Here’s a full breakdown of the Trooper class in Dune Awakening, including every skill tree, ability, and power you can unlock.
Dune: Awakening lets you pick from five unique classes that each offer their own style of play. These classes: Trooper, Swordmaster, Bene Gesserit, Mentat, and Planetologist, are called Schools of the Imperium or Mentors in the game, and each one has its own approach to combat, exploration, and survival on Arrakis.
In this guide, we’re going over the Trooper class, the heavily armed soldier type who knows how to control the combat with movement, explosives, and raw gunfire.
Below, you’ll find every Trooper skill tree, along with detailed info on every ability, passive, and status effect this class can unlock.

Trooper Skill Trees
The Trooper class has three main paths in its skill tree:
- Gunnery: Focuses on improving your damage with firearms, scatterguns, and heavy weapons.
- Suspensor Training: Enhances your mobility and crowd control tools with dash abilities, knockbacks, and gravity effects.
- Tactical Tech: Unlocks grenades, gadgets, and utility tools to control the battlefield and support your team.
Each of these trees lets you tailor your Trooper to your preferred playstyle. Now, let’s talk about each one of these in detail.

Gunnery Skill Tree
This tree is all about firepower. If you want to focus on ranged weapons and raw damage output, Gunnery is where you’ll spend most of your points.
Ranged Damage (Passive)
Boosts all ranged weapon damage.
- Level 1:
- Ranged Damage: 3%
- Skill Points Cost: 1
- Level 2:
- Ranged Damage: 6%
- Skill Points Cost: 3
- Level 3:
- Ranged Damage: 9%
- Skill Points Cost: 4
Disruptor Damage (Passive)
Increases damage with Disruptor weapons.
- Level 1:
- Disruptor Damage: 5%
- Skill Points Cost: 1
- Level 2:
- Disruptor Damage: 10%
- Skill Points Cost: 3
- Level 3:
- Disruptor Damage: 15%
- Skill Points Cost: 4
Scattergun Damage (Passive)
Gives a damage bonus to scattergun weapons (shotgun-style), great for close-range bursts.
- Level 1:
- Scattergun Damage: 5%
- Skill Points Cost: 1
- Level 2:
- Scattergun Damage: 10%
- Skill Points Cost: 3
- Level 3:
- Scattergun Damage: 15%
- Skill Points Cost: 4
Heavy Weapon Damage (Passive)
Raises the damage dealt with heavy weapons like launchers or miniguns.
- Level 1:
- Heavy Weapon Damage: 5%
- Skill Points Cost: 1
- Level 2:
- Heavy Weapon Damage: 10%
- Skill Points Cost: 3
- Level 3:
- Heavy Weapon Damage: 15%
- Skill Points Cost: 4
Center of Mass (Technique)
Raises body shot damage but lowers headshot bonus.
- Level 1:
- Body Damage: 10%
- Headshot Damage: -10%
- Skill Points Cost: 2
- Level 2:
- Body Damage: 15%
- Headshot Damage: -10%
- Skill Points Cost: 3
- Level 3:
- Body Damage: 20%
- Headshot Damage: -10%
- Skill Points Cost: 4
Field Maintenance (Passive)
Slows down weapon/tool durability loss in harsh environments.
- Level 1:
- Durability Loss Reduction: 15%
- Skill Points Cost: 1
- Level 2:
- Durability Loss Reduction: 20%
- Skill Points Cost: 3
- Level 3:
- Durability Loss Reduction: 25%
- Skill Points Cost: 4
Gunsmith (Passive)
Reduces how much durability you lose when repairing weapons.
- Level 1:
- Reduce Max Durability Loss: 15%
- Skill Points Cost: 1
- Level 2:
- Reduce Max Durability Loss: 20%
- Skill Points Cost: 3
- Level 3:
- Reduce Max Durability Loss: 25%
- Skill Points Cost: 4
Underslung Agility (Technique)
Lowers movement speed penalty when using heavy weapons.
- Level 1:
- Penalty Reduced: 60%
- Skill Points Cost: 2
- Level 2:
- Penalty Reduced: 40%
- Skill Points Cost: 3
- Level 3:
- Penalty Reduced: 25%
- Skill Points Cost: 4
Energy Capsule (Ability)
Temporarily boosts your damage and focus using neurostimulants.
- Level 1:
- Cooldown: 25
- Stamina Cost: 15
- Duration: 10
- Ranged Damage: 35%
- Skill Points Cost: 2

Suspensor Training
This tree is focused on battlefield movement, controlling space, and staying agile even when wearing heavy gear.
Anti-Gravity Field (Ability)
Throws a field that lifts enemies or reduces fall damage.
- Level 1:
- Cooldown: 25
- Stamina Cost: 15
- Duration: 12
- Skill Points Cost: 2
Gravity Field (Ability)
Slows down enemies and their projectiles in the area.
- Level 1:
- Cooldown: 30
- Stamina Cost: 15
- Duration: 8
- Power Drain: 2%
- Skill Points Cost: 2
Suspensor Dash (Technique)
Dash mid-air while suspended.
- Level 1:
- Cooldown: 2
- Suspensor Power Drain: 75
- Skill Points Cost: 2
Suspensor Blast (Ability)
Area knockback blast that deals damage and impairs movement. Can be held for more damage.
- Level 1:
- Cooldown: 20
- Damage: 35
- Duration: 6
- Skill Points Cost: 2
Suspensor Efficiency (Passive)
Reduces how much power your suspensor tech uses.
- Level 1:
- Suspensor Power Drain: -10%
- Skill Points Cost: 1
- Level 2:
- Suspensor Power Drain: -15%
- Skill Points Cost: 3
- Level 3:
- Suspensor Power Drain: -20%
- Skill Points Cost: 4
Death From Above (Technique)
Increases your weapon damage while airborne.
- Level 1:
- Damage While Suspended: 10%
- Skill Points Cost: 2
- Level 2:
- Damage While Suspended: 15%
- Skill Points Cost: 3
- Level 3:
- Damage While Suspended: 20%
- Skill Points Cost: 4
Collapse Grenade (Ability)
Pulls enemies together and stuns them briefly, setting them up for AoE hits.
- Level 1:
- Cooldown: 35
- Stamina Cost: 30
- Duration: 1
- Skill Points Cost: 2

Tactical Tech
Tactical Tech tree gives you access to gadgets, grenades, and support abilities that help you control the battlefield and apply pressure.
Shigawire Claw (Ability)
Fires a claw to pull you toward terrain or stagger enemies.
- Level 1:
- Cooldown (Terrain): 8
- Cooldown (Enemy): 25
- Stamina Cost: 15
- Range: 1800
- Skill Points Cost: 1
- Level 2:
- Cooldown (Terrain): 8
- Cooldown (Enemy): 25
- Stamina Cost: 15
- Range: 2160
- Skill Points Cost: 2
- Level 3:
- Cooldown (Terrain): 8
- Cooldown (Enemy): 25
- Stamina Cost: 15
- Range: 2520
- Skill Points Cost: 3
Explosive Grenade (Ability)
Area explosion that damages and staggers enemies (even shielded ones).
- Level 1:
- Cooldown: 20
- Stamina Cost: 30
- Damage: 75
- Skill Points Cost: 2
- Level 2:
- Cooldown: 19
- Stamina Cost: 30
- Damage: 240
- Skill Points Cost: 3
- Level 3:
- Cooldown: 16
- Stamina Cost: 30
- Damage: 490
- Skill Points Cost: 4
Assault Seeker (Ability)
Seeker drone that flies in a straight line and explodes on contact. You can detonate it early.
- Level 1:
- Cooldown: 22
- Stamina Cost: 30
- Damage: 80
- Range: 2000
- Skill Points Cost: 2
- Level 2:
- Cooldown: 20
- Stamina Cost: 30
- Damage: 250
- Range: 2500
- Skill Points Cost: 3
- Level 3:
- Cooldown: 18
- Stamina Cost: 30
- Damage: 550
- Range: 3000
- Skill Points Cost: 4
Attractor Field (Ability)
Redirects shots toward the enemy’s center of mass for more consistent hits.
- Level 1:
- Cooldown: 25
- Stamina Cost: 30
- Duration: 8
- Skill Points Cost: 2
Battle Hardened (Technique)
Lowers cooldowns across your entire kit.
- Level 1:
- Ability Cooldowns: -20%
- Skill Points Cost: 2
- Level 2:
- Ability Cooldowns: -25%
- Skill Points Cost: 3
- Level 3:
- Ability Cooldowns: -30%
- Skill Points Cost: 4
Reflexive Reload (Passive)
Instantly reloads your weapon when you throw a grenade or mine. (active with Spice Prescient)
- Skill Points Cost: 3

All Trooper Skills
Below is a table that lists all the skills available for the Trooper class in Dune Awakening.
Name | Type | Skill Description |
---|---|---|
![]() Anti-gravity Field | Ability | This device, when thrown, uses a modified secondary phase Holtzman field to negate the effect of gravity in a spherical area. You can use the sphere to lift enemies or prevent fall damage during traversal. Abilities must be equipped and activated from the ability bar. |
![]() Assault Seeker | Ability | A modified hunter seeker that will fly in a direct line and explode upon contact with anything. Can be triggered to explode with a second activation. Useful for situations where a thrown grenade is not precise enough. Abilities must be equipped and activated from the ability bar. |
![]() Attractor Field | Ability | Originally used as a training device to offset poor aim, the Attractor Field uses a modified Holtzman field to draw attacks towards it’s center. Attach it to an enemy and any shot fired into the field will redirect into their center of mass. Abilities must be equipped and activated from the ability bar. |
![]() Battle Hardened | Technique | The inexperienced and untrained will flinch in the heat of battle, panicked and unable to remember their basic training. Trooper training prepares you for the realities of combat and allows you to use your abilities more often. Techniques only take effect when equipped. |
![]() Center of Mass | Technique | You’ve been taught to shoot where you are most likely to hit and you do it by instinct – increasing damage that hits the body, but reducing your damage via headshots. Techniques only take effect when equipped. |
![]() Collapse Grenade | Ability | This device, when thrown, uses a modified secondary phase Holtzman field to attract anybody within a spherical area. Those inside the sphere are drawn together and temporarily stunned, leaving them open to your area of effect attacks. Abilities must be equipped and activated from the ability bar. |
![]() Death from Above | Technique | While you are suspended in the air, any attacks using weapons will have a damage bonus. Techniques only take effect when equipped. |
![]() Disruptor Damage | Passive | Using steady hands you are able to guide the disruptor’s rapid fire darts more effectively to their target, thus increasing your damage. |
![]() Energy Capsule | Ability | You pop an energy capsule, which fills you with concoction of neurostimulants and pain dampeners. You become detached allowing better targeting and ranged damage. Abilities must be equipped and activated from the ability bar. |
![]() Explosive Grenade | Ability | You throw a grenade with an explosive core that detonates in spray of shrapnel, damaging anybody within the radius. Though the shrapnel is incapable of penetrating a shield, the shockwave of the blast can still stagger a shielded enemy. Abilities must be equipped and activated from the ability bar. |
![]() Field Maintenance | Passive | You know how to strip down and clean your weaponry, slowing the durability cost of firing weapons and tools in hostile environments. |
![]() Gravity Field | Ability | This device, when thrown, uses a modified secondary phase Holtzman field to amplify the effect of gravity in a spherical area. You can use the sphere to slow enemies and drain their power or decrease the speed of projectiles. Abilities must be equipped and activated from the ability bar. |
![]() Gunsmith | Passive | You are skilled in the repair of weapons and tools reducing the maximum durability cost of each repair. |
![]() Heavy Weapon Damage | Passive | The bigger the gun, the bigger the mess. Your skill with heavy weapons such as the Flamethrower, Lasgun and Vulcan GAU-92 leads to more damage when you use them. |
![]() Ranged Damage | Passive | Your time spent practicing your aim leads to bonus damage using all ranged weapons. |
![]() Reflexive Reload | Passive | When your blood is saturated with the melange, the actions that you have performed a thousand times become effortless. Whenever you throw a grenade or drop a mine, you instantly reload your current weapon – your hands moving before your mind can even think. |
![]() Scattergun Damage | Passive | You have mastered the spread patterns of the pellet firing GRDA 44 and Drillshot FK7 scatterguns, thus improving your damage with these weapons. |
![]() Shigawire Claw | Ability | You use a wrist-mounted launcher to fire off a claw attached to a cable of shigawire. The extreme tensile strength of shigawire launches you in the direction of the cable. It can also be used to stagger opponents during combat. Abilities must be equipped and activated from the ability bar. |
![]() Suspensor Blast | Ability | You manipulate the suspensor field generated by your suspensor belt – forcing it to explode around you with extreme force, pushing enemies back, damaging them, and impairing their movement for a short time. You can hold the ability to increase the damage dealt and time the blast release. Abilities must be equipped and activated from the ability bar. |
![]() Suspensor Dash | Technique | Your training with suspensors allows you to manipulate your flow of movement. Press the Dash button while suspended to perform a mid-air dash. Techniques only take effect when equipped. |
![]() Suspensor Efficiency | Passive | Your practice with the suspensor has taught you how to position yourself in the air to remain aerodynamic – reducing the power drain on your suspensor belts. |
![]() Underslung Agility | Technique | You have trained yourself to move faster while using heavy weapons such as the Flamethrower, Lasgun or Vulcan GAU-92. Techniques only take effect when equipped. |
The Trooper class gives you a ton of flexibility without making things too complicated. If you like having lots of tools to work with, controlling space, and hitting hard from range, this one’s got your back. With the right upgrades, you can chain abilities, stay mobile, and pressure enemies nonstop.
Before You Go
If you’re looking to really master the Trooper, make sure to check out our full guides: