Slicer: close range, big numbers
Slicer is the class that punishes you for hesitating. The blade hits hard, but only if you are close enough to be hit back.
Blitz in, slice, Blitz out. The blade stuns on hit and cuts terrain into glass, so use it to open a wall as well as to kill; Shield Belt is for the walk back out.
Slicer is the melee class, and the honest description is that it trades safety for speed. The plasma blade hits harder than anything else in the game at close range, cuts through armour, and stuns what it hits.
It is also the class that dies most often to a mistake you could see coming.
Blade and dashes
| Tool | Effect | Cost |
|---|---|---|
| Slice | 560 damage, bypasses armour, 100% chance of a 1.5 second stun | 20 second cooldown |
| Blitz | Short forward dash | 4 second cooldown |
| Shield Belt | Barrier in front of you that blocks ranged attacks | Per activation |
| Terrain cut | Terrain within three metres turns to glass | Part of Slice |
Values from the official wiki, checked 2026-11-15. The slice hits in a horizontal arc and its range is longer than the terrain-cut radius.
When he earns the slot
You want Slicer when your team already has a Guardian and a Falconer. Somebody has to be the class that walks into the swarm, and it should be the one with a 560-damage arc and a stun.
You also want Slicer when the run's problem is ammo rather than damage. A blade does not reload, so a Slicer can clear a floor that a gun-based class would leave dry.
Slicer by depth
Depth 1 and 2, Slicer is strong. Small enemies die to one arc, the stun covers the gaps, and Blitz gets you out of the position you should not have entered.
Depth 3, Slicer becomes a commitment. Molaktula's spike fields punish standing in melee range, and the boss's teleport means the target you closed on is no longer there.
Depth 4, Slicer is the hardest class to bring. Balgorath's patterns are built around movement, and a class whose damage requires proximity is playing the fight on hard mode.
Blitz rule
Blitz in, slice, Blitz out. The dash has a four second cooldown and the slice has twenty, so the ability you should be spending freely is the movement, not the damage.
The other half of the rule: the slice turns terrain to glass within three metres, so it is also a mining tool. Opening a wall to reach a vein or an exit is a legitimate use of a twenty second cooldown, and on a bad floor it is the best use.
Three-step engagement
- Blitz toward the group, not toward one enemy. The arc hits everything in front of you, so positioning is the damage.
- Slice as you land, then keep moving through the group rather than backing out of it.
- Blitz out on the four second cooldown, before the stun ends, not after you take the hit.
The mistake that kills Slicers is using Slice as an opener from range. It has a 20 second cooldown and a short arc, so a whiff means twenty seconds of holding a traversal tool in a swarm.

A concrete opener
On the first floor, do not slice the first enemy you see. Walk into the middle of the group, then slice, so the arc hits three things instead of one. The stun is the point, and it applies to everything in the arc.