Class Tier List

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The purpose of this page is to document and compare the viability of all the classes in the game. Original spreadsheet created by TFS.
Disclaimer: The ranking of this tier list is relative, not absolute. The gap between A+ and B- is notable, as older classes are generally not as well-equipped to handle modern content. 
== S Tier ==
These are the most viable classes in the game, capable of clearing nearly every type of fight with the most relative ease. These classes all have some form of availability restriction.
=== S+ ===
*DoomKnight
** The most powerful class in the game, well worth its price. High damage and an RNG-reliant autostun make this class incredibly potent despite its inconsistency; use DEX/END if you can take advantage of the massive Evil DoT, STR/END otherwise.
=== S ===
* Archivist
** Incredibly strong class that can clear nearly every fight with the exact same rotation. High hit count and repeated bonus turns allow for easy weapon special procs and risk-free item juggling. A full heal and an MPM shield grant survivability while dealing high burst damage. Can't use on-demand weapon specials. Use INT/END or DEX/END.
* Epoch (Eternal Locket / Epocharina)
** A sustain-oriented Epoch variant with a prolonged setup time, but extremely potent damage and defensive preparation once set up. Use INT/END.
* Kathool Adept
** Writhe and Summon Kathool are both atrociously overpowered; this class is capable of switching between insane defense and insane burst with little to no preparation. Can't use on-demand weapon specials. Use INT/END.
*SnugglePanda
** Absurdly powerful debuffs, including a spammable autostun, make this class basically impossible to kill in a 1v1 scenario. It also does next to no damage, so a handful of fights can (eventually) snowball and outscale it. Can't use on-demand weapon specials. Use CHA/END.
=== S- ===
* Epoch (The Eraglass / Solo Adagio)
** A simpler Epoch variant; trades burst damage for faster setup but suffers stat decay should the fight continue for too long. Momentum management is not an issue here like it is with other Epoch variants. Use STR/END in shorter fights and DEX/END in longer ones.
* Ranger
** Has setup time but extremely high sustained damage once set up. Strong defensive skills that cost additional setup time. This class highly benefits from better gear, and would not be S tier without its ability to freely gearswap. Use split STR/DEX, running as little END as you feel comfortable with.
== A Tier ==
These are highly viable classes, capable of handling most types of fights with a few notable weaknesses. Some of these classes can be unlocked and trained with just a DA, while others will require their own purchases.
These classes are all at approximately the same power level - ranking is relative!
=== A+ ===
* DeathKnight
** Offensive class with high healing that sacrifices HP for damage. Possesses several strong defensive tricks, but suffers from long cooldowns and weak default All resist. This class is heavily reliant on equipping 5 or 6 DeathKnight relics, and is significantly worse with any other gear. Use DEX/END for higher, but riskier, damage; INT/END is for safer burst.
* Paladin
** Defensive class with extremely high healing that gradually builds up to powerful attacks and defenses. Setup can be accelerated at the cost of overall output. Seals place potent debuffs on both yourself and your enemy, and require careful consideration. This class cannot crit for 90% of its rotation; use STR/END.
* Pyromancer
** Tanky class that spams passive heals and a DoT while building up powerful burst attacks. Setup is rigid and can lead to awkward gameplay against bosses that purge or punish hitspam. Use INT/END when burst damage is important, DEX/END otherwise; split DEX/INT is not worth the lower base damage.
* Technomancer
** A powerful hybrid class that deals significantly more damage at lower MP. This class's passive can get disabled with careless gearswapping, so watch out. Mana Burst Grenades scales extremely well with WIS and enables the unorthodox WIS build. Use some combination of WIS, INT, and END, balancing stronger frontloaded burst (INT) against greater staying power (WIS).
=== A ===
* Epoch (Base)
** Strictly a weaker version of Eternal Epoch; don't use this unless you don't have the Eternal Locket. Protect yourself with hexes (and Punch, if possible) while Timeshift is down; plays the same as Eternal Epoch otherwise. Use INT/END.
* Epoch (Corrupted Doom Cassette / Timeless Lightsticks)
** A burst-oriented Epoch variant capable of protecting itself during setup. Matchup-based; anything with enough HP to survive its burst phase will give it trouble as it lacks extended sustain. Use INT/END.
* DragonLord (Dragon's Bulwark)
** Tanky class that permanently gains damage over time. Possesses several defensive skills to complement its surprisingly lacking shield, but requires 2 turns of awkward setup to trigger extra effects. Use STR/END or DEX/END.
* DragonLord (Dragon's Wrath)
** Offense-oriented counterpart to Bulwark DragonLord. Has powerful and frequent burst but an inflexible setup for empowering class skills; prolonged encounters make this class's weaker sustain readily apparent. Use INT/END to maximize burst damage.
* Ninja
** Dodge tank with high burst damage on a high cooldown. Uses inflexible but long-lasting debuffs to augment its damage and healing output. This class has synergy with Honda's Legacy for slightly higher damage and flexibility within burst, but only the upgraded version has worthwhile stats. Use DEX/END to boost the very powerful DoTs.
* Pirate 
** Turtle class that snowballs in damage when avoiding attacks. Potion generation and several layers of on-demand defenses make this class difficult to kill, but potentially RNG-reliant to maximize both offense and defense. Use STR/END or INT/END for maximizing sustained damage vs. burst.
=== A- ===
* Chaosweaver
** Very much a glass cannon; anything you can't kill within about 5 turns will probably kill you first. INT/DEX offers maximum raw damage but INT/END will give you another turn or two of survival.
* ChronoZ
** High damage output and strong heals, but is held back by the restrictive nature of mandatory combo attacks. This is only better than Shadow Hunter because of number vomit. Use INT/END.
== B Tier ==
These classes excel at one or two particular roles, but fall short in situations that don't favor said roles. Classes in this tier are considered off-meta, and will not see as much success as those in higher tiers. Some of these classes can be unlocked and trained with just a DA, while others will require their own purchases.
=== B+ ===
* Ascendant
** Offensively heavy, but has a fairly rigid rotation. High burst damage on a very short cooldown. Don't reset the passive with Ascend. Mandates a staff/scythe; use INT/END.
* Epoch (Draconic Glowtooth)
** An Epoch variant geared towards frontloaded burst; spam blind/defense when you aren't attacking. This class becomes severely crippled after its initial burst, so don't use it in longer fights. Use DEX/END due to the weak autocrit and strong DoT.
* Necromancer / Necro Paragon
** Turtle class with several nasty tricks such as autostunning with Inner Fear or setting up surprise burst with Seed. Leaves a permanent DoT on the enemy that gets stronger each turn. Struggles against enemies that heal. Use DEX/END.
* Riftwalker
** Strong, spammable shield and high initial damage output offer a balance between offense and defense. Reset passive with Final Blow as necessary. Mandates a sword/scythe; use STR/END.
* ShadowWalker of Time
** Adaptable class capable of both high burst and stun/shield spam via Umbra/Antumbra cooldown reduction. Use INT/END.
=== B ===
* Cryptic
** Multiple shields in addition to extra potions and decent damage makes this a reliable turtle. The passive crit chance is added to your Crit stat, even though it isn't displayed in-game. Mandates a dagger/scythe; use DEX/END.
* Entropy
** Atrociously high damage output and multiple very strong defensive skills, but very high MP costs will make sustaining very difficult. Mandates the use of a Darkness weapon. Use STR/END, with some investment in WIS.
* SoulWeaver (Baltael's Aventail)
** Very high burst from Concentration + Synch; low DPT otherwise. Artifact is restricted to level 60+; don't use this class without the artifact. INT/END is recommended but DEX/INT to maximize damage is also viable.
=== B- ===
* DragonMage
** Fairly high damage output and decent debuffs; lacks meaningful flexibility in its rotation. Mandates a staff/scythe; use INT/END.
* Master SoulWeaver
** Defensively oriented class with multiple strong debuffs, but lacks a heal to back them up; sustaining can be an issue and long cooldowns don't help that. This class is usually a worse version of Pirate. Use STR/END.
* TimeKiller
** Though it has decent burst and healing, weak fillers and a BPD shield hurt this class's performance in long fights. Use INT/END.
== C Tier ==
These are mediocre classes, capable of some performance but will require crutches (such as food or temporary setup) in order to perform in more difficult fights. Most of these classes can be unlocked and trained, while some will require their own purchases.
=== C+ ===
* Ancient Exosuit
** Great defensive skills; high hit count allows abuse of healing weapons for further survivability. Moderately low damage output can make enemy heals problematic, and it can't use on-attack weapon specials to get around that. Use STR/END or DEX/END with on-hit DoT specials.
* Evolved PumpkinLord
** Hybrid class reliant on stuns. Seasonal Trick-or-Treat minigame makes you even stronger for the rest of the login session. This class is much weaker against stunproof enemies, so pick your battles wisely. Mandates a Nature weapon; use STR/END.
=== C ===
* DragonRogue
** Many toxin DoTs give it a surprisingly decent amount of damage and passive heal, but the class cannot protect itself well. Decent offense and mediocre defense make a fairly mediocre class overall. Use DEX/END.
* Guardian
** Jack-of all trades class; has a broad but shallow toolkit, doing a little bit of everything but not excelling at anything. Most powerful attack is RNG based. Use DEX/END and spam the DoTs.
=== C- ===
* Avatar of Time
** Hybrid class equipped with decent burst and okay debuffs, but long cooldowns hamper the former and a lack of a shield dilutes the latter. High hit count for easy on-hit weapon special procs. Use STR/END.
* Chronomancer
** 2/8 Shield with a decent Heal and a CD reset means it fairs okay defensively, but Continuum Slash is your only real damage dealer. You want STR/END if you're using the class. 
* DragonWarrior
** Damage output comparable to S-tier classes, but worse-than-nothing defenses and marriage to an unforgiving rotation hold it back. Mandates a sword/scythe and cannot crit, so use STR. Your other stat doesn't really matter, but default to END for survivability.
* Icebound Revenant
** Decent damage and strong debuffs. Built for stall but has a BPD shield and is unable to heal; dies of chip damage. Revenant's Curse can be very strong in niche situations, but the rest of the class is too weak to justify using it. Use DEX/END.
== D Tier ==
These are underpowered classes, usually incapable of doing well using their own skillsets. Success with these classes will usually rely almost entirely upon use of crutches such as food and temporary setup outside of their skill sets. These classes have varying unlock methods.
=== D+ ===
* Chronocorruptor
** This is just Chronomancer but weaker. You can try to nuke with Continuum Slip but this class is useless otherwise, and its +Crit skill doesn't even stack with Slip! You want STR/END to maximize Slip damage if you're using the class for some reason.
* Shadow Hunter
** Very weak class with all skills functionally locked behind two or more turns of chargeup time. Gimmicky playstyle but nothing of note. Use INT/END.
* Togslayer / Dreaming Togslayer
** This class has a whopping 80 Boost and two fairly strong attacks, but after spending 6 turns charging and using its burst it doesn't accomplish much else. Use STR/END for tankiness or INT/LUK for offensive bias.
=== D ===
* Ascended Chickencow
** This class was clearly built with offense in mind, but they forgot to actually give it decent attacks. Oops. Long cooldowns, high MP costs, and a wide variety of weak, useless debuffs add insult to injury. At least it has a real shield. If you really have to, use STR/END.
* Chickencow
** At 12 hits per turn every turn, this class is better at proccing on-hit weapons than any other class in the game and as such relies completely on them. It doesn't do anything else. Use STR/END or DEX/END with on-hit DoT specials.
* GPS
** This class has a loopable blind and a 50% HoT, but it can't do damage or (effectively) shield. If you really have to use this class, use INT/END.
* Zardbie
** This class has suprisingly good uptime (3/7) on a strong shield and can charge up a decent DoT (up to 90%), but has nothing else of note. Can't use on-attack weapon specials. Use DEX/END.
=== D- ===
* DragonSlayer
** As its name might imply, this class can slay dragons. As its name might not imply, this class can't slay anything else. Use DEX/END; you aren't killing anything besides dragons, might as well kill them faster.
* Evolved Chickencow
** This class manages to be a downgrade to base Chickencow by adding a cooldown to the 12-hit Mad Chickencow attack. Its damage is as poor as regular Chickencow's, as are its defenses. If you really have to, use STR/END.
* Frost Moglin
** Pitiful damage, pitiful defenses, status effects tied to RNG, and a useless artifact that takes up not one but two equip slots. You were on the naughty list and this class is your punishment. Default to DEX/END thanks to your decent-ish DoT.
== F Tier ==
These are unviable classes, either incompatible with or just too weak to make use of any aforementioned crutches.
These classes were not made for use in late-game combat, and using them is not recommended.
=== F+ ===
* Mage
** 70 Boost and a -25 resist debuff allow this class to hit surprisingly hard, but the low base damage of its skills prevent it from taking advantage of these tools. Mandates a staff/scythe and a Fire weapon; use INT/END.
* Warrior
** Being able to hit 70 Boost from just class skills is surprisingly high, but all of this class's attacks are too weak to take much advantage of it. Mandates a sword/scythe; use STR/END.
=== F ===
* Pirate Monkey / Ninja Monkey
** Has a stun and a heal with very short cooldowns, but has nothing else. Can't use weapon specials. Use CHA/END and have your dragon do all the work.
* Rogue
** All of this class's skills are pretty much worthless. It's a base class, what did you expect? Mandates a dagger/scythe; use CHA/END and have your dragon do all the work.
* Student
** This isn't meant for use in combat; it's Warrior with less damage and a better shield. Use CHA/END and have your dragon do all the work.
=== F- ===
* Snugglebear
** The weakest class in the game, capable of dealing only 100% damage per turn. Using this class is like playing as an early-game enemy. Use CHA/END and have your dragon do all the work.
== Unranked ==
Classes that cannot be accurately tiered for one or more reasons. Being unranked is not necessarily an indicator of how weak or powerful a class is.
=== N/A ===
* Angler
** This class was made for a minigame and not intended for use in combat; as such it cannot equip any weapons or items and is therefore too weak to bother tiering.
* Dimensional Transphaser
** This class's default weapon has (relatively) high average damage and as such is extremely overpowered at very low levels. It is extremely weak otherwise.
* DragonLord (base)
** There is no reason to use this without an artifact.
* DragonLord (Dragon's Patience)
** There is no reason to use this over Dragon's Bulwark.
* DragonLord (Dragon's Rage)
** There is no reason to use this over Dragon's Wrath.
* DoomKnight V1
** This class is extremely overpowered and as a result is banned from nearly every Inn challenge; it cannot be tiered if it cannot compete.
* PumpkinLord
** There is no reason to use this over Evolved PumpkinLord.
* SoulWeaver (base)
** There is no reason to use this without the artifact.
== Changelog ==
* 2/16/2024
** Adjusted class descriptions for DoomKnight, SnugglePanda, Ranger, Paladin, and Pyromancer to improve clarity and fix stat recommendations.
** SnugglePanda: S+ -> S because it needs food to beat hard multis, if it even can
** Ranger: A+ -> S- due to pioneering of new gearswap degeneracies. This class is still A+ without (ab)using that
** DeathKnight: A -> A+ because of high versatility
** Paladin: C+ -> A+ after the revamp and post-revamp adjustments
** Epoch (Base): A+ -> A as an adjustment relative to story class revamps
** Epoch (Corrupted Doom Cassette): A+ -> A as an adjustment relative to story class revamps
** Pirate: A+ -> A due to prevalence of Bonus spam and heal spam in recent challenges
* 9/18/2023
** Adjusted descriptions for Pyromancer, Ranger, Technomancer, DeathKnight, Ninja, Ascendant, Riftwalker, and Cryptic.
** Pyromancer: S- -> A+ after Ashes got bugfixed and increased penalty for Iceposting
** DeathKnight: A- -> A after buffs
** Riftwalker: A- -> B+ even after getting -All because it's awkward to use
* 7/1/2023
** Adjusted descriptions for A and B tiers to reflect increasing viability of NDC classes
** Adjusted descriptions for Pirate, Ninja, BDL, WDL, and a few miscellaneous class' wordings.
** Pirate: A -> A+ even after the nerf to Crackers/Plank due to shield meta
** Ninja: C -> A after the revamp (this is overdue but I was waiting to see the trinket interaction which hasn't happened rip)
** WDL: B -> A after the damage and hitcount buffs
** Removed Dread Pirate after it got rolled into Pirate's armor customization
** Moved a few classes down to maintain even distribution for relative rankings:
** CW: A -> A-
** CZ: A -> A-
** RW: A -> A-
** SWoT: A- -> B+
** Cryptic: A- -> B (this class is also just really feeling the longer shield CD)
** EnTropy: B+ -> B
* 11/6/2022
** Basepoch: S- -> A+ due to higher punishment for downtime turns and honestly this was kind of overrated anyway
** Dread Pirate: your fucking life ends 30 days from now
** Pirate: B- -> A because L + plundered + no wenches + marooned + potionless + you have scurvy
** UWE: S -> S- because bosses are fatter and light/dark/good/evil spam
* 7/27/2022
** Archivist: S+ -> S following bugfixes and nerfs.
** Deathknight: A -> A- because it's just not that solid. Also resistance stack fights and damage checks.
** ChronoZ: A- -> A because it's actually a really solid class.
* 6/1/2022
** Archivist: S -> S+. why was this buffed
* 1/27/2022
** Moved a few of the lower tier classes around to better reflect their power level:
** CM: D+ -> C- because solid shield vs plethora of shield check fights in last two years.
** AoT: C -> D+ because no shield vs plethora of shield check fights in last two years.
** CC: D -> D+ because solid shield vs plethora of shield check fights.
** Zardbie: D- -> D because solid shield vs plethora of shield check fights.
** DR: C- -> C 
** DTS: C- -> D+
** ACCL: D- -> D
** Also adjusted many class descriptions to correctly use DEX/END.
* 10/8/2021
** CZ: B -> A- due to buffs
** TK: D+ -> B- due to buffs
** CW: A+ -> A due to burst-resistant bosses
** Moved a few classes down to maintain even distribution for relative rankings:
** WDL: B+ -> B
** Asc: A- -> B+
** DBE: A- -> B+
** SWoT: A -> A-
** Adjusted several class descriptions in the A-B range for accuracy
* 7/29/2021
** BDL set at A
** WDL set at B+
** PDL down from B to N/A
** RDL down from C- to N/A
** Ranger up from A to A+
** BSW down from B+ to B
** (Dread) Pirate down from B to B-
** DBE now recommends DEX
** V2 burst now recommends INT/DEX
* 6/11/2021
** (Dread) Pirate up from B- to B
** PDL up from B- to B
** MSW up from C+ to B-
** DragonMage down from B to B- (why is this above Pirate)
** Techno/DK/Ranger now primarily recommend DEX
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