The best Assault build in Space Marine 2 for Patch 15 is a Jump Pack Dash build that chains Wings of Flame, Aerial Grace and Commitment so almost every dodge refunds a charge and boosts your damage, with the Thunder Hammer or the new One-Handed Thunder Hammer as the weapon. A classic Ground Pound build with Smiting Angel and Pride in Duty is still strong for crowd clearing. Below are three full Assault loadouts, the complete perk tree, and how the October hotfixes changed the One-Handed Hammer, current as of November 2026 (Hotfix 15.2).
Our references: the Fandom wiki's Assault page and class perk data (edited after Patch 15), Saber's Patch 15.0 notes and Anniversary Update II announcement, the Hotfix 15.1 and 15.2 notes, the Patch 7.0 prestige notes and the Patch 16 PTS thread, all checked in November 2026.
The Assault's Kit in Patch 15
The Assault is the only class with no primary weapon. It brings a melee weapon, a sidearm and the Jump Pack, which the wiki describes as enabling two moves: Ground Pound, where you hold the ability button to hover and then slam down for area damage, and Dash, a quick burst that doubles as a dodge and lets you attack out of it with bonus damage. Each Jump Pack charge takes about 40.7 seconds to come back in PvE.

The starting perk is easy to overlook but shapes every build: the perfect dodge window is 50 percent wider, which the wiki puts at 195 milliseconds on difficulties above Average instead of 130. Perfect dodges open Gun Strikes and trigger several perks, so the Assault is the easiest class to play off perfect timing. Our fencing, block and balance explainer covers how each weapon type handles parries if you are new to that system.
Melee options are the Chainsword, Thunder Hammer, One-Handed Thunder Hammer, Power Fist, Power Sword and Power Axe. Sidearms are the Bolt Pistol, Heavy Bolt Pistol, Plasma Pistol, Inferno Pistol, Neo-Volkite Pistol and the Bolt Carbine One-Handed. In PvE the Assault carries three Armour Segments.
The One-Handed Thunder Hammer After Two Hotfixes
Patch 15 gave the Assault a new toy: the One-Handed Thunder Hammer, a fast weapon that accumulates charges and spends them on stronger area attacks. Saber's announcement lists it for the Tactical, Assault, Bulwark and Techmarine. At launch many players found it weak, and Saber responded twice in October.
- Hotfix 15.1 (October 8): base damage up 10 percent, Underhand Swing up 67 percent, Echoing Swing waves and Energised Strike up 100 percent, Energised Strike radius up 50 percent, charged attacks up 25 percent with much better cleave. Forced stagger from charging stances was removed for now.
- Hotfix 15.1 weapon perks: Charge Overflow lasts 20 seconds, Rapid Recharge has a 15 second cooldown, Deflective Charge a 20 second cooldown, Perfect Reprisal now applies to every light attack for its 7 seconds, and Preparedness and Brutal Reforge only trigger on kills with the hammer.
- Hotfix 15.2 (October 20): one charge now takes 1.25 seconds, you can enter Accumulation stance even with charges, Energy Loop damage doubled and it can follow a Charged Impact, Underhand Swing up another 30 percent and Charged Impact up 15 percent. Preparedness and Brutal Reforge now trigger on Finisher kills with the hammer, Preparedness restores 5 percent ability charge, and Perfect Reprisal's bonus rose to 50 percent.
The Heroic version, the Power Maul, was reworked in 15.2: Charged Impact works with one or two charges, Ground Slam needs three charges, forces a stagger and gained 30 percent damage and double the radius. Saber noted the in-game description had not yet been updated to match. Heroic weapons are bought with Accolades; our Heroic weapons guide explains how to earn them.
The Assault Perk Tree, Column by Column
Like every class, the Assault has eight columns of three perks, with one active pick per column. Here are the current columns from the wiki's post-Patch 15 data.

- Core column 1: Winged Fury (melee while sprinting or dashing deals 100 percent more damage in a 7 metre area, 5 second cooldown), Overcharge (held and charged melee attacks deal 25 percent more) or Armour Reinforcement (non-finisher Gun Strikes restore 1 Armour Segment).
- Core column 2: Auxiliary Arsenal (sidearm deals 20 percent more), Defense Mechanism (contested health fades 50 percent more slowly) or Consecutive Execution (7 quick kills restore an Equipment charge, 90 second cooldown).
- Core column 3: Perseverance (25 percent less health damage and no knockback during charged attacks), Knowledge of the Enemy (15 percent more melee damage against Majoris and Extremis) or Act of Attrition (enemies hit by sprint or dash melee take 25 percent more damage for 5 seconds).
- Team column: Squad Cohesion (squad abilities recharge 15 percent faster), Strategic Strikes (squad deals 20 percent more melee damage to Extremis and Terminus) or Proven Efficiency (squad deals 30 percent more Gun Strike damage).
- Gear column 5: Smiting Angel (Ground Pound deals 25 percent more), Furious Strikes (hitting an enemy after a Dash restores 1 Jump Pack charge, 10 second cooldown) or Precision Strike (Ground Pound deals 100 percent more in half the radius).
- Gear column 6: Wings of Flame (Dash damages enemies along its path and always counts as a perfect dodge when dodging an attack), Manoeuvrability (Jump Pack recharges 20 percent faster) or Zealous Blow (a Ground Pound kill restores 10 percent of a charge).
- Gear column 7: Pride in Duty (after a Finisher, Ground Pound deals 25 percent more for 10 seconds), Diligence (a fully prepared Ground Pound deals 20 percent more but takes 25 percent longer) or Aerial Grace (a perfect dodge with a Dash gives 30 percent more damage for 10 seconds).
- Signature column: Ample Ammunition (using the Jump Pack reloads your sidearm and adds 50 percent damage for 10 seconds), Ascension (Jump Pack Leap damages enemies in the takeoff area) or Commitment (a perfect dodge with a Dash restores Jump Pack charge).
Build 1: Perfect Dash Loop
This is the highest-uptime Assault build because three perks feed each other.
- Core: Winged Fury, Defense Mechanism, Act of Attrition.
- Team: Strategic Strikes.
- Gear: Furious Strikes, Wings of Flame, Aerial Grace.
- Signature: Commitment.
- Weapons: Thunder Hammer or One-Handed Thunder Hammer, Heavy Bolt Pistol.
Wings of Flame makes a Dash count as a perfect dodge whenever you dash through an attack. That perfect dodge triggers Aerial Grace for 30 percent more damage and Commitment to refund Jump Pack charge, and Furious Strikes adds another charge when you hit something after the Dash. Winged Fury and Act of Attrition then turn the dash attack itself into area damage that softens everything nearby. The Patch 16 test notes include a fix for Furious Strikes firing at the same time as Commitment at maximum charges, which shows how central this pairing has become.
Build 2: Ground Pound Crowd Clearer
For Operations dense with Minoris enemies, the classic Ground Pound build still deletes whole groups.
- Core: Armour Reinforcement, Defense Mechanism, Knowledge of the Enemy.
- Team: Squad Cohesion.
- Gear: Smiting Angel, Zealous Blow, Pride in Duty.
- Signature: Ascension.
- Weapons: Thunder Hammer, Plasma Pistol.
Smiting Angel and Pride in Duty stack bonus damage on every slam after a Finisher, Zealous Blow refunds charge whenever a slam kills, and Ascension damages the enemies you take off from. Swap Smiting Angel for Precision Strike if you mostly slam single tough targets, since it doubles the damage in half the radius. Squad Cohesion speeds up your teammates' abilities too.
Build 3: One-Handed Hammer Bruiser and Prestige Picks
If you want to use the October hammer buffs, build for charged attacks and survival while you build charges.
- Core: Overcharge, Auxiliary Arsenal, Perseverance.
- Team: Proven Efficiency.
- Gear: Furious Strikes, Manoeuvrability, Pride in Duty.
- Signature: Ample Ammunition.
- Weapons: One-Handed Thunder Hammer or Power Maul, Bolt Carbine One-Handed.
Overcharge adds 25 percent to the hammer's held and charged attacks, and Perseverance keeps you from being knocked out of them. Ample Ammunition reloads and boosts the One-Handed Bolt Carbine each time you use the Jump Pack, giving you a real ranged option.
Prestige perks, up to four active since Patch 7.0, finish every build. The Assault's list includes Unyielding Oath (3 seconds of invulnerability while charging a Ground Pound), Adrenaline Boost (no knockback for 10 seconds after a perfect parry, block or dodge), Duellist (25 percent wider perfect parry and block windows), Fortitude (15 percent more health), Scrambled Targeting, Practiced Aim and Hammer of Wrath (30 percent less ranged damage and no knockback for 15 seconds after using the Jump Pack). Hammer of Wrath, Unyielding Oath, Adrenaline Boost and Fortitude suit most players.
For more melee options, compare the reworked melee Tactical, and see how weapon perk trees unlock in our Mastery Points guide. If you are still deciding which weapon to commit to, the Patch 15 notes breakdown covers every October change.
If You Would Rather Not Level It All
A finished Assault needs Level 25, four prestige ranks and mastered hammer variants. The store's unlock-all service for Space Marine 2 lists all class perks fully upgraded, all PvE classes at Prestige 4 and Level 25, and all weapon versions and their perks unlocked, with an option to reset and customize perks afterwards. Its page says it works on PC, PlayStation and Xbox without logging into your account.
The page lists coverage up to the May 2026 update, so the October One-Handed Hammer content may not be included; ask support first. Everything else is on the Space Marine 2 services hub.
Frequently Asked Questions
What is the best weapon for the Assault class?
The Thunder Hammer remains the most reliable all-rounder. After Hotfixes 15.1 and 15.2 the One-Handed Thunder Hammer is a strong faster alternative.
Does the Assault have a primary weapon?
No. The Assault carries a melee weapon and a sidearm only, with the Bolt Carbine One-Handed as its most rifle-like option.
How do I get more Jump Pack charges?
Commitment, Furious Strikes and Zealous Blow refund charge, and Manoeuvrability makes it recharge 20 percent faster.
Is the Assault good for solo play?
Yes, especially with the Perfect Dash Loop build, because perfect dodges keep refunding your mobility and damage buffs without relying on bots.
What is the Power Maul?
The Heroic One-Handed Thunder Hammer added in Patch 15 and unlocked with Accolades. Hotfix 15.2 reworked its Ground Slam to need three charges and force a stagger.
Does Wings of Flame make every dash a perfect dodge?
Only when you dash through an incoming attack. In that case the dash always counts as a perfect dodge, which triggers Aerial Grace and Commitment.