Marathon's seven Runner Shells work more like classes than characters. Forget the hero shooter setup. Each Shell has its own ability kit and shapes how you approach fights, looting, and survival. Picking the right one and knowing how to use it properly is the difference between a clean extraction and losing everything you brought in.
This guide covers every Runner Shell in detail: what their abilities actually do, how the kit fits together, which weapons and Cores work best with them, and how they slot into team compositions. A full tier list is included to help you figure out where to start.
How Runner Shells Work
Each Runner Shell comes with three components:
- Prime Ability: A powerful skill on a long cooldown, similar to an ultimate
- Tactical Ability: A secondary active skill you'll use more frequently
- Traits: Two passive or weaker active skills that are always available
On top of the base kit, each Shell can slot Shell specific Cores, which are loot drops found during runs that add bonuses and modify how abilities work. Cores come in multiple quality tiers, with legendary versions being the strongest. Since Cores are loot, you can lose them if you fail to extract. Treat the good ones accordingly.
Marathon Runner Shell Tier List
| Tier | Runner Shells |
|---|---|
| S | Triage, Vandal, Assassin |
| A | Recon, Rook |
| B | Destroyer, Thief |
None of these are bad picks. Every Shell does something well, and the B tier options are still capable in the right hands. They just have more situational limits than what's above them.
S Tier Runner Shells
Role: Support | Recommended Weapons: Medium range, volt type weapons | Best Core: Hypocritic Oath
Triage Abilities
| Ability | Description |
|---|---|
| Prime: Reboot+ | Charge tendrils to revive a downed ally or EMP enemies at range |
| Tactical: Med Drone | Deploy a floating drone that attaches to yourself or an ally, restoring health and shields over time. Up to three drones active simultaneously, one per ally. |
| Trait: Shareware.exe | Healing from Patch Kits and Shield Chargers is shared with teammates who have active Med Drones attached |
| Trait: Battery Overcharge | Temporarily boost your weapons at the cost of generating Heat. Breaking an enemy's shield with a volt battery or volt cell weapon EMPs them. |
Why Triage Is S Tier
Medical supplies are scarce on Tau Ceti, and they're especially hard to keep stocked early in a run. Triage takes that pressure off entirely. Med Drones deliver consistent healing to the whole team during and between fights, so you're not constantly rationing health items. Shareware.exe pushes this further by spreading the effect of Patch Kits and Shield Chargers across every teammate with an active drone, so each consumable goes further than it would with any other Shell.
Reboot+ is Triage's most impactful ability. Reviving a downed teammate from range removes the enormous risk of running into an active firefight to pick someone up. It's not a niche trick; it's a team fight tool that can completely swing a bad engagement. The EMP function is less commonly your first choice, but when you pair volt type weapons with Battery Overcharge, Triage can break an enemy's shield and immediately EMP them. That's real offensive output, not just passive healing from the back line. Med Drones can also stop downed allies from bleeding out, buying your team more time to clear the area before going for a revive.
- Consistent team healing with no consumable cost
- Ranged revive with Reboot+ is a team fight changer
- Shareware.exe multiplies every Patch Kit and Shield Charger
- Offensive utility via volt weapon EMPs with Battery Overcharge
- Med Drones buy time to clear before going for revives
- Long cooldowns require careful management
- Low mobility - positioning discipline is essential
- Not a frontliner - needs teammates to be effective
- Falls off noticeably in solo play
Role: DPS | Recommended Weapons: Medium range and short range (SMGs, shotguns) | Best Cores: Adrenal Core, Microjet Efficiency Package
Vandal Abilities
| Ability | Description |
|---|---|
| Prime: Amplify | Temporarily gain movement speed, better weapon handling, and reduced Heat generation from movement abilities |
| Tactical: Disrupt Cannon | Fire a projectile that deals damage and blasts nearby enemies away from the impact point. Charging it increases blast size and damage. |
| Trait: Microjets | Double jump. Generates bonus Heat when used. |
| Trait: Powerslide | Slide faster and farther than other Shells. Generates extra Heat. |
Why Vandal Is S Tier
Marathon's default movement is slow and sprint is limited by design. Vandal breaks that constraint harder than anything else in the game. The double jump from Microjets, the extended slide from Powerslide, and Amplify together form the strongest mobility package available. You can reposition during a fight, chase down kills, or get out of situations that other Shells simply can't recover from.
Disrupt Cannon is more useful than it looks. Beyond the explosive damage, it launches anything near the impact point a significant distance - enemies, and even yourself. Flush enemies out of healing cover, knock opponents off high ground, break up a tight cluster of hostiles. A fully charged shot deals more damage and covers a bigger area, so patience with the charge time pays off. For players with strong mechanical skills, Vandal has the highest damage potential in the game.
- Strongest mobility package in the game
- Disrupt Cannon doubles as crowd control and zone denial
- Amplify reduces movement Heat during extended ability chains
- Highest damage ceiling for skilled players
- Heat builds fast - ability chaining risks overheat
- Weak at long range - needs team coverage for far angles
- High skill ceiling to maximise full potential
Role: DPS | Recommended Weapons: Short range (shotguns), melee/knife | Best Cores: Patience, Shadow Strike
Assassin Abilities
| Ability | Description |
|---|---|
| Prime: Smoke Screen | Throw a line of smoke grenades that block visibility and disrupt the optics of anyone inside the cloud |
| Tactical: Active Camo | Become temporarily invisible. Moving faster makes you more visible. Taking damage, using consumables, or attacking breaks the cloak. |
| Trait: Shadow Dive | Drop to the ground while airborne to create a smoke cloud on impact |
| Trait: Shroud | Automatically turn invisible when entering a smoke cloud. The invisibility lingers briefly after you leave. |
Why Assassin Is S Tier
In an extraction shooter, getting spotted first usually means dying first. Assassin's kit is built to prevent exactly that. Active Camo and Smoke Screen together let you approach, engage, and disengage on your own terms in a way no other Shell can pull off.
The abilities chain together well. Shadow Dive creates a smoke cloud when you land, which immediately triggers Shroud's automatic invisibility. Every time you drop into a new position from the air, you arrive cloaked. Smoke Screen puts down a line of clouds that blocks visibility and disrupts enemy optics, and anyone stepping into it is fighting blind while you move through it invisible. Controlling when and how fights start is a consistent advantage, and Assassin does it better than anyone.
A Tier Runner Shells
Role: DPS/Support | Recommended Weapons: Long range (sniper rifles, precision rifles) or medium range | Best Core: Early Warning System
Recon Abilities
| Ability | Description |
|---|---|
| Prime: Echo Pulse | Emit sonar pulses that reveal nearby enemy locations, including both players and UESC robots. Also detects invisible enemies. |
| Tactical: Tracker Drone | Throw a small robot that chases enemies and detonates. Enemies hit are immediately overheated, limiting movement and applying burn damage over time. |
| Trait: Interrogation | Get alerted when an enemy player pings you. Performing a finisher on an enemy player automatically pings their teammates. |
| Trait: Stalker Protocol | After breaking an enemy's shield, they leave footprints for a short time. |
Why Recon Is A Tier
Echo Pulse is effectively a wall hack on a cooldown. Before pushing a contested area, pulsing tells your team exactly where every nearby enemy is - including Assassins while cloaked. It makes ambushes nearly impossible and lets you set up positioning before the first shot is fired. Even when the ability is cooling down, Interrogation and Stalker Protocol keep feeding you information passively. You know when you're being tracked, and shield breaks reveal movement paths.
Tracker Drone adds real offensive value beyond the intel role. Overheating an enemy limits their movement and applies burn damage. It's a disable, and it pairs well with any aggressive push from teammates. Sniper rifles are the natural fit here: pulse to find enemies, pick them off at range before they know you're there. An SMG focused medium range build also works and makes you less reliant on teammates to act on your information, though you give up the safety that distance provides.
- Echo Pulse is a wall hack on a cooldown - reveals all enemies including cloaked Assassins
- Passive traits keep intel flowing even off cooldown
- Tracker Drone disables movement and applies burn - a strong offensive tool
- Flexible weapon options from sniper to SMG
- Low mobility - no gap closing tools create problems in close quarters
- Disciplined enemy teams partially offset intel advantage
- Relies on teammates to act on the information provided
Role: Special Case (Solo Only) | Notable Upgrades: CyAc's Carrier capstone (Deluxe Backpack), Arachne's Boomstick capstone (WSTR Combat Shotgun)
- Solo only - can backfill into matches already in progress, but can't run with a crew
- No vault access - starts with basic items instead of your stored gear
- Can't progress contracts - rep from other sources still accumulates
- No passive Traits
Rook Abilities
| Ability | Description |
|---|---|
| Prime: Recuperation | Activate to slowly restore health over time. Stops if you take damage. |
| Tactical: Signal Mask | Become temporarily invisible to UESC robots. Disrupted by running or taking damage. |
Why Rook Is A Tier
The restrictions make Rook look weak on paper, but faction upgrade investment changes that picture quickly. CyAc's Carrier capstone gives you a Deluxe Backpack at the start of every run. Arachne's Boomstick capstone hands you the WSTR Combat Shotgun for free. These are meaningful starting advantages that grow as you invest in the relevant factions, and Rook has real potential to be one of the stronger Shells at higher progression levels.
The low baseline is real, though. No passive traits and basic starting gear mean Rook starts weaker than everything else. Treat it as a long term investment and a good way to learn maps and mechanics without putting your main loadout on the line.
B Tier Runner Shells
Role: DPS/Tank | Recommended Weapons: Medium range and short range (SMGs, shotguns) | Best Cores: Impact Siphons, Ankle Breaker
Destroyer Abilities
| Ability | Description |
|---|---|
| Prime: Search and Destroy | Activate shoulder mounted missile pods that automatically fire homing, immobilizing missiles at targets you deal sustained damage to |
| Tactical: Riot Barricade | Deploy a frontal energy shield that blocks incoming damage. Cooldown increases based on how long the shield was active and how much damage it absorbed. |
| Trait: Thruster | A quick lateral dash in your current movement direction. Works while airborne. |
| Trait: Tactical Sprint | Press sprint twice to move significantly faster, at the cost of more Heat. |
Why Destroyer Is B Tier
Destroyer is the most defensive Shell in the game. Riot Barricade lets you walk into contested spaces and absorb fire while your team works around you. Search and Destroy's homing missiles add offensive pressure without demanding precise aim - sustain fire on a target and the immobilizing shots come automatically. Thruster and Tactical Sprint give Destroyer solid mobility for a Shell that's primarily built to hold ground.
The B tier placement comes down to what Destroyer doesn't bring. No intel, no healing. It's a capable frontliner, but it doesn't make your teammates stronger the way the Shells above it do. Running Recon or Thief alongside Destroyer to cover the awareness gap is a good idea.
- Most defensive Shell in the game - absorbs fire for the team
- Search and Destroy applies immobilizing pressure without precise aim
- Thruster and Tactical Sprint provide solid mobility for a frontliner
- No intel or healing - doesn't strengthen teammates directly
- Riot Barricade cooldown scales with how hard you use it
- No long range capability
- Blind without Recon or Thief alongside to provide awareness
Role: DPS/Utility | Recommended Weapons: Long range and medium range (sniper rifles, precision rifles, SMGs) | Best Cores: Partner in Crime, Hideout
Thief Abilities
| Ability | Description |
|---|---|
| Prime: Pickpocket Drone | Manually control a flying drone that zaps enemies to knock the highest value loot from their backpacks |
| Tactical: Grapple Device | Fire a grappling hook that pulls you toward a target location |
| Trait: X-Ray Visor | Temporarily see loot containers through walls. Enemies in your line of sight are highlighted with a color showing their highest loot rarity. Aiming at an enemy while the visor is active disrupts their vision after a short delay. |
| Trait: The Finer Things | Weapon handling and Grapple Device recharge both improve based on how many items are in your backpack. |
Why Thief Is B Tier
X-Ray Visor is Thief's standout feature, and it's the only Shell in the game that can check enemy loot rarity before deciding whether to fight. If you're running blue rarity gear and hunting for purple upgrades, the visor tells you which enemies are worth engaging and which ones will just drain your resources for nothing. That kind of engagement control adds up over a full run.
Grapple Device pairs naturally with sniper rifles, opening repositioning angles other Shells can't reach. The Finer Things trait also means Thief gets stronger as the run goes on. More backpack contents means faster Grapple recharges and better weapon handling, with no extra effort required. Pickpocket Drone takes you fully out of combat while you're controlling it - only use it when you're confident the area is clear. Thief's utility is real, but it's narrower than what the top tier Shells bring, which is what keeps it at B tier.
Team Composition Guide
Heat Management
A few Shells generate Heat as a side effect of their abilities:
- Vandal's Microjets and Powerslide both generate extra Heat on use
- Destroyer's Tactical Sprint also increases Heat production
- Vandal's Amplify reduces Heat generation from movement abilities while it's active, so time it during extended mobility sequences to avoid overheating
- Recon's Tracker Drone overheats enemies on hit, limiting their movement and dealing burn damage over time. Heat is something you manage on your own Shell and something you can inflict on opponents
Shell Selection Quick Reference
| Your Playstyle | Best Pick |
|---|---|
| Team support, reliable every run | Triage |
| Strong mechanics, maximum DPS | Vandal |
| Stealth, ambush, solo play | Assassin |
| Information and crew awareness | Recon |
| Loot focused, long range coverage | Thief |
| Frontline pressure, taking hits | Destroyer |
| Learning the game, long term investment | Rook |
Full Ability Reference
- Prime: Reboot+ - Ranged revive or EMP via charged tendrils
- Tactical: Med Drone - Healing drone for self or ally, up to three active at once
- Trait: Shareware.exe - Consumable healing shared to all droned teammates
- Trait: Battery Overcharge - Temporary weapon boost; volt shield breaks apply EMP
- Prime: Amplify - Speed boost, better weapon handling, reduced movement Heat
- Tactical: Disrupt Cannon - Explosive push projectile, charge for a larger blast
- Trait: Microjets - Double jump, generates extra Heat
- Trait: Powerslide - Faster extended slide, generates extra Heat
- Prime: Smoke Screen - Line of smoke grenades blocking vision and disrupting optics
- Tactical: Active Camo - Temporary invisibility; broken by speed, damage, or attacking
- Trait: Shadow Dive - Airborne slam creates smoke cloud on landing
- Trait: Shroud - Automatic invisibility inside smoke clouds, lingers briefly after exiting
- Prime: Echo Pulse - Sonar enemy reveal, including invisible targets
- Tactical: Tracker Drone - Chasing explosive drone that overheats enemies on hit
- Trait: Interrogation - Alert when pinged; finisher pings the enemy's team
- Trait: Stalker Protocol - Shield break reveals enemy footprints
- Prime: Recuperation - Slow health regen, interrupted by damage
- Tactical: Signal Mask - Temporary invisibility to UESC robots; broken by running or taking damage
- Traits: None
- Prime: Search and Destroy - Homing immobilizing missiles on targets you deal sustained damage to
- Tactical: Riot Barricade - Frontal energy shield
- Trait: Thruster - Lateral air dash, usable while airborne
- Trait: Tactical Sprint - Faster sprint, generates more Heat
- Prime: Pickpocket Drone - Manually controlled drone that knocks loot from enemies
- Tactical: Grapple Device - Grappling hook repositioning
- Trait: X-Ray Visor - Loot and enemy detection through walls with rarity color coding; disrupts enemy vision on aim
- Trait: The Finer Things - Weapon handling and Grapple recharge scale with backpack contents