other side in a handful of turns. They are also frontliners by nature, which means they take hits.

So the fix is one defensive and one escape: the Brawler’s Hard Shell for armour, and the Flanker’s Sidestep for an instant teleport as a free action when a position turns bad.

Useful abilities in its own line: Rage and Momentum. And because Reapers are short-mission terrors but fragile in long ones, some healing ability or item goes a long way.

Boomer — Blast Shield (Brawler) + Focus (Sniper)

Boomers throw explosives, and the dirty secret is that a rocket fired at something too close damages the Boomer too.

The Brawler’s Blast Shield reduces explosion damage to 1 — so even when your shot goes wrong, you do not take yourself out with it. That alone is the best skill on the Boomer, and it is not a Boomer skill.

Then the Sniper’s Focus rewards exactly what you are already doing: standing somewhere advantageous and hitting it. One source also recommends the Slot Machine to carry an extra item, and landmines as a way to lock down an area while you bomb from behind cover.

Brawler — Cool (Flanker) + Nimble Feet (Flanker)

The Brawler is the closest thing the game has to a tank, with heavy single-target damage and Adrenaline healing it on every kill.

Its problem is pacing. Its big Charge attacks sit on long cooldowns, and it has to walk into melee to use them.

So the fix is entirely a Flanker package: Cool reduces all your cooldowns by 1, which means you get the Charges off far more often, and Nimble Feet adds a point of movement so you can actually reach. If you prefer, the Engineer’s Greased Up does similar work for moving through doors.

Know the ceiling before you invest. Many enemies are functionally immune to melee — flying drones, ceiling-mounted turrets and the like — and their numbers rise sharply in the final zone. If a mission needs ranged power, take a Reaper or Flanker instead.

Engineer — Mines (Boomer) + Perfect Aim (Sniper)

The Engineer is support: boosts, healing, and a pistol. Its two problems are that it is fragile and that the pistol is underwhelming.

Mines from the Boomer keeps melee units from reaching you at all — they walk into the explosion instead. And Perfect Aim from the Sniper gives the pistol a full aimline and steadies your arm, which turns the game’s weakest weapon into something you can actually land shots with.

One important limit if you take Tristan as your Engineer: his Always Prepared makes Repair items a free action, but it explicitly does not cover job abilities like the Engineer’s Maintenance Protocol.

Flanker — Payback (Brawler) + Momentum (Reaper)

The Flanker is arguably the best overall offensive job in the game: enormous damage up close, and even more from behind thanks to Backbiter. Its mobility also makes it the best treasure-collector, which you need to complete missions properly.

Being that close means getting hit, so the fix is to turn that into an advantage. The Brawler’s Payback gives you more damage on your next turn after you are damaged — the Flanker’s signature move is getting hit on purpose.

Then the Reaper’s Momentum on top, which one source singles out as having a huge impact on Flanker effectiveness and worth picking up as fast as possible. Add Sidestep and Nimble Feet for the hit-and-run loop.

Four things that will save more runs than any build

1. Upgrade weapons before anything else. Your weapon tier has a huge impact on damage output. If you are stuck in a new area, go sink Navy ships on the world map to gather Gallons and get every crewmate onto the highest tier available. You will notice the difference immediately.

2. Walk out of melee. Do not swing back. By default the game encourages crew in melee range to whack their attacker. This is almost never right. There are no attacks of opportunity and no penalty for leaving, so step out and shoot them.

3. Bait melee enemies. On missions with respawning melee enemies, keep your party a few steps back from the spawn points. Enemies then waste their first turn walking toward you, which hands you an action-economy advantage for free.

4. Reload early and often. There are no quicksaves, and reloading your autosave only takes you two turns back. If a fight has turned, reload at the first sign — two turns is very little room.

And one mission-structure note: the alarm system means hanging around to pick off infinitely spawning enemies is usually a mistake. Once the objective is done, make for the exit before the heavies arrive. You can always come back and 100% a level later.

Frequently asked questions

What is the best job in SteamWorld Heist 2?

The Flanker, for overall offence, and the Sniper for safety. The Flanker deals huge damage up close and even more from behind with Backbiter, plus the mobility to collect treasure. But the honest answer is that the six jobs matter less than the skills you bolt onto them.

How do I change jobs in SteamWorld Heist 2?

Swap the weapon. Snipers use rifles, Reapers use SMGs, Boomers use rocket launchers, Brawlers use hammers, Engineers use pistols and Flankers use shotguns. Changing the weapon changes the job.

How do I use skills from other jobs in SteamWorld Heist 2?

Level a character in a job to unlock its skills. Once unlocked, that skill can be used after a job change by buying it with Cogs. It is the main reason your crew members start to feel similar later on.

What skills should I put on a Sniper in SteamWorld Heist 2?

The Boomer's Fortify, which strengthens whatever cover you are hiding behind, and the Engineer's Build Cover, which is a free action that places cover wherever you want. Both fix the Sniper's one real problem: sometimes there is no cover to reach.

What is the Brawler's weakness in SteamWorld Heist 2?

A large number of enemies are functionally immune to melee — flying drones, ceiling-mounted turrets and similar. Their numbers rise sharply in the final zone, which is where a melee-heavy crew stops working.

What should I upgrade first if I am struggling in SteamWorld Heist 2?

Weapons. Your weapon tier has a huge impact on damage output. If you are struggling in a new area, sink Navy ships on the world map to gather Gallons and make sure every crewmate is on the highest weapon tier available.

Should I melee attack in SteamWorld Heist 2?

Almost never, unless you are a Brawler. There are no attacks of opportunity and no penalty for moving out of an enemy's melee range, so walk out and shoot them instead.

More SteamWorld guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.