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Deep Rock Galactic: Rogue Core
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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.

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

Quick answer

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

ToolEffectCost
Slice560 damage, bypasses armour, 100% chance of a 1.5 second stun20 second cooldown
BlitzShort forward dash4 second cooldown
Shield BeltBarrier in front of you that blocks ranged attacksPer activation
Terrain cutTerrain within three metres turns to glassPart 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

  1. Blitz toward the group, not toward one enemy. The arc hits everything in front of you, so positioning is the damage.
  2. Slice as you land, then keep moving through the group rather than backing out of it.
  3. 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.

Official Ghost Ship Games announcement art

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.