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TierDescriptionRankClassNotes
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S TierThese 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+DoomKnightThe most powerful class in the game, well worth its price. Monstrous damage and the ability to autostun make this class nigh unstoppable; use STR/END for tankiness or INT/LUK for raw damage.
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SnugglePandaCompletely inpenetrable defenses in addition to a spammable autostun skill make this the other strongest class in the game, by a very large margin. It's nearly impossible for this class to actually take damage, much less die. Use STR/END.
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SArchivistAtrociously 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. Use INT/END.
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Epoch (Eraglass)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.
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Epoch (Eternal Locket)A sustain-oriented Epoch variant with a prolonged setup time, but extremely potent damage and defensive preparation once set up. Master momentum management, and you master the class. Use INT/END.
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Kathool AdeptWrithe 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-attack weapon specials. Use INT/END.
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S-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.
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PyromancerTanky class that spams passive heals while building up powerful burst attacks. This class is fairly complex and will require a significant degree of memorization. Use INT/END, as INT/DEX is not worth the lower crit modifier at higher levels.
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A TierThese are highly viable classes, capable of handling most types of fights but have one or two notable weaknesses.

A couple of these classes can be unlocked and trained, but many will require their own purchases.
A+ChaosweaverVery 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.
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Epoch (Corrupted Doom Cassette)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 to maximize damage.
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TechnomancerA powerful hybrid class that deals more damage the lower its MP is; keep MP low but not too low to attack. This class's passives will be temporarily disabled should you swap gear, so watch out. Use INT/END with some amount of WIS.
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ADeathKnightHybrid class capable of both bursting and heal spamming. Reliant on use of the DeathKnight artifacts relics and therefore has little room for customization, but is not worth using without them. Use INT/END.
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RangerHas a setup time but very offensively potent once set up. Strong defensive options that come at the expense of offensive setup; somewhat MP-heavy. Make sure your DEX/STR are equal as doing so will give this class a unique damage bonus.
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RiftwalkerA strong, spammable shield and high damage output offer a balance between offense and defense. Reset passive with Final Blow as necessary. Mandates a sword/scythe. Use STR/END.
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ShadowWalker of TimeAdaptable class capable of both high burst and stun/shield spam via Umbra/Antumbra cooldown reduction. Use INT/END.
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A-AscendantOffensively heavy, but has a fairly rigid rotation and mandates the use of a staff/scythe. Don't reset the passive with Ascend. Use INT/LUK to maximize raw damage or INT/END for greater survivability.
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CrypticSpammable shields in addition to high crits makes this one of the best defensive/tank classes in the game. The passive crit chance is rolled independantly of your Crit stat. Mandates a dagger/scythe; use DEX/END.
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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 INT/END.
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B TierThese are viable classes, excelling at one or two particular roles but falling short in situations that don't favor said roles.

Some of these classes can be unlocked and trained, while some will require their own purchases.
B+EntropyAtrociously high damage output and numerous 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.
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Necromancer / Necro ParagonTurtle 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.
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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.
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BChronoZFairly 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.
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DragonMageHigh damage output and decent debuffs but follows a very rigid rotation. Mandates a staff/scythe; use INT/END.
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B-DragonLord (Dragon's Patience)Defensively-oriented at the start of the battle but gains a small, stacking damage bonus every turn. Defensive skills allow for stalling to raise damage, but struggles with fights that can't be stalled against. Use STR/END.
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Pirate / Dread PirateSpams blinds and deals bonus damage to blinded enemies. Straightforward. Dread Pirate is strictly better than regular Pirate, as the multi does extra damage. Use STR/END.
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C tierThese are mediocre classes, capable of some performance but will require crutches (such as food or other 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 ExosuitGreat 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.
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Evolved PumpkinLordHybrid 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.
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Master SoulweaverDefensively 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 a strictly worse version of (Dread) Pirate. Use STR/END.
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PaladinHas many healing skills as well as a permanent HoT. Can outpace nearly any single target fight but will struggle against enemies that heal or don't allow for stalling. Use INT/END, though WIS/END can be viable in some cases.
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CAvatar of TimeHybrid class equipped with decent burst and 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.
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GuardianJack-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.
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NinjaHas four shields; very defensive. Uses numerous DoTs to deal chip damage while spamming shields. Struggles against anything that can outheal its low damage output. Use DEX/END.
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C-DragonLord (Dragon's Rage)Burst-oriented counterpart to Patience DragonLord; has a very similar skillset but will be outclassed by its counterpart in fights where immediate burst isn't very important. Use STR/END for defensive bias or INT/LUK for offensive bias.
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DragonRogueSpams DoTs and a passive heal, but cannot protect itself well. Poor offense and middling defense. Use DEX/END.
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DragonWarriorDamage 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.
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Icebound RevenantDecent 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.
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Togslayer / Dreaming TogslayerThis 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.
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D tierThese 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+ChronomancerYou can try mixing Continuum Slash with a lot of temporary setup to nuke, but this generally isn't viable. You want DEX/INT as part of the setup for Continuum, STR/END if you're using the class for any other reason.
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Shadow HunterVery weak class with all skills functionally locked behind two or more turns of chargeup time. Gimmicky playstyle but nothing of note. Use INT/END.
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TimeKillerThough it can burst for mediocre damage, long cooldowns and otherwise very weak or pointless skills dilute this class's ability to do anything other than farm. Has a decent blind, but the shield is really terrible. Use INT/END.
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DChickencowAt 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.
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ChronocorruptorThis is just Chronomancer but even weaker. You can try to nuke with Continuum Slip but this class is useless otherwise. You want DEX/INT as part of the setup for Continuum, INT/END if you're using the class for any other reason.
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GPSThis 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.
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D-Ascended ChickencowThis 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. If you really have to, use STR/END.
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DragonSlayerAs 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.
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Evolved ChickencowThis 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.
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Frost MoglinPitiful 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 STR/END.
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ZardbieThis 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.
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F tierThese 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+Mage70 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.
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WarriorBeing able to hit 75 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.
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FPirate Monkey / Ninja MonkeyHas 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.
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RogueAll 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.
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StudentThis 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.
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F-SnugglebearThe 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.
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UnrankedClasses 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/AAnglerThis 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.
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Dimensional TransphaserThis class's default weapon has (relatively) high average damage and as such is extremely overpowered at very low levels. It is extremely weak otherwise.
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DragonLord (Base)There is no reason to use this without an artifact.
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DoomKnight V1This class is extremely overpowered and as a result is banned from nearly every Inn challenge; it cannot be tiered if it cannot compete.
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PumpkinLordThere is no reason to use this over Evolved PumpkinLord.
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Soulweaver (Base)There is no reason to use this without the artifact.