How to read this tier list
A letter grade is the least durable thing anyone can publish about a live-service game three days into its life. The 30 July launch update shipped with the client rather than as a separate patch, which is exactly why beta tier lists and pre-launch guides now disagree with what you see in game. So each placement here carries the reason and the direction of travel, because the direction is what stays true after the next balance pass.
- Tiers are a synthesis of the launch patch notes and launch-week creator guides, not win-rate data.
- One tier list cannot serve solo and trio at once — the same class swings two tiers between them, so they are ranked separately below.
- Nothing here is expensive to act on: talents reset for free and low-level class switching is free with a revert window.
Overall tier list — launch build
General-purpose ranking across both maps and both queue types. The direction column is the sourced part: it comes straight from the 30 July notes, which is why it is the column to trust when the letters go stale.
| Tier | Class | Since 30 July | Why it lands here |
|---|---|---|---|
| S | Sorcerer | Buffed | Highest area damage in the game and melts bosses from range. The launch build then added fast-casting at zero energy, quicker freezes and a bigger thunder hitbox |
| S | Withered Knight | Buffed | Went from the bottom of the beta lists to the most balanced all-round class: extended parry counter window, fixed Thorn Guide collision, and an entirely new Polearm & Shield path |
| A | Seer | Mixed | Support Seer is close to mandatory in a trio and got faster rune activation. Mace Seer took the heaviest nerfs in the patch, so the two halves of the class now sit in different tiers |
| A | Blackarrow | Nerfed | Still one of the safest solo picks and part of the consensus meta trio, but it lost paralysis duration and mobility out of stealth |
| B | Shadowstrix | Nerfed | Still the strongest pure duelist, but losing stun stacking on an already-stunned target turned it from a safe pick into a skill class |
| B | Mercenary | Buffed | The best first class in the game and the launch patch widened its perfect parry — but the damage ceiling is low and a competent ranged player kites the hammer indefinitely |
S
- Class
- Sorcerer
- Since 30 July
- Buffed
- Why it lands here
- Highest area damage in the game and melts bosses from range. The launch build then added fast-casting at zero energy, quicker freezes and a bigger thunder hitbox
S
- Class
- Withered Knight
- Since 30 July
- Buffed
- Why it lands here
- Went from the bottom of the beta lists to the most balanced all-round class: extended parry counter window, fixed Thorn Guide collision, and an entirely new Polearm & Shield path
A
- Class
- Seer
- Since 30 July
- Mixed
- Why it lands here
- Support Seer is close to mandatory in a trio and got faster rune activation. Mace Seer took the heaviest nerfs in the patch, so the two halves of the class now sit in different tiers
A
- Class
- Blackarrow
- Since 30 July
- Nerfed
- Why it lands here
- Still one of the safest solo picks and part of the consensus meta trio, but it lost paralysis duration and mobility out of stealth
B
- Class
- Shadowstrix
- Since 30 July
- Nerfed
- Why it lands here
- Still the strongest pure duelist, but losing stun stacking on an already-stunned target turned it from a safe pick into a skill class
B
- Class
- Mercenary
- Since 30 July
- Buffed
- Why it lands here
- The best first class in the game and the launch patch widened its perfect parry — but the damage ceiling is low and a competent ranged player kites the hammer indefinitely
Solo tier list
Solo queue rewards classes that can disengage and finish a run alone. This is where the launch patch moved the rankings hardest, because the class that dominated beta solos is the one it hit worst.
| Tier | Class | Why |
|---|---|---|
| S | Withered Knight | Reach, charge-while-blocking and burst windows that close a fight before a third party arrives |
| S | Blackarrow | Scouts, picks its fights and leaves the ones it does not want — the single most useful property in solo |
| A | Sorcerer | Damage solves most solo problems, but it carries the lowest health pool in the game and dies to anything that closes |
| A | Mercenary | Survives its own mistakes, which is worth more solo than it looks; the low ceiling caps how far it takes you |
| B | Shadowstrix | Wins the duels it starts, but the nerfed stun chains make opening on a full squad far less forgiving |
| B | Seer | No longer a solo carry. The Mace Seer that ran beta solos lost shapeshift speed, curse strength and range |
S
- Class
- Withered Knight
- Why
- Reach, charge-while-blocking and burst windows that close a fight before a third party arrives
S
- Class
- Blackarrow
- Why
- Scouts, picks its fights and leaves the ones it does not want — the single most useful property in solo
A
- Class
- Sorcerer
- Why
- Damage solves most solo problems, but it carries the lowest health pool in the game and dies to anything that closes
A
- Class
- Mercenary
- Why
- Survives its own mistakes, which is worth more solo than it looks; the low ceiling caps how far it takes you
B
- Class
- Shadowstrix
- Why
- Wins the duels it starts, but the nerfed stun chains make opening on a full squad far less forgiving
B
- Class
- Seer
- Why
- No longer a solo carry. The Mace Seer that ran beta solos lost shapeshift speed, curse strength and range
Trio tier list
Trio flips the ranking, because the queue is solo or trio only — there is no duos mode — and a three-stack rewards roles that multiply teammates instead of carrying alone.
| Tier | Class | Why |
|---|---|---|
| S | Seer (support) | The game's only true healer, with Death Ward close to mandatory at the top end |
| S | Sorcerer (Stardust) | Area control that decides team fights, and Stardust skips the chant phase for faster casts |
| S | Blackarrow | The third slot the early lists converge on: ranged pressure plus the scouting that sets up the engage |
| A | Withered Knight | A heavy anchor that can also rescue downed teammates at range |
| B | Mercenary | Engage and peel is a real job, but you win the fight for others rather than winning it |
| B | Shadowstrix | A solo-oriented kit in a format that pays for coordination |
S
- Class
- Seer (support)
- Why
- The game's only true healer, with Death Ward close to mandatory at the top end
S
- Class
- Sorcerer (Stardust)
- Why
- Area control that decides team fights, and Stardust skips the chant phase for faster casts
S
- Class
- Blackarrow
- Why
- The third slot the early lists converge on: ranged pressure plus the scouting that sets up the engage
A
- Class
- Withered Knight
- Why
- A heavy anchor that can also rescue downed teammates at range
B
- Class
- Mercenary
- Why
- Engage and peel is a real job, but you win the fight for others rather than winning it
B
- Class
- Shadowstrix
- Why
- A solo-oriented kit in a format that pays for coordination
PvP and duelling tier list
Player kills are the only deaths with no recovery, so duelling strength is worth ranking on its own. The launch patch trimmed crowd control across the board — the biggest single nerf was ice chain CC.
| Tier | Class | Why |
|---|---|---|
| S | Shadowstrix | Still the strongest 1v1 kit in the game even after losing its crowd-control chains |
| A | Sorcerer | Wins from range and punishes anyone who fails to close, but folds the moment they do |
| A | Withered Knight | Reach plus charge-while-blocking makes it very hard to open on safely |
| B | Blackarrow | Lost both paralysis duration and stealth mobility, which were the tools that made it scary in duels |
| B | Seer | Blasphemer pressure survived the patch, but the Mace nerfs removed most of its duel threat |
| C | Mercenary | The hammer is slow enough to be kited indefinitely — its job is closing distance, not trading |
S
- Class
- Shadowstrix
- Why
- Still the strongest 1v1 kit in the game even after losing its crowd-control chains
A
- Class
- Sorcerer
- Why
- Wins from range and punishes anyone who fails to close, but folds the moment they do
A
- Class
- Withered Knight
- Why
- Reach plus charge-while-blocking makes it very hard to open on safely
B
- Class
- Blackarrow
- Why
- Lost both paralysis duration and stealth mobility, which were the tools that made it scary in duels
B
- Class
- Seer
- Why
- Blasphemer pressure survived the patch, but the Mace nerfs removed most of its duel threat
C
- Class
- Mercenary
- Why
- The hammer is slow enough to be kited indefinitely — its job is closing distance, not trading
Where the early lists disagree
Being straight about the uncertainty is more useful than a confident letter. Three genuine disputes are live right now, and each one is a reason to retest rather than trust a launch-week ranking.
- Sorcerer: the community is loudly asking for a nerf while the launch patch actually buffed it. If the developers respond, the S placement above is the first one to move.
- Mace Seer: it ran the beta and took the heaviest nerfs of the update, so anything written before 30 July rates it far too highly.
- Withered Knight: the skill widely rated its weakest at launch had both its energy cost and cooldown reduced in the same notes, so launch-week verdicts on that skill are already out of date.
