Tribes Wiki
Armor Type Heavy
Health 2400 (2600)
Energy 80 (90)
Primary Fusion Mortar
MIRV Launcher
Fusion Mortar Deluxe
Secondary Spinfusor MKD
Spinfusor MK-X
Heavy Twinfusor
Belt Super AP Grenade
Spinfusor Disc
Heavy AP Grenade XL
Pack Regen Pack
Gold cost Free
EXP cost Free

The Juggernaut is the free heavy starting class in the game Tribes: Ascend.


Juggernaut Ratings.png

The heavy Juggernaut class has a lot of health and the ability to rain considerable amounts of damage down on his enemies. His loadout is ideal for Heavy Offense tactics like bombarding the enemy's flag stand with the Fusion Mortar or MIRV as well as warding away the pestering defense with the X1 LMG. The Juggernaut's signature weapon, the Fusion Mortar, fires slow arcing projectiles that are affected by gravity. This weapon's arming time is also valuable indoors where spamming around corners will allow the Juggernaut to deal damage but be out of the reach of his foes. The MIRV Launcher is another primary option which allows the Juggernaut to spread his artillery damage over a larger area.

This class' secondary weapons are the Spinfusor MKD, which fires disks less powerful than the Soldier's but can be used to propel the Juggernaut around the map very quickly, and the X1 LMG, a powerful automatic weapon that is deadly in the right hands. Recently the Spinfusor MK-X and Heavy Twinfusor were also added to this class' secondary weapons list.

The Juggernaut gets a Health Regen Pack which increases his rate of Health Regeneration. This is ideal for an offensive class as it allows the Juggernaut to stay near the enemy base longer and keep disrupting their defenses. His powerful Heavy AP Grenade is likewise fantastic for offense, however it is often overshadowed by the Spinfusor Disc. The Discs are an upgrade option for the Juggernaut and are "thrown" just like a regular Spinfusor disc is fired. When paired with the X1 LMG, the Discs offer a level of versitility in combat that is difficult to match, being able to thrown them almost instantly after firing an automatic burst.


The Juggernaut currently has the following skins:


Armor Upgrades[]

(15000 XP Mastery)

  1. +100 Health
  2. -25% Regeneration Delay
  3. +10 Energy
  4. +25% Health Regen Rate
  5. +100 Health
Weapon/Item (Projectile) Type Damage (Range - Dmg) Cost Effect
Fusion Mortar(P) Ballistic Direct - 1300 Medium/Far- 600 Free Arced projectile, explodes on impact if after time delay, else will bounce till end of delay
MIRV Launcher(P) Ballistic

Initial - 100 Direct - 4*450 Medium/Far- 4*?

500GP / 44000XP Arced projectile, explodes on impact if after time delay, else will bounce till end of delay. Initial projectile splits up into smaller projectiles
Fusion Mortar Deluxe(P) Ballistic Direct - 1400 Medium/Far- 700 160GP / 9000XP Arced projectile, explodes on impact if after time delay, else will bounce till end of delay. Faster than Fusion Mortar with smaller blast radius
Spinfusor MKD(S) Projectile Direct/Splash - 840/600-300 Free Spinfusor Type
Spinfusor MK-X(S) Projectile Direct/Splash - 924/660-330 160GP / 9000XP Spinfusor Type
X1 LMG(S) Projectile Medium - 75-50(?) 500GP / 44000XP Brief spin-up delay
Heavy Twinfusor(S) Projectile Direct/Splash 500GP / 44000XP Spinfusor Type
Shocklance Hit Scan Energy - 700 420GP / 37500 XP Short-Range, 1400 damage back shot
Heavy AP Grenade Thrown Splash - 1500-450 Free Knockback
Spinfusor Disc

Thrown Projectile

Direct/Splash - 910/650-325 240GP / 44000XP Acts like a regular Spinfusor projectile
Heavy AP Grenade XL Thrown Splash - 1300-390 120GP / 14000XP Knockback, Larger radius
Health Regen Pack Self Buff None Free Faster health regeneration
Armor Heavy 2400 Health Free

Heavy Weight

(P) - Primary Slot (S) - Secondary Slot



Perk Slot 1

  • Ultra Capacitor is a decent option for extra energy, giving the Juggernaut an extra 10 energy points. A little extra maneuverability can be a life saver.
  • Bounty Hunter is also a good option to collect on all of the kills from the Fusion Mortar. Shelling a flag can often lead to a double kill in late game, and this perk capitalizes on that potential.
  • Safety Third is a fantastic choice if you've gone with the X1 LMG, as you'll likely take the Spinfusor disc along with it. Even without the LMG, the spinfusor disc is an excellent weapon. The Heavy AP Grenade also pairs well with this perk.

Perk Slot 2

  • Egocentric is actually a pretty good choice since the Spinfusor is already weaker in damage and offers a larger knockback. Those things combined with this perks allows the player to better take advantage of a weapon with reduced damage. Thanks to the Juggernaut's massive health pool and quick health recovery, this is a primary method of transportation. Also, if the player uses Juggernaut in-door, chance is the player will be in the blast range of their own mortar.
  • Survivalist caters to the Juggernaut's high health pool and killing potential. It's not to the same effectiveness as the Brute, but it is certainly a valid choice.
  • Super Heavy is a good choice for those who would rather guard on the flag. The Juggernaut's bulky health pool and quick regeneration will help the player to stay at near the flag post for quite a long time.
  • Quick Draw is an extremely useful perk for juggernauts playing offense, as it allows them to quickly switch from the Fusion Mortar to a close-in weapon to deal with incoming threats. It also pairs very well with the Spinfusor Disc, as it makes them come out even faster.

Video Guides[]

Juggernaut Heavy Offense (HO) Guide by Roxton

How to Wreak Havoc with the Juggernaut by Vol1tion

Beginner Juggernaut Guide by JesterLogic (DoubleCrossGaming)

Tribes Ascend: Juggernaut Class For Beginners

  1. Infiltrator Icon.png
  2. PathfinderIcon.png
  3. Sentinelicon.png
  1. RaiderIcon.png
  2. Soldier.png
  3. Tech.png
  1. BruteIcon.png
  2. Doombringer.png
  3. Jugg.png
Obsolete Classes
  1. Placeholder Class.png
  2. Ranger.png
  3. Scrambler Icon.png