Free weekend ends Mon Nov 16 - 50% off, $14.99
Deep Rock Galactic: Rogue Core
English

Which Reclaimer to play first

Five classes, five different jobs. Pick the one that keeps you alive long enough to learn the caves, then branch out.

Last checked 2026-11-15 · Game version Early Access since May 20, 2026 - Update 3 live Nov 4, 2026

Quick answer

Start with Guardian. Its Repulsion Field buys the whole team breathing room, its Armor Beacon refills armour, and neither depends on hitting a weak point while a swarm is on top of you.

Five Reclaimers, five jobs, and one of them is much better for a first run than the others. The classes are not balanced around solo play, they are balanced around a team of up to four, so the right question is what your team is missing.

For a first class the answer is Guardian, and it is not close. Its two abilities do not require a weak-point hit under pressure, and both of them help the other three players.

Five Reclaimers, one table

ClassOfficial roleBest forSolo comfort
GuardianArea denial and close protection; concussive blasts, restores team armourPlayers who want to survive and enable othersHigh
FalconerAirborne assault drone; electrifies enemies, revives allies from rangePlayers who like damage without standing in itMedium
RetconWarps back to a previous point in spacetime, restoring health and ammoPlayers who overextend and want a safety netMedium
SpotterMarks and weakens targets, spots enemies through walls, deploys ammoPlayers who like setting up kills for the teamMedium
SlicerEnergy blade that dismembers all but the toughest opponentsPlayers who want close-range burst damageLow

Roles are paraphrased from the official Steam store page, checked 2026-11-15.

Why Guardian goes first

Guardian's Repulsion Field applies fear to enemies inside a six-metre bubble for four seconds, and its Armor Beacon refills armour for any Reclaimer under half. Neither needs you to aim at a weak point while a swarm is on top of you.

That matters because the first twenty hours are about not dying to things you did not see. A class whose value is measured in breathing room teaches you the caves; a class whose value is measured in a perfect blade swing teaches you to blame the game.

Pick Guardian if you are new, playing solo, or joining random lobbies.

Who the other four suit

Falconer if you already understand the game and want to add damage while keeping your position. Her Remote Drone Revive is the strongest single ability in a random lobby, because it fixes the most common way a team loses.

Retcon if you have a habit of pushing too far and want a mechanical fix for it. Rewind is a checkpoint, not a panic button, and the cooldown is 75 seconds.

Spotter if you play with the same people regularly. A marked target takes guaranteed crits, and the value multiplies with how well your team focuses fire.

Slicer if you want the highest ceiling and accept the lowest floor. The blade hits for 560 and bypasses armour, but you have to be within range of everything that wants to kill you.

Pick order when undecided

  1. Guardian if this is your first hour. Nothing it does needs a weak-point hit under pressure.
  2. Falconer if you play with strangers. Remote Drone Revive fixes the most common way a lobby loses.
  3. Spotter if you play with the same three people and someone else already brings space.
  4. Retcon if you know you overextend and want a mechanical fix rather than discipline.
  5. Slicer last, and only if you are comfortable being the closest player to every swarm.

Take the class to the level cap before you judge it. Every Reclaimer feels thin until the first Bio-Booster deck and a few Enhancement slots land, and those arrive around the same time for all five.

Official Steam store screenshot: Reclaimer team underground

How the pick changes by depth

Depth 1 and 2 forgive a class with no defensive tool. Depth 3 starts punishing it, and Depth 4 punishes it hard, because Balgorath's patterns do not care how much damage you can do if you are not moving.

Guardian and Falconer hold up best at Depth 4 for the same reason: one creates space, the other creates damage without occupying space. Slicer is still playable there, but it turns the fight into a movement test with no margin.