The best Assault build in Space Marine 2 right now is a Thunder Hammer Ground Pound build with a Plasma Pistol: the hammer has the widest Ground Pound radius after Patch 14.0, and Saber’s own game director says the Assault “can one shot most of the enemies on hardest difficulty.” The strongest alternative is the Jump Dash build, which turns the Assault’s dashes into area attacks with Winged Fury, Act of Attrition and Strong Strike.
Below is the loadout, the perks for each version and why, how to survive as the squad’s most exposed class, and the Prestige Perks to pick. The build is written against Saber Interactive’s Patch 15.0 notes and Hotfix 15.2 (October 20, 2026). Builds are judgment calls: we start from Saber’s official perk and weapon changes and label player consensus as opinion.
How the Assault Works on the Current Patch
The Assault in Warhammer 40,000: Space Marine 2 has no primary gun: just a melee weapon, a pistol and its Jump Pack. The Jump Pack powers both the Ground Pound, a leap that slams down in an area, and the Jump Pack Dash.
The key changes that shape it today:
- Patch 7.0 made every Ground Pound restore 30% of your maximum contested health, which Saber called “a major buff to Assault survivability.”
- Patch 9.0 made the Assault invulnerable during the Ground Pound’s landing and raised Chainsword and Power Sword Ground Pound damage to match the Power Fist and Thunder Hammer.
- Patch 14.0 shrank every weapon’s Ground Pound radius and raised the ability charge cooldown from 12 to 16 seconds, so slams need better aim.
- Patch 15.0 added the One-Handed Thunder Hammer to the Assault’s arsenal and fixed a bug where the Furious Strike perk could reset the Jump Pack’s cooldown progress.
Game director Dmitry Grigorenko’s verdict from Patch 9.0 still holds: the Assault is “very strong against Tyranids, yet against Chaos it struggles a lot.” Expect an easier time on Tyranid Operations.
The Loadout
| Slot | Pick | Why |
|---|---|---|
| Melee | Thunder Hammer | Ground Pound outer radius of 3.5 m, tied for the largest |
| Melee alternative | Power Sword | Same 3.5 m radius, faster, and works with Winged Fury in every stance |
| Sidearm | Plasma Pistol | Ranged answer to Zoanthropes and other targets you cannot jump on |
| Ability | Jump Pack | Ground Pound and Jump Pack Dash |
The radius numbers come straight from Patch 14.0: the Thunder Hammer and Power Sword keep a 3.5-metre outer radius, while the Chainsword, Power Fist and Power Axe sit at 3 metres. The Power Fist is still a favourite for raw damage, and Saber’s Patch 11.0 notes singled out the “Blocking Power Fist” for damage combinations that are “already insane.” Our best melee weapons guide compares every option, and our One-Handed Thunder Hammer guide covers the newest one.
Ground Pound Build: The Perks
Look for these perks in the Assault’s tree. The numbers come from Saber’s patch notes, the only official record of each perk’s current values.
- Ascension. A damage-dealing perk that has scaled with difficulty since Patch 6.0.
- Smiting Angel. Damage bonus raised from 10% to 25% in Patch 9.0.
- Aerial Grace. A 30% damage bonus that lasts 10 seconds.
- Overcharge. The Assault’s charged attack damage bonus (25% since Patch 6.0). Patch 11.0 fixed it so it boosts charged attacks on every weapon, not just the Thunder Hammer.
- Defense Mechanism. “Contested Health fades 50% more slowly,” which pairs with the Ground Pound’s 30% contested health restore to keep you topped up.
- Wings of Flame. Since Patch 6.0, it guarantees a perfect dodge when you dodge with the Jump Pack, on top of its other effects.
The rhythm is simple: slam into a tight group, finish survivors with fast light attacks to win back contested health, and jump out before Majoris enemies surround you.
Variant: Jump Dash Build
Saber’s December 2025 community update called Jump Dashes “the prime candidate” for more Assault build variety, and these three perks are what make the Jump Dash build work:
- Winged Fury. “Damage from Melee Attacks executed while sprinting or dashing increases by 100%. Deals area-of-effect Damage within a 7-metre radius. Cooldown is 5 seconds.” Since Patch 12.0 it works with every Power Sword stance.
- Act of Attrition. Enemies hit by sprinting or dashing melee attacks “take 25% more Damage for 5 seconds.”
- Strong Strike. “Hitting an enemy with an attack after a Jump Pack Dash restores Jump Pack Ability Charge by 1. Cooldown 10 seconds.”
This version plays best with the Power Sword: dash in, land the boosted hit, refund a charge and dash again. It offsets the slower 16-second charge cooldown from Patch 14.0.
Staying Alive as the Assault
The Assault takes the most hits of any class, so survival is part of the build. Use the Ground Pound landing’s invulnerability to escape bad spots, parry rather than trade blows (our parry guide explains the timing), and keep the Plasma Pistol for targets you should not jump on. For squad composition and solo advice, our best class guide covers where the Assault fits.
Prestige Perks to Pick
Prestige Perks unlock as you reset a level 25 Assault. The effects below come from datamined perk data, as our prestige guide explains:
- Hammer of Wrath: after using the Jump Pack, 30% less ranged damage and no stagger or knockback for 15 seconds. Patch 12.0 moved it into the prestige pool.
- Unyielding Oath: invulnerable for 3 seconds while charging a Ground Pound.
- Adrenaline Boost: no stagger or knockback for 10 seconds after a perfect parry, block or dodge.
- Fortitude: 15% more health, the safe pick.
Patch 15.0 also added an Assault-only Heroic Iron Halo armour piece for Accolades, as our Accolades guide covers. Our best weapons guide covers every class, and every guide is on our Space Marine 2 hub.
Frequently Asked Questions
What is the best weapon for the Assault in Space Marine 2? The Thunder Hammer for Ground Pound builds, with the Power Sword as the best pick for the Jump Dash build. Both keep the widest Ground Pound radius after Patch 14.0.
Is the Assault good in Space Marine 2? Yes, especially against Tyranids. Saber’s game director says it can one-shot most enemies on the hardest difficulty but struggles more against Chaos.
What did Patch 14 change for the Assault? It reduced Ground Pound radius for every weapon and raised the Jump Pack charge cooldown from 12 to 16 seconds.
What is the Jump Dash build? A build around Winged Fury, Act of Attrition and Strong Strike that turns Jump Pack Dashes into boosted area attacks and refunds charges.
What is the best sidearm for the Assault? The Plasma Pistol, the consensus pick for dealing with ranged threats the Assault cannot reach safely.