Roy operates as a heavy area-of-effect damage anchor in Iron Marines+, excelling at wiping clustered alien swarms and holding tight defensive chokepoints. To get the most value out of Roy, invest skill points into his active burst abilities and explosive basic attacks first, then position him directly behind durable frontline squads to offset his lack of personal immunity shields.
Skill Upgrade Priority
Roy relies on active burst damage to eliminate high-density enemy waves before they breach fortified positions. When allocating skill points, prioritize his offensive damage tools over baseline survivability and utility.
| Upgrade Focus | Priority | Primary Battlefield Purpose |
|---|---|---|
| Active Heavy Salvo / Burst Skill | High | Eliminates clustered elite alien squads and clears sudden lane breaches. |
| Area Suppression & Explosive Munitions | High | Expands basic attack splash damage to thin continuous swarms. |
| Armor Plating & Health Boosts | Medium | Increases direct survivability against stray mortar rounds and hazards. |
| Utility & Speed Passives | Low | Offers minor mobility increases without changing his static anchor role. |
Leveling Roy's primary active ability first turns him into a reliable emergency response unit for clearing dense drops and hive surges. Upgrading his passive explosive munitions next ensures his standard attacks consistently hit multiple enemies. Delay health and armor upgrades until the mid-game, and leave secondary movement passives for last because Roy relies on stationary positioning rather than mobility.
Tactical Positioning on the Battlefield
Roy has a slow movement speed and lacks an instant invulnerability shield like Taggins. Because he cannot quickly retreat once pinned down, place him proactively before combat starts:
- Anchor behind narrow chokepoints: Position Roy slightly offset from ramps and canyon passes so incoming swarms funnel directly into his primary fire line without flanking him.
- Cover defensive towers and nodes: Station Roy near bunker turrets or Ether collection points so automated installations absorb incoming hostility while Roy deals area damage.
- Micro away from telegraphs: When facing elite units charging heavy slams or targeted beam attacks, manually step Roy backward behind allied squads rather than trading hits directly.
Treat Roy like an armed weapons platform. Keep him stationary in zones where enemies must enter his line of fire, and reposition him early if an encounter requires shifting defense lines.
Squad Synergies and Matchups
Because Roy lacks defensive shields, pair him with squads that can physically block hostiles or neutralize threats outside his operational range.
- Guardians: Deploy Guardians directly in front of Roy at chokepoints. Their energy shields stop incoming swarms in place, allowing Roy to fire over their shoulders into dense clusters.
- Brawlers: Use Brawlers in tight corridors to knock back approaching elite units before they enter melee range with Roy.
- Snipers: Pair Roy with Snipers to handle spread-out formations. Roy handles incoming infantry waves, while Snipers eliminate long-range artillery bugs, spitters, and spore launchers before they target Roy.
Avoid deploying Roy alone across wide, open areas against long-range railgun artillery or sniper units. When facing artillery or spread-out ranged units, keep Roy back to defend objectives and use drop pods or long-range support units to eliminate the distant threats.
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155 players commented on this guide.
This saved me time in the early game.
This helped me understand heroes much better.
I wish I had read this before upgrading the wrong thing.
Can you add more details about heroes in a future update?