ENTRENCHED All Nine Classes
Every infantry role in one reference — from Rifleman backbone to rank-5 Officer leadership.
ENTRENCHED WW1 on Roblox assigns each player an infantry class before spawn. Classes are not skins: they change your health pool, movement speed, primary weapon, and utility items. A team that ignores composition — five marksmen, zero Medics, no Engineer on defense — will lose tickets even if individual aim is strong. This overview explains all nine classes so you can read one page, understand the roster, and drill into dedicated guides when you find a main.
The classes are Rifleman, Skirmisher, Medic, Support, Assault, Engineer, Recon, Flamer, and Officer. Most are selectable from your first match. Officer unlocks at rank 5 and adds binoculars plus team buffs for players who call targets and timing well. ENTRENCHED released in 2019 and still receives quality-of-life updates; class identities stay stable even when individual weapons get tuning.
Rifleman
The default soldier fantasy. Bolt-action rifle with bayonet, grenade, and spade. Strong at medium and long range; headshots delete careless targets. Weaknesses: slow follow-up shots and danger in open rushes without teammates. Best for learning recoil, positioning, and ticket awareness. Deep dive: Rifleman Guide.
Skirmisher
Light, fast, built for flanking trenches with a carbine-style primary and smoke instead of a frag grenade. Less raw damage than Assault but better at creating cover for pushes. Excels when enemies stack one lane and you slip through a gap. Counter with Recon overwatch or Engineer HMG lanes. Deep dive: Skirmisher Guide.
Medic
Semi-automatic rifle plus healing tools. Medics keep Frontline and Domination pushes alive when bodies trade in no-man’s land. You win by staying behind the front slightly — close enough to revive, far enough to avoid Assault shotguns. Undersupplied in public lobbies; swapping to Medic is often the highest-impact team play. Guide: Medic.
Support
Automatic weapon tuned for suppression and mid-range holds. Higher magazine commitment than Assault, generally better accuracy at range. Pair with Engineer fortifications on Conquest flags. Struggles when flanked; needs map awareness. Deep dive: Support Guide. Compare tier value on Class Tier List.
Assault
Close-range automatic fire and fragmentation grenades for bunker clears. High health relative to Skirmisher; loses badly past ~100 studs to Riflemen and Recon. Lead breaches in Frontline attack turns and Domination hill rushes. Guide: Assault.
Engineer
Handgun, spade, hammer, and deployable Heavy Machine Gun plus buildables (sandbags, trenches, tunnels depending on map rules). Anchors defense, creates crossfires, and slows enemy armor of infantry pushes. Weak in duels; wins by preparation. Guide: Engineer.
Recon
Long-range rifle with high per-shot damage — punishes Supports and Medics who expose shoulders above sandbags. Useless in tight tunnels unless you switch classes. On open Conquest sectors, Recon can hard-carry spotting value even without voice chat if you ping by firing tracers intelligently. Guide: Recon.
Flamer
Short-range flamethrower specialist. Terrifying in choke points, tunnels, and Domination hills. Almost free kills for Recon at distance. Map-dependent S-tier or F-tier. Not recommended as a first main; deep dive: Flamer Guide and Beginner Picks.
Officer
Unlocks at rank 5. Binoculars for spotting, sidearm, and team-wide buffs when used correctly. Value scales with communication — ping targets, coordinate Assault timing, ask Engineer for HMG angles. Weak solo carry; strong with squads on voice or fast chat. Guide: Officer.
Class comparison table
| Class | Range | Team role | Skill floor |
|---|---|---|---|
| Rifleman | Long / mid | Line infantry | Low |
| Skirmisher | Mid / close | Flanker / smoke | Medium |
| Medic | Mid | Healer | Medium |
| Support | Mid | Suppression | Medium |
| Assault | Close | Breacher | Medium |
| Engineer | Mid / static | Builder / HMG | High |
| Recon | Long | Marksman | Medium |
| Flamer | Close | Area denial | High |
| Officer | Any | Leader (rank 5) | High |
Game modes and swapping
Frontline alternates attack and defense — Engineers and Supports rise on defense; Assault and Flamer lead attacks. Conquest spreads fights across flags; Riflemen and Medics rotate with tickets. Domination concentrates on one hill; Officers, Medics, and Assault define the stack. Mode-specific rankings: Mode Tier Breakdown.
You can change class between rounds and on respawn. If your team has zero Medics after a wipe, swap even if you main Recon. Use the Class Picker when unsure.
Where to go next
- Dedicated guides: Rifleman, Skirmisher, Medic, Support, Assault, Recon, Engineer, Flamer, Officer.
- Rankings: Tier List Hub and Class Tier List.
- Onboarding: Guides Hub and Controls Cheatsheet.
- No promo codes: Codes Hub documents that ENTRENCHED has no official redemption system.
- Patches: Updates Hub.
- Community links: Official Links. Avoid risky automation on Scripts Hub unless you accept account penalties.
Master one class, learn a backup, and keep a team-role pick in your pocket. That flexibility wins more Roblox matches than chasing a imaginary permanent meta.
Frequently Asked Questions
Quick answers for trench warfare and class play.
How many classes does ENTRENCHED have?
Nine: Rifleman, Skirmisher, Medic, Support, Assault, Engineer, Recon, Flamer, and Officer.
Which class unlocks last?
Officer requires rank 5. All other classes are available to new accounts.
What is the best all-around class?
Rifleman is the most versatile starter. Medic and Engineer offer the highest team impact in public lobbies.
Do classes differ between Entente and Central Powers?
Roles are mirrored; faction changes cosmetics and some weapon variants, not class abilities.