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Jun 3rd, 2025
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  1. # Realm of the Mad God Exalt – 2025 Mid/Late-Game Class Tier List
  2.  
  3. **Overview:** In the current *Realm of the Mad God Exalt* meta (2025), classes are ranked below by their effectiveness in **mid to late-game content**, especially for **solo play and small-group** (2-10 players) scenarios. Each class’s playstyle, core strengths, weaknesses, and solo vs. cooperative nuances are detailed. The tier placements reflect up-to-date community consensus on which classes excel in endgame challenges.
  4.  
  5. **Tier Overview (Mid/Late-Game 2025 Meta):**
  6.  
  7. * **S Tier (Top Picks):** Sorcerer, Paladin, Wizard, Trickster, Bard
  8. * **A Tier (Strong Choices):** Summoner, Warrior, Priest, Mystic, Necromancer, Samurai
  9. * **B Tier (Viable/Average):** Knight, Archer, Huntress, Assassin, Ninja
  10. * **C Tier (Underpowered):** Kensei
  11. * **D Tier (Bottom):** Rogue
  12.  
  13. ---
  14.  
  15. ## S Tier – Best Endgame Classes
  16.  
  17. Classes in **S Tier** offer exceptional damage *and/or* utility, shining in tough solo situations and greatly benefiting small groups. These are often considered the **most effective** and versatile choices in the late-game meta.
  18.  
  19. ### Sorcerer (S Tier)
  20.  
  21. **Playstyle:** Ranged artillery and crowd-controller. The Sorcerer wields a wand for long-distance attacks and uses a scepter that zaps multiple targets or a single target for heavy damage and status effects. This class excels at staying safely back while hitting enemies across the screen.
  22.  
  23. **Strengths:**
  24.  
  25. * **High Sustained DPS:** Among the highest damage outputs especially at range – Sorcerer is *“top 2 in single-target DPS”* while also boasting *“the best group DPS”* in many scenarios. Its scepter can hit many targets or focus fire on bosses, maintaining strong damage throughout a fight.
  26. * **Great Range & Safety:** Uses wands (longest weapon range) and can stay out of danger. This makes learning new endgame fights easier while still contributing meaningfully.
  27. * **Utility & Debuffs:** Certain scepters inflict **slow** or **weaken** on enemies – Sorcerer has *“the best slow and best weaken in the game”*, adding crowd control and team support value. High Vitality also means faster out-of-combat HP regen, allowing Sorcerer to recover quickly between damage bursts.
  28.  
  29. **Weaknesses:**
  30.  
  31. * **No Group Buffs:** Sorcerer doesn’t directly buff allies (unlike Paladin/Warrior/Bard). Its contributions are mostly damage and enemy debuffs. In small groups, it relies on other classes for buffs like **Berserk** or healing.
  32. * **Fragility:** Wears robes, so it has lower defense. Mistakes or eating heavy shots in late-game can be punishing. Sorc must use its superior range to avoid damage – when caught in close quarters, it’s vulnerable.
  33.  
  34. **Solo vs. Group:** In **solo play**, Sorcerer’s self-sufficiency shines – you can kite safely and whittle down bosses from afar, leveraging scepter debuffs to control mobs. In **small groups**, Sorc becomes a top-tier damage dealer; its long range and area damage ensure it **consistently outputs DPS throughout the fight** (often higher sustained damage than a Wizard in extended battles). While it won’t heal or buff teammates, its ability to weaken or slow tough enemies can indirectly keep the group safer. Overall, Sorcerer is widely considered one of the *“current best”* endgame classes for its blend of damage and safety.
  35.  
  36. ### Paladin (S Tier)
  37.  
  38. **Playstyle:** Front-line buffing warrior. Paladin is a sword-wielder with heavy armor who provides powerful team support through his holy seal ability. He boosts damage and survivability for himself and allies, making him a cornerstone in tough fights. Paladin’s style is about staying in the fray, dealing solid melee damage, and timing buffs/heals to sustain the party.
  39.  
  40. **Strengths:**
  41.  
  42. * **Team Buffs & Healing:** Paladin’s seal grants **Damaging** (increasing everyone’s damage) and heals + increases max HP for a short duration. This combination of *group DPS buff* and *healing* is unique and invaluable – Paladin *“gives the group a much needed buff and does decent damage with good survivability”*. In a small group, a Paladin can single-handedly boost the entire team’s damage output and keep them alive through chip damage.
  43. * **High Survivability:** Between heavy armor (high defense) and self-healing on seal use, Paladin is very durable. He can facetank more shots than most classes, and even has access to UT seals like **Oreo** (Orb of Aoe) which grant brief invulnerability – one player notes *“Paladin with Oreo, by far”* as a top choice for surviving deadly endgame phases. This makes Paladin forgiving in solo play and a lifesaver in group play.
  44. * **Solid Damage:** While not the absolute top DPS, Paladin’s sword damage is respectable, and with his own Damaging buff he can hit surprisingly hard. He doesn’t lag behind pure DPS classes by much, especially when buffed. Paladin is both a support and a damage-dealer rolled into one.
  45.  
  46. **Weaknesses:**
  47.  
  48. * **Limited Range:** As a melee class, Paladin must get close to deal damage. In some late-game encounters with dangerous shotgun attacks or insta-kill patterns, closing the gap is risky without team support. Paladin relies on smart positioning and timing his invulnerability or heals to safely get in range.
  49. * **Buff Dependency:** Paladin’s personal damage shines when he can use his seal frequently (requiring Wisdom or pet for MP sustain). In scenarios where ability usage is restricted (Silence effects or low MP), his impact is reduced to just a mediocre melee attacker. Also, while Paladin buffs others, he doesn’t provide *speed buffs* like Warrior or *range buffs* like Bard – meaning allies may still need to dodge well to take advantage of Paladin’s damage boost.
  50.  
  51. **Solo vs. Group:** In **solo**, Paladin is one of the safest melee classes: he can heal himself and boost his damage to shorten fights. This self-sustain allows solo Paladins to tackle bosses that would overwhelm other melee. However, solo you lose out on the exponential value of buffing multiple allies. In **small groups**, Paladin truly shines – the more teammates to receive his Damaging buff and healing, the greater his contribution. He is often considered *essential* in harder dungeons for small parties, as his buffs make fights faster and safer. Overall, Paladin’s mix of offense, defense, and support puts him firmly at the top of the meta.
  52.  
  53. ### Wizard (S Tier)
  54.  
  55. **Playstyle:** Glass-cannon spellcaster. The Wizard uses a staff for long-range attacks and a spell ability to deal massive burst damage. The playstyle revolves around maximizing damage output – the Wizard’s philosophy is *“the best defense is a good offense”*. It nukes high-value targets quickly, but needs to avoid taking hits due to light armor.
  56.  
  57. **Strengths:**
  58.  
  59. * **High Burst Damage:** Wizard’s spell is the highest burst DPS ability in the game. Landing a spellbomb (all spell projectiles) on an enemy deals devastating damage in one instant. This makes Wizard a *“DPS machine”* that can melt bosses or clear groups of enemies fast. Even without group buffs, a Wizard’s raw damage is top-tier, often cited as one of the strongest characters for boss killing.
  60. * **Long Range Attack:** The staff offers long reach and pierces targets, allowing Wizard to hit multiple enemies or safely snipe bosses from afar. In endgame fights with dangerous close-range phases, a Wizard can continue to damage from a safer distance.
  61. * **Simplicity and Consistency:** Wizard doesn’t rely on complicated mechanics or situational utility – it always brings damage. This consistency means a Wizard is *never* a bad pick; it’s effective with or without pet, maxed or unmaxed, making it *“the most consistent class”* for output across all scenarios.
  62.  
  63. **Weaknesses:**
  64.  
  65. * **Fragile:** Wizards wear robes and have no defensive ability, so they are squishy. A Wizard must rely on range to survive; a single mistake in hard dungeons (like eating a shotgun or status effect) can be fatal. In small groups without an abundance of healing, a Wizard needs to play cautiously, as it cannot self-heal (aside from pet).
  66. * **Lacks Team Utility:** Wizard’s kit is almost purely damage. It does not buff allies or debuff enemies (outside of certain UT spells that have small effects). In group play, a Wizard contributes less utility compared to classes like Mystic (curse) or Paladin (buff/heal). Essentially, its *“lack of buffs and debuffs”* is offset only by its sheer damage. If a fight requires specific crowd control (stuns, slows, etc.), Wizard must rely on teammates.
  67.  
  68. **Solo vs. Group:** **Solo**, a Wizard can carry its weight by eliminating threats quickly – many experienced players recommend Wizard as the easiest class to succeed with since its damage can neutralize enemies before they become a problem. Solo Wizard play involves careful aiming of spells and dodging, turning encounters into burst-DPS races. In **small groups**, Wizards continue to shine by speeding up boss kills. They particularly excel if the group provides buffs (e.g. a Warrior’s Berserk turns Wizard into a rapid-fire cannon). While a Wizard doesn’t directly support others, killing dangerous enemies faster is a form of support too. In the current meta, Wizard remains a **top-tier damage dealer**, often placed at the pinnacle of tier lists for its reliable and overwhelming offense.
  69.  
  70. ### Trickster (S Tier)
  71.  
  72. **Playstyle:** Agile rusher and battlefield manipulator. The Trickster is a dagger class known for **teleporting** via her prism and deploying **decoys** to distract enemies. This is a high-skill, high-reward playstyle – Tricksters zip around the map, confuse foes with decoys, and position themselves for backstabs or quick escapes. They have moderate dagger-range damage, but their true strength is mobility and utility.
  73.  
  74. **Strengths:**
  75.  
  76. * **Best Rusher:** The ability to instantly teleport makes Trickster the fastest and most versatile rusher in the game. She can bypass dangerous hallways and traps in dungeons, reaching bosses or objectives *“by far”* faster than any other class. In virtually any dungeon (except a few specific mechanics), a skilled Trickster can get the group to the boss room with unmatched speed and consistency. This is incredibly valuable in small groups where you might not have sheer numbers to brute-force through enemies.
  77. * **Decoy Utility:** The **decoy** from prisms is one of the strongest utility effects in endgame. A decoy draws enemy fire and attention, effectively acting as a pseudo-**stun** or **paralyze** that even works on enemies normally immune to those effects. In late-game boss fights where bosses cannot be stunned or paralyzed, a well-placed decoy will cause the boss to shoot away from the group, making the fight significantly safer. This is why the Trickster’s decoy is often praised as *“one of the best abilities in the entire game”*, especially in endgame content.
  78. * **Decent Damage & Daze:** While not the highest DPS class, Trickster has solid dagger damage (especially with high Tier or UT daggers) – roughly in the “A tier” DPS range according to players. Additionally, some prism abilities can inflict **Daze** on enemies (reducing their fire rate), a rare and valuable debuff for tough bosses. This means a Trickster can both reduce incoming damage (via daze or decoy) and deal out damage effectively.
  79.  
  80. **Weaknesses:**
  81.  
  82. * **High Skill Floor:** Trickster is difficult to play optimally. Teleporting recklessly can land you in the middle of mobs or shot patterns and result in instant death. Managing decoys also requires game knowledge – a poorly placed decoy can drag enemies in unwanted directions. Thus, inexperienced Tricksters might **struggle in endgame** until they master the class’s unique mechanics.
  83. * **No Team Buffs/Healing:** Trickster, like other dagger classes, doesn’t buff allies. In small groups, she contributes utility but someone else must provide healing or damage buffs. If a group lacks sustain, a Trickster can’t help keep allies alive (aside from reducing enemy pressure via decoys).
  84. * **Squishy:** Wears leather armor, giving moderate defense, but not as tanky as heavy classes. Tricksters have to rely on their agility and teleport to avoid damage entirely – a risky proposition if used improperly.
  85.  
  86. **Solo vs. Group:** **Solo play** as a Trickster is challenging but rewarding. The Trickster can literally *outplay* certain bosses by abusing decoy mechanics – e.g. decoying a boss to attack a corner while the Trickster shoots freely from behind. This allows a skilled solo Trickster to beat content that would otherwise be impossible to facetank. Teleport also lets you escape or reposition in an instant, which in solo runs can save your life. In **small groups**, Trickster becomes a force-multiplier: providing decoys so the whole team can focus on attacking safely. For example, in a 5-man or 10-man run of a hard dungeon, a good Trickster’s decoy can handle dangerous mobs or keep an endgame boss occupied, since *“decoys are functionally a paralyze and a stun”* on even immune enemies. This unique support makes Trickster highly valued in organized endgame runs. Despite a drop in popularity among less experienced players (due to difficulty), endgame groups often consider Trickster indispensable for her utility.
  87.  
  88. ### Bard (S Tier)
  89.  
  90. **Playstyle:** Ranged support and versatile damage-dealer. The Bard uses bows for offense and plays a lute to support allies. Unlike a Priest or Paladin, Bard’s support is more about **improving offense and safety**: his *Inspired* buff increases the range of nearby players’ weapons, and some lutes grant additional effects. Bard’s playstyle is flexible – he fights from a distance (bow user) and times lute uses to boost team range or defense, or even unleash damage via certain UT lutes.
  91.  
  92. **Strengths:**
  93.  
  94. * **Range Buff (Inspired):** Bard’s signature ability is extending weapon range for the group. In late-game encounters where getting too close is deadly, *“the range buff is really underrated and makes it so much easier for melees especially to consistently hit the enemy”*. Inspired allows classes like Warriors or Paladins to stand at a safer distance and still deal damage, dramatically improving team survivability and DPS uptime in tough fights. This *quality-of-life utility* is especially valuable in small groups that lack the safety net of large numbers.
  95. * **Defensive Support:** Tiered lutes also grant a Defense boost to allies. Bard can help squishy teammates survive a bit longer against high-damage shots. Stacking range + defense buffs turns a fragile group into a much sturdier formation.
  96. * **Strong Personal DPS Potential:** Bard may not seem like a top DPS class at first glance, but in practice a well-geared Bard can output *huge* damage. Bows received a rework improving their damage, and Bard has access to powerful UTs like **Mandolin** (an ability that can deal massive burst if all hits land). In fact, Bard can *“apply Berserk and Damaging to \[him]self (at the same time!)”* through certain gear combos, effectively self-buffing to melee-level DPS. One player notes Bard even has *“the highest damage ability in the game in Mandolin if you can land all the shots”*. Moreover, Bard can use a bow like Void Bow or other high DPS bows at range, and even swap to point-blank shots in safe moments for enormous burst (the comment referencing an “EP bow” implies using an extreme close-range strategy for big damage). The bottom line: Bard’s damage, when optimized, can rival or exceed typical DPS classes, all while staying safer.
  97. * **Utility & Speed:** Some lute variants give unique boons (e.g. **Speedy** for faster rushing, or **Weaken** effect on enemies). The Bard is also a robe class with decent SPD stat, allowing nimble movement. In solo play, having *speed buffs for rushing* and the ability to weaken enemies (reducing their damage) gives Bard additional survivability tools.
  98.  
  99. **Weaknesses:**
  100.  
  101. * **Gear Dependency:** To unlock Bard’s full damage potential, you often need specific endgame items (e.g. Shatters or Oryx 3 lute, certain bows, or synergistic armor). As noted, Bard *“requires Shatters items that are very hard to obtain to do a lot of damage”*. A Bard with just basic gear will mainly be supporting, with only average damage. This means newer or less-geared players might not feel Bard’s offensive power until later.
  102. * **No Burst Healing:** Unlike Paladin or Priest, Bard cannot heal allies (or himself, apart from pet). If an ally is low HP, Bard’s buffs might help them avoid further damage, but **cannot restore health**. In small groups, a Bard usually needs to be paired with a healer or relied upon purely for prevention (range/defense) rather than recovery.
  103. * **Situational Impact:** The range boost doesn’t help in all scenarios – if an enemy aggressively chases players, everyone must move regardless of range. Also, some classes (like Wizard or Archer) already have long range and benefit less from Inspired. Thus, Bard’s usefulness can vary depending on group composition and dungeon mechanics.
  104.  
  105. **Solo vs. Group:** In **solo play**, Bard is surprisingly strong. With no allies to buff, a solo Bard uses Inspired on himself (increasing his own range even further) – this lets him **outrange many bosses** and “def-tank” by leveraging distance and defense buff. A well-played Bard can solo endgame bosses by dodging and using the extended range to avoid dangerous phases entirely. As mentioned, Bards can also self-buff their damage with the right equipment, making them one of the fastest solo killers when optimized. In **small groups**, Bard’s value is more about enabling teammates: he is the ideal partner to melee classes, turning a risky 2-player duo into a safer, ranged-attacking team. For example, a Warrior and a Bard together can output massive damage (Warrior provides Berserk, Bard provides range and maybe Speedy) so they hit hard and rarely have to back off. The 2025 meta has recognized Bard as a big winner – its popularity and effectiveness have shot up as players realize how much *“Bard has going for it solo”* and in enabling team DPS. Overall, Bard stands as one of the **top-tier supports** that also scales into a deadly damage-dealer with enough investment.
  106.  
  107. ---
  108.  
  109. ## A Tier – Strong Choices for Endgame
  110.  
  111. A Tier classes are **highly viable** in mid-to-late game, with strong performance in either damage or utility (and sometimes both). They may fall just short of S Tier due to specific weaknesses or reliance on others, but they are still favorites in the community and form the backbone of many small-group runs.
  112.  
  113. ### Summoner (A Tier)
  114.  
  115. **Playstyle:** Minion-based ranged DPS. The Summoner (one of the newer classes) uses a staff for attacking and a **Mace** ability to summon creatures that fight for her. Playstyle involves positioning these summons for maximum damage and staying at a safe distance. Summoner is all about constant DPS pressure and area control using pets.
  116.  
  117. **Strengths:**
  118.  
  119. * **Excellent Sustained Damage:** Summoner boasts *great DPS*, often comparable to Wizard in prolonged fights. Her summoned minions continuously damage enemies, allowing the Summoner to output damage even while maneuvering or dodging (the pets keep attacking). In extended boss encounters, this sustained pressure really adds up.
  120. * **Area and Multi-Target Damage:** Depending on the mace used, Summoner can cover wide areas or hit multiple targets. This makes her effective against crowds of enemies or bosses with many summons. The minions can also “body-block” or distract lesser foes, providing a pseudo-decoy effect in solo play.
  121. * **Minor Debuffs:** Some maces inflict debuffs like **Slow** on enemies or even **Curse** with specific UTs. While not as potent as dedicated support classes, Summoner can contribute utility. For example, a certain event mace provides slow (though the usefulness of Slow varies). This additional utility gives Summoner a bit more group support value beyond raw damage.
  122.  
  123. **Weaknesses:**
  124.  
  125. * **Limited Burst & No Team Buffs:** Summoner lacks the high burst of a Wizard’s spell or the group buffs of Bard/Paladin. Her damage, while high over time, ramps up as minions deal damage – she can’t instantly nuke a priority target. In clutch moments where a quick stun or burst heal is needed, Summoner has no answer.
  126. * **Positioning Dependency:** To maximize damage, Summoner needs to place her summons effectively. Poorly placed minions might whiff or chase irrelevant targets. This can be tricky in fast-moving fights or against bosses that teleport. Additionally, some boss mechanics (massive AOE bursts) can wipe out minions, cutting off her DPS.
  127. * **Gear Reliance for Top DPS:** The strongest maces (like **Mace of the Celestial Forest** or the event-only **Incubation Mace**) are hard to obtain, and *“the most powerful DPS mace, Incubation, is locked through an event”*. Without these, Summoner’s damage is still good but not exceptional. Thus, a well-geared Summoner shines far more than an average one. (However, we are not focusing on specific gear recommendations as requested.)
  128.  
  129. **Solo vs. Group:** **Solo**, Summoner is quite effective: your minions essentially give you *extra “teammates”* that deal damage and take aggro. This makes soloing easier as your summons can tank minor shots or distract enemies. You can hide behind walls or keep distance while your pets do work. In **small groups**, Summoner adds reliable damage output – she might not boost allies, but having a Summoner means constant DPS on the boss (useful when other classes must stop attacking to dodge). Group play also lets Summoner focus on DPS while relying on allies for buffs or healing. One nuance: in a small team without an abundance of slowing or curse, a Summoner’s debuffs (if equipped with the right mace) can help fill that gap. Overall, Summoner is seen as a **strong DPS pick** in the current meta, just slightly behind the top-tier burst classes due to her more limited utility.
  130.  
  131. ### Warrior (A Tier)
  132.  
  133. **Playstyle:** Aggressive melee bruiser. The Warrior charges into battle with a sword, heavy armor, and a horned helm. His playstyle centers on **buffing himself (and allies) with Berserk** from his helm and then dealing rapid, powerful strikes. Warriors are often front-liners, using their high speed (from helm **Speedy**) and damage to clear paths and pressure bosses.
  134.  
  135. **Strengths:**
  136.  
  137. * **Berserk Buff (Attack Speed):** Warrior’s helm grants **Berserk**, dramatically increasing rate of fire for himself and nearby allies. This is one of the *“best buffs”* for group DPS – it can nearly double the damage output of the team when active. In small groups, having a Warrior means everyone’s damage goes up significantly, shortening dangerous phases.
  138. * **High Personal DPS:** Even without allies, Warrior hits hard. He has among the highest attack stats and uses a sword (high base weapon damage). Combined with Berserk on himself, Warrior can dish out *excellent sustained DPS* on bosses. He’s a top pick when you want to deal *“big damage from close up”*.
  139. * **Speed and Rush Potential:** Using a helm also grants **Speedy**, letting Warrior move extremely fast. This allows for quick repositioning, dodging, or even rushing certain dungeons. While not as teleporty as Trickster, a Warrior can still rush many mid-game dungeons by brute force speed and tankiness. Speedy is also useful for dragging enemies or quickly responding to threats in battle.
  140.  
  141. **Weaknesses:**
  142.  
  143. * **No Range and Limited Utility:** As a melee, Warrior must be in the boss’s face to deal damage. In late-game content with lethal close-range attacks, Warrior has to exercise caution or rely on support (e.g. Bard’s range buff or a Paladin’s heal) to survive up close. He provides no healing or defensive buff to allies (outside of a small stat boost on helm for himself). Essentially, his role is pure offense and some mobility – he *“lacks some utility”* beyond the Berserk buff.
  144. * **Needs Support to Shine:** In a *solo* context, Warrior’s lack of self-healing means tough fights can wear him down; he depends on pet healing or health potions. In *group* context, if a Warrior is alone without a Paladin or Priest, the group might have damage output but struggle to sustain. Also, Warriors benefit greatly from receiving the Inspired buff (Bard) or healing (Paladin) to complement their Berserk. So while Warrior *gives* a lot to allies, he also *appreciates* allies to cover his weaknesses.
  145. * **Vulnerability When Rushing:** Warrior can rush many areas due to Speedy and high DEF, but unlike Trickster or Rogue, he can’t go invisible or decoy enemies. A small mistake in a dangerous dungeon rush can overwhelm a Warrior since all enemies will focus on him during the run.
  146.  
  147. **Solo vs. Group:** **Solo**, Warriors can be very fast at clearing content thanks to their damage and speed. Early and mid-game, a solo Warrior **steamrolls** through gods and realm events. In true solo endgame (like O3 or hard dungeons), it becomes more challenging – the Warrior has to output damage quickly and finish the fight before a lack of healing becomes an issue. Skilled solo Warriors use hit-and-run tactics, abusing Speedy to dodge and retreat as needed. In **small groups**, Warrior is almost always a welcome addition. He dramatically boosts group DPS with Berserk, making him *“always needed”* as a buff class in endgame teams. A trio of Priest, Paladin, and Warrior, for example, covers all bases: healing, damage buff, and attack speed buff. The 2025 meta still places Warrior among the **top melee choices** for organized play, even if not as outright dominant as a few years ago, because his buff remains crucial and his personal damage is still high.
  148.  
  149. ### Priest (A Tier)
  150.  
  151. **Playstyle:** Pure healer and survivalist. The Priest uses a wand for long-range but low damage attacks, and a Tome ability to heal himself and allies (and sometimes to purify negative status effects). A Priest’s playstyle emphasizes **staying safe and keeping the team alive** – dealing damage is secondary. In tough content, a Priest often hangs back, heals off any damage the group sustains, and ensures everyone can endure the next onslaught.
  152.  
  153. **Strengths:**
  154.  
  155. * **Unmatched Healing:** Priest can repeatedly heal the party to full with a good Tome. This makes otherwise deadly encounters manageable. In small groups without a Priest or Paladin, sustained fights can become wars of attrition – but a Priest trivializes chip damage. A well-geared Priest even provides healing *over time* or status clears (with UT tomes), keeping everyone in fighting shape. As one player succinctly puts, Priest’s healing *“makes content so much easier”*.
  156. * **Safety and Range:** Priest has the longest weapon range (wand) like Sorcerer, and typically high speed, so they can avoid most danger. They also have the **Holy Protection** UT (Prot) which can grant short invulnerability, allowing them to survive hits that would kill other classes. All this means Priest is the hardest class to kill – ideal for learning new dungeons or surviving in small teams.
  157. * **Team Utility:** Beyond healing, Priests with certain tomes can **purify** status effects (removing stuns, curses, etc. from allies) which is invaluable in some endgame fights. Also, the **Ethereal Tome** (Conflict) can buff DPS by giving damaging + berserk briefly (though rare, if available). Even though Priest’s damage is low, it contributes indirectly by letting others keep fighting at full strength.
  158.  
  159. **Weaknesses:**
  160.  
  161. * **Lowest Damage:** It’s well-known that Priest has the *“lowest DPS in the game”* by default. Killing bosses takes significantly longer compared to other classes, especially solo. In enraged endgame boss phases that have tight time limits or DPS checks, a Priest might struggle alone.
  162. * **Dependency on Allies for Damage:** In group content, a Priest’s presence is immensely helpful, but **someone else must provide the damage**. In a very small group (e.g. 2-3 players), having a Priest means you might survive indefinitely, but if the other member dies or has low DPS, you could hit a stalemate. Thus, Priests work best in slightly larger “small groups” (maybe 3-5) where there are enough damage dealers to capitalize on the Priest’s support.
  163. * **Fragile Without Mana:** If a Priest is **Silenced** or runs out of mana, their main strength (healing) is gone. At that point they are just a feeble wand user. Certain late-game bosses apply Silence or Pet Stasis to limit healing – these situations neutralize Priests more than other classes.
  164.  
  165. **Solo vs. Group:** **Solo Priest** is the epitome of endurance over offense. You can outlast virtually anything – slowly chipping down bosses while healing yourself through mistakes. A solo Priest can complete content that others might have the damage for but not the survivability. However, it will be slow; solo Priests require patience, as fights can take a long time. In **small groups**, a Priest often serves as a safety net: the group can play more aggressively knowing healing is available on demand. This is why even though Priests are slow killers, they are rated highly – *group survivability in endgame is paramount*. A good Priest *“can still dish out decent damage with good gear”* (e.g. using an offensive tome or swapping to an EP wand at close range), but their main job is keeping everyone alive. In the 2025 meta, Priests remain **high-tier** because no other class can replace their reliable healing (Necromancer and Paladin have heals, but not as strong or frequent). For progression in hard dungeons, many players still consider Priest nearly essential or at least a huge relief to have in the party.
  166.  
  167. ### Mystic (A Tier)
  168.  
  169. **Playstyle:** Tactical crowd control and curse support. The Mystic carries an orb that can **Curse** enemies (increasing damage they take) and **Stasis** enemies (freezing them in place, removing them temporarily from the fight). She also uses a staff for decent ranged damage. Mystic’s playstyle is about *knowing when to disable enemies versus when to apply debuffs*. A well-timed orb can either make the boss die faster or halt a dangerous mob pack in its tracks.
  170.  
  171. **Strengths:**
  172.  
  173. * **Curse for Damage Boost:** Mystic provides the coveted **Curse** debuff, which increases damage taken by enemies (10% more damage from all sources). She is the *“easiest way to apply permanent Curse”* on bosses, because her orb can keep curse up consistently. In small groups lacking a source of Curse, a Mystic hugely boosts the team’s DPS output – essentially acting as a force multiplier similar to a damage buff. This makes Mystic very valuable in endgame boss fights to speed up kills.
  174. * **Crowd Control (Stasis & Slow/Paralyze):** The **Stasis** ability can trivialize swarms of enemies by removing them temporarily. This is great for safety: e.g. stasising deadly minions during a boss fight so the group can focus the boss. Mystics also have orbs that inflict **Slow** and even **Paralyze** (with certain UT or high-tier orbs) on enemies that are not stasised. That means Mystic can also contribute directly to controlling enemy movement, which is useful if no Archer/Huntress present.
  175. * **Decent Damage:** As a staff class, Mystic’s base damage is similar to a Wizard or Necromancer when just shooting. With Curse active, she even boosts her own damage output. While her focus is support, a Mystic *can* deal respectable damage especially if using an optimized set (e.g. the *“Conflict”* orb which grants Damaging and Berserk to self). Mystics with the **Primal Arcana** orb or *“good setup”* can dish out surprisingly high DPS, making them versatile support/DPS hybrids.
  176.  
  177. **Weaknesses:**
  178.  
  179. * **Potential to Troll:** The Stasis mechanic can be a double-edged sword. If used at the wrong time, a Mystic can accidentally stasis the boss or enemies that others wanted to shoot, effectively *griefing* the run. In small groups, one player mis-timing a stasis can reset boss phases or prolong the fight. Thus, Mystic requires discipline – you often **don’t use Stasis at all** in certain endgame fights, focusing only on Curse application. This learning curve and risk means Mystics can be less popular among groups who’ve had bad experiences with stasis trolls.
  180. * **Squishier than Melee Supports:** Mystic wears a robe, so she isn’t as tanky as Paladin or Knight. To support, she must stay alive, which means careful positioning (her range helps). In frantic situations, if you misjudge and fail to stasis something like an approaching shotgunning enemy, Mystic can be in danger. No self-heal (aside from pet) means she relies on her control abilities for defense.
  181. * **Orb Cooldown Management:** Keeping curse up 100% requires frequent orb use and enough mana. If the Mystic’s timing is off or if she’s silenced, the Curse uptime drops. Unlike a passive buff (Bard’s Inspired), Curse needs reapplication and awareness of enemy immunity phases (some bosses become curse-immune at certain times). This makes her support a bit more hands-on.
  182.  
  183. **Solo vs. Group:** In **solo play**, Mystic is powerful for an experienced player. You can **stasis** dangerous enemies to isolate and pick off threats one by one. This effectively allows solo clearing of content that would normally overwhelm squishier classes. Solo Mystics also benefit from *self-Curse* (with a skill called Enlightenment) which boosts their own damage output on cursed enemies. However, solo Mystic must be careful not to over-stasis and prolong fights unnecessarily. In **small groups**, Mystic’s role usually shifts to maximizing team DPS with Curse. Many endgame groups value a Mystic because permanent Curse is something only Mystic (or an Archer with a rare UT) can provide easily. With Curse, a team’s effective DPS is significantly higher, often making the difference in meeting a boss’s phase requirement. Also, if things get hairy, a Mystic can emergency-stasis adds or even the boss (if allowed) to give the group breathing room. In the 2025 meta, Mystic is considered a **very strong support** — not quite as universally necessary as a Paladin or Warrior, but still a top-tier pick for optimizing damage and controlling chaotic fights.
  184.  
  185. ### Necromancer (A Tier)
  186.  
  187. **Playstyle:** Hybrid DPS with self-heal and curse. The Necromancer wields a staff like a Wizard but with a Skull ability that **steals life** from enemies to heal himself (and nearby allies slightly) and can also inflict Curse or Slow with certain skulls. Necro’s style is a *jack-of-all-trades*: part damage dealer, part support. You alternate between blasting enemies and consuming their life to sustain yourself and your team.
  188.  
  189. **Strengths:**
  190.  
  191. * **Self-Sustain and Ally Heals:** Necromancer can heal himself significantly by using the skull on multiple enemies – the more targets hit, the more healing done. This gives Necro excellent **survivability** in solo play or when under heavy fire. He can also heal teammates (though for a smaller fraction) – sometimes that little heal is enough to save someone who’s low. While not as powerful as Priest or Paladin healing, it’s *constant and cost-efficient*, making Necro very forgiving.
  192. * **Good Damage:** Necro’s base damage with a staff is solid (same as Wizard/Mystic class). Although his ability is mainly support, certain UT skulls (like **Memento Mori**) inflict **Curse**, boosting damage dealt to enemies. With Curse applied, Necro effectively increases his own and allies’ DPS similar to Mystic (though not as long-lasting as Mystic’s orb). Some skulls also deal direct damage to enemies based on their max HP, adding a bit of burst. Overall, Necro can **clear groups of enemies efficiently** and contribute meaningful damage to bosses. Players describe Necro as “a great jack of all trades. Good damage, good survivability…”.
  193. * **Utility (Curse/Slow):** As mentioned, Necro can apply **Curse** with the right skull, and there’s also a skull that applies **Slow** to enemies hit. This means Necro can play a minor support role by debuffing tough enemies. For example, slowing a dangerous enemy helps kiting, and cursing a boss helps everyone kill it faster. These tools make Necro’s kit quite versatile for different situations.
  194.  
  195. **Weaknesses:**
  196.  
  197. * **Master of None:** By design, Necromancer isn’t the best at any one thing. His healing is modest compared to a true healer, his damage is slightly less bursty than a Wizard (since skulls don’t output massive instant damage), and his utility is situational. In a group that already has specialists (a full healer, a buffer, etc.), Necro’s contributions might feel less impactful. For instance, if a Paladin and Priest are present, nobody really needs Necro’s small heal. This can make Necro seem *replaceable* by other classes depending on team comp.
  198. * **Reliant on Multiple Targets:** Necro’s self-heal shines with multiple enemies to drain. In single-target boss fights (especially phases without minions), his skull heal is weaker or can only hit one target. In those moments, Necro doesn’t have much edge over a Wizard, aside from any curse effect. Essentially, his survivability drops in pure single-target scenarios unless he carries specific skulls that still work on one target.
  199. * **Squishy (Robe Class):** Like other robe users, Necro can’t take too many direct hits. His healing helps mitigate this, but a huge burst of damage can still kill him before he gets a skull off. He must strike a balance between life-stealing aggressively versus avoiding risky situations.
  200.  
  201. **Solo vs. Group:** **Solo**, Necromancer is often recommended for newer players entering tougher content, because he has the safety net of healing without sacrificing offense. A solo Necro can *outlast* many challenges by draining enemies for health – it’s like bringing a bunch of health potions that recharge on each group of enemies. He can also clear weaker mobs easily with area skull damage. Solo play feels comfortable, though slower than a pure DPS class. In **small groups**, Necro becomes a support-DPS hybrid: he won’t replace a Priest’s healing in a serious encounter, but he can top off allies between waves and provide curse to boost team DPS. Think of Necro as a supplement – a little healing here, a little damage boost there, plus steady DPS. In the current meta, Necro is viewed as **solid in basically every area**. There are usually more *optimal* picks for specialized roles, but a Necro on the team is never a bad thing. His reliability and balance of offense/defense land him firmly in A Tier as a well-rounded class that *“works well in basically every area”*.
  202.  
  203. ### Samurai (A Tier)
  204.  
  205. **Playstyle:** Close-range debuffer and durable fighter. The Samurai uses a **katana** for medium-range sweeps and a **Waki** ability that slashes a line on the ground, inflicting **Exposed** (and sometimes **Slow**) on enemies. As a katana class with heavy armor, Samurai’s playstyle straddles offense and defense – not as tanky as Knight but sturdier than Ninja, and focused on weakening enemies for everyone. You play Samurai by getting within mid-range to apply Exposed with your waki, then laying down sustained katana damage.
  206.  
  207. **Strengths:**
  208.  
  209. * **Exposed Debuff:** Samurai brings a unique team benefit: **Exposed** causes enemies to have effectively 20 points less defense, which translates to about +20% damage taken from all sources (unless armor broken). This is a *huge boost* to group DPS and *works on enemies that are otherwise immune* to stuns or stasis, etc. In late-game boss fights, having a Samurai means the boss is constantly more vulnerable to damage. Many consider this the main reason to play Samurai – *“Expose is a super great debuff, that’s really the only reason they’re here”*. In a small group without an Armor Break source, Exposed significantly speeds up kills.
  210. * **Decent Survivability:** Samurai wears heavy armor, so he has high defense and can take some hits (similar base DEF to Warrior/Paladin). This allows him to stand in closer to use his katana and waki. He’s more durable than the Ninja or Kensei, making him forgiving for a katana class. Combined with a reasonably high HP stat, Samurai can survive some mistakes in endgame that would instantly kill squishier classes.
  211. * **Balanced Offense:** The katana weapon hits multiple targets (pierces) and has better range than swords, while still doing solid damage. Samurai’s attack stats are decent – not the top of all classes, but enough to contribute meaningful DPS. He also can Slow targets with certain wakis, adding crowd control on top of Exposed. Overall, Samurai’s damage output, while not the very highest, is reliable and improved by the fact that he’s also making the enemy take more damage from everyone.
  212.  
  213. **Weaknesses:**
  214.  
  215. * **Mediocre Speed/Mobility:** Samurai has a lower Speed stat than other katana classes (Ninja and Kensei). He can feel a bit sluggish in rushing scenarios or when trying to dodge fast patterns. Without any teleport or dash (unlike Kensei), Samurai may have trouble repositioning quickly in dynamic fights. This means careful planning is needed to get in range for waki slashes and then get out if needed.
  216. * **Limited Ability Utility:** Apart from Exposed (and sometimes Slow on certain UT wakis), Samurai’s ability doesn’t do much else. The damage from the waki is not very high, and it doesn’t affect multiple angles (just a narrow line). If an enemy is immune to Exposed (very few are, but some might have temporary shields or armor break phases where Exposed is redundant), then the Samurai’s contribution is essentially just his katana damage – in which case he’s like a Ninja but slower and without a Ninja’s burst options. The community generally feels **wakis are a little weak** aside from the Exposed effect.
  217. * **Requires Proximity:** Katana range is medium (longer than swords, shorter than spear or wand). Samurai must stay somewhat close to enemies to hit with both katana and waki. In late-game content, being mid-range can be a dangerous zone (too far for some melees to hit you, but too close to completely outrange attacks). Without a shield (Knight) or a personal escape (Trickster/Kensei), Samurai can take heavy fire if not careful. Essentially, he doesn’t have a “get out of jail” card beyond just backing away and relying on armor.
  218.  
  219. **Solo vs. Group:** In **solo play**, Samurai benefits from his own Exposed (you effectively do 20% more damage to enemies by yourself). He can handle mid-tier bosses quite well by reducing their defense and pummeling them with katana hits. The heavy armor and ability to slow enemies means a solo Samurai can go toe-to-toe with foes longer than, say, a Ninja could. However, without healing or teleport, truly difficult solo content will test a Samurai’s dodging and tanking limits. In **small groups**, Samurai’s value increases: Exposed scales with group size (the more allies dealing damage, the more total damage boost provided). Even in a 2-5 player group, shaving off 20% of a boss’s effective defense can save a lot of time and prevent certain drawn-out dangerous phases. Samurai fills a niche as a debuffer if no Knight with an Ogmur (armor break) is present. In the current endgame meta, Samurai is considered **very useful** but perhaps not as overpowered as the S tier classes. Some feel Samurai *“could be higher”* tier if his stats or ability were slightly better, but as is, he’s a strong team player class that lands in A Tier.
  220.  
  221. ---
  222.  
  223. ## B Tier – Viable but Niche or Average
  224.  
  225. B Tier classes are **adequately effective** in mid-to-late game but either have more pronounced weaknesses or situational strengths. They can still shine with skilled play or the right setup, but they are generally not as commonly favored as A or S tier in the current meta. These classes are perfectly viable in endgame – and you should **“pick what you enjoy”** – but they may require more effort or specific conditions to match the top tiers.
  226.  
  227. ### Knight (B Tier)
  228.  
  229. **Playstyle:** Tanky brawler and (formerly) stun-locker. The Knight uses a sword and shield, wearing the highest defense armor. Traditionally known for stunning enemies with his shield to disable them, Knight’s playstyle in late-game has shifted. Now he often serves as a durable front-liner who soaks up shots and deals burst damage with shield bashes when possible. Knights still excel in lower content by perma-stunning gods and bosses, but in endgame they must rely more on raw stats and clever use of alternate shield effects.
  230.  
  231. **Strengths:**
  232.  
  233. * **Extreme Durability:** Knight has the highest base defense in the game (wearing heavy armor and having a high DEF stat). He can *“type while taking damage”* in many late-game scenarios – a colorful way a player described how tanky Knight can be. This makes Knight forgiving; he can eat shots that would kill other classes, allowing him to stand ground and continue dealing damage when others must retreat. For learning and surviving endgame content, many recommend Knight as a starting class because of this durability.
  234. * **Stun (Situationally):** Knight’s **Shield Stun** remains incredibly powerful whenever it works. A stunned enemy cannot attack, making fights trivial. In mid-tier content (anything below true endgame), Knight can still dominate by chain-stunning bosses, rendering them helpless. Even in high-tier dungeons, not *everything* is immune: Knights can often stun certain dangerous minions or sub-bosses, greatly reducing incoming pressure on the group. With an **Ogmur** (a shield UT), Knights can Armor Break bosses, maintaining a unique support role in top-tier content as well. In summary, Knight’s ability is *game-changing* when applicable – it’s just limited by immunity mechanics at the top end.
  235. * **Burst Damage:** The Shield not only stuns; it deals high burst damage in a wide arc. Knights can output a surprising amount of damage by stacking a shield bash on top of sword hits. With the right shield (e.g. **Escutcheon** from O3), a Knight can even unleash multi-hit bursts. This means that although Knight lacks the sustained Berserk of Warrior or the group buff of Paladin, he can contribute to DPS in short windows. In fact, one comparison noted Knight’s clearing ability: *“Knight’s really good, Escutcheon clears extremely well – second only to Sorc spam”*. That suggests in some mob-clearing situations, Knight with a powerful shield can mow down enemies nearly as fast as a Sorcerer’s scepter.
  236.  
  237. **Weaknesses:**
  238.  
  239. * **Stun Immunity in Endgame:** Knight’s biggest downside is that **most late-game bosses are immune to Stun** (and often Daze as well). This was a design choice to prevent trivializing content. As a result, Knight loses his signature tool against Oryx 3, Shatters bosses, Void Entity, etc. In these fights, a Knight can’t contribute crowd control to the boss – he defaults to being a melee damage dealer with high defense. This *“makes his shield far worse in endgame”*, and without a special shield like Kogbold or Ogmur he *“really only offers damage”*. Essentially, a core part of the Knight’s identity is nullified in the hardest content, reducing his comparative value.
  240. * **Short Range & Low Mobility:** Knight, like other melee, has to get close. Unlike Warrior (who has Speedy) or Paladin (who has healing/invuln), Knight has neither mobility nor personal sustain (aside from pet or potions). His play in tough fights can feel slow and plodding; he walks up, tanks some hits, deals damage, and backs off when hurt. If an encounter requires quick repositioning or chase, Knight may struggle to keep up or escape danger.
  241. * **Group Dependency:** In small groups, a Knight brings tankiness but not much else if stuns don’t work. He then depends on others for buffs (to increase his average DPS) or healing (to leverage his large HP/DEF for longer). For example, a Knight with a Paladin can be formidable – Paladin heals mitigate Knight’s lack thereof, and Knight can take hits that might threaten the Paladin. But a Knight alone or in a duo without support might find himself outclassed by content that doesn’t care about his high defense (some endgame bosses inflict armor-piercing damage, ignoring DEF entirely, which especially nullifies Knight’s advantage).
  242.  
  243. **Solo vs. Group:** **Solo**, Knight is arguably one of the easiest classes for mid-game content – you can permanently stun many bosses, meaning you’ll never get hit while you batter them down. This makes farming pots or doing mid-tier dungeons very safe. In truly endgame solo challenges, Knight’s durability is helpful, but the inability to stun the boss means you must dodge like anyone else. Some players have soloed late-game bosses on Knight by utilizing Ogmur (to armor break and accelerate the kill) or just by virtue of being able to take a hit and keep going. It’s doable, but slower compared to higher DPS classes. In **small groups**, Knight is a great asset for handling mobs and certain phases: he can keep lesser enemies stunned (e.g. control the crowd in a boss fight with adds) which indirectly protects the team. If your group lacks a Mystic or other control, a Knight can fill that role for non-immune enemies. He will also generally survive things that might kill a weaker class, which can stabilize a shaky run (a Knight can clutch survive and finish a boss if others have died). However, in a meta sense, Knights are **no longer the top pick** for endgame as they once were; they are considered good but not mandatory. Many late-game groups prioritize damage and buffs over sheer tankiness. Thus, Knight sits in B Tier – still *“great especially in lower and mid game”*, and *“pretty good damage”* keeps him relevant, but missing the utility to be a top tier in current endgame.
  244.  
  245. ### Archer (B Tier)
  246.  
  247. **Playstyle:** Versatile ranged striker with crowd control. The Archer uses bows (piercing weapons) and a quiver ability that fires arrows to inflict **Status Effects** (usually **Paralyze** or **Slow**, and some UTs offer Armor Break or other effects). Archers excel at picking off high-priority targets from a distance and stopping fast or dangerous enemies in their tracks. The playstyle often involves lining up piercing shots through groups of enemies and timing quiver shots to disable key threats.
  248.  
  249. **Strengths:**
  250.  
  251. * **Crowd Control (Paralyze/Slow):** Archer’s quiver provides **Paralyze**, which is extremely powerful against many enemies – a paralyzed enemy cannot move, making it easy to hit or kite. In mid-game and some late-game scenarios, Archer can freeze rushing enemies (like charging bosses or minions), preventing chaotic situations. For enemies immune to Paralyze, Archers have access to **Slow quivers** as an alternative. The ability to apply slow (and even Armor Break with the *Quiver of Thunder* UT) means an Archer always has some tool to debilitate enemies and support the group.
  252. * **High Consistent Damage:** Bow classes received a rework to their tiered bows, boosting their damage output. Archer’s damage is **pretty good** now even with standard bows. He hits multiple targets with piercing shots, which is great for clearing. Against single targets, certain bows (like tri-shot bows or high tier bows) output solid DPS. Additionally, a new UT from Kogbold Steamworks spawns a **sentry turret** that fires on enemies, which has been described as *“absolutely insane”* for increasing Archer’s damage. This means a well-equipped Archer can dish out *burst damage* in addition to his crowd control.
  253. * **Long Range & Safety:** Bows have long range (second only to wands). An Archer can safely contribute damage from afar, which is ideal in dangerous endgame content. This range, combined with quiver effects, allows Archers to, for example, immobilize a distant threat before it ever reaches the group, all while staying out of harm’s way. In small groups, this control from range is invaluable if there’s no Knight or Mystic.
  254.  
  255. **Weaknesses:**
  256.  
  257. * **Diminished Utility in Endgame:** Many true endgame bosses and even some minions are **immune to Paralyze** (and some to Slow). This significantly reduces Archer’s utility in the hardest content – you can’t paralyze Oryx 3 or the Void Entity, for instance. In those fights, an Archer must rely on damage alone, essentially becoming a “bow wielding Warrior” without the Warrior’s buff. While Archer’s damage is decent, it’s typically not as high as top-tier wand or staff classes, especially without an active status effect benefit. Thus, in endgame runs, Archers can feel a bit underwhelming unless they make use of Armor Break quiver or other niche tactics. The community notes that *“once you hit endgame, \[Archer’s] ability falls off and mostly comes down to damage”*.
  258. * **Single-Target Focus for Ability:** The quiver hits one target (in most cases), so unlike Huntress’s trap, Archer can’t affect a whole crowd with his ability at once. If multiple dangerous foes are approaching, Archer can only pin one down at a time. This can be a disadvantage in hectic scenarios. Traps cover an area, but quivers require precision aiming and timing.
  259. * **Stationary to Aim:** Firing a quiver shot typically requires briefly aiming (and often standing still). This can be risky when dodging heavy fire. Missing a crucial quiver (e.g. missing a paralyze on that charging enemy) can have consequences. Archer players need good accuracy under pressure to capitalize on their utility.
  260.  
  261. **Solo vs. Group:** **Solo**, an Archer is quite capable in most content. Paralyze essentially lets you “root” an enemy and shoot it safely – for example, a solo Archer can permanently paralyze a tough enemy and back away, taking zero damage as it dies. This makes certain bosses (that aren’t immune) trivial. Even when enemies resist paralyze, slowing them with a UT quiver can give enough of a kiting edge to solo effectively. Archers also can use terrain to their advantage, leveraging long range to kill things from spots where enemies can’t reach. In **small groups**, Archers perform a control role: if your team lacks a Knight or Huntress, the Archer can handle things like stopping a key enemy or slowing a boss so others can hit it more easily. They also contribute consistent damage from a safe position. However, compared to some A-tier classes, Archers bring a bit less to a small team if their paralyze is nullified. They *do* scale well with buffs (a Berserk/Damaging Archer pumps out a lot of arrows), so in a group that buffs them, their DPS climbs. The 2025 community generally views Archer as **solid but not standout** – often bundled with Huntress as “good bow classes” that were improved with item reworks, yet still not as meta-defining as sorcerers or paladins. Thus, we place Archer in B Tier: effective and strong in many cases, but with notable limitations in the latest endgame scenarios.
  262.  
  263. ### Huntress (B Tier)
  264.  
  265. **Playstyle:** Area-denial and crowd control archer. The Huntress shares the same bows as Archer for her weapon, but instead of a quiver she uses **Traps** that can be thrown to a location, activating after a short arming time to inflict statuses like **Slow** or **Paralyze** in an area. Huntress playstyle involves strategic trap placement – anticipating enemy movement or chokepoints – combined with typical bow kiting. She’s adept at controlling groups of enemies and **slowing down** the battlefield so she can pick enemies off.
  266.  
  267. **Strengths:**
  268.  
  269. * **Area Slow (and More):** Huntress can **Slow** multiple enemies at once with her trap, as the effect usually covers a radius. In the current meta, Slow has become a more *rare and valuable* effect – fewer classes or items provide it now, which means Huntress’s ability to slow bosses or fast enemies is highly appreciated. Many enemies that are immune to Paralyze are *not immune to Slow*, so a Huntress can often do what an Archer cannot. A slowed enemy has reduced movement, making dodging easier for everyone and keeping bosses in place longer for DPS. With certain UT traps, Huntress can also **Paralyze in an area** (e.g. Coral Venom Trap) or **Armor Break** (Acidic Trap), giving her a versatile toolbox depending on what the group needs.
  270. * **Piercing and Multi-target Damage:** Like Archer, Huntress benefits from piercing bow shots and the improved bow damage. She can hit crowds effectively, and when combined with an area slow from traps, she can safely rain arrows on a cluster of enemies that are too sluggish to reach her. If equipped with high-damage bows, Huntress’s DPS can *“keep up with some of the other characters”* in an encounter. She may not top the charts, but she isn’t far behind, especially when landing all three shots of a tiered bow on a slowed target.
  271. * **Map Control:** The trap’s area effect allows a Huntress to **control space** on the battlefield. For example, placing a trap behind as you retreat can catch pursuing foes, or throwing a trap to a spawn location preemptively can instantly slow/paralyze newly spawned enemies. In small group endgame runs, this kind of preemptive control can prevent a wipe (for instance, trapping a location where dangerous adds will spawn so they spawn into a paralyzing trap). It’s a more tactical approach compared to Archer’s reactive quiver usage.
  272.  
  273. **Weaknesses:**
  274.  
  275. * **Activation Delay:** Traps have an arming time (short delay) before they trigger. This means Huntress can’t instantly paralyze or slow a specific target on demand – there’s a timing aspect. Fast-moving enemies might outrun or avoid a trap if placed too late. In clutch moments (like needing to immediately stop a charging enemy), traps are less reliable than an Archer’s instant quiver shot. Good Huntress play requires anticipation and planning, which can be challenging in frantic fights.
  276. * **Lower Immediate DPS:** While Huntress’s sustained damage is comparable to Archer, she lacks a *directed burst ability*. An Archer can dump a high-damage quiver shot into a priority target; Huntress can’t instantly augment her damage in the same way (some traps deal damage, but it’s damage-over-time or on an area and usually less bursty). Therefore, taking down a single high-priority enemy quickly is not her forte; she’s better at whittling groups down under the influence of slow. If a boss has a short vulnerability window, Huntress can only contribute with her bow and whatever trap effect is active, which might not be extra damage.
  277. * **Squishy and No Self-buff:** Huntress has the same armor (leather) and similar stats to Archer, meaning moderate defense and HP. She doesn’t have any ability to boost her own survivability or damage aside from the utility of her traps. In a small group, if Huntress is the only utility provider, she shines; but if another class is handling slows or armor breaks, she doesn’t bring anything else like group buffs or healing. Essentially, Huntress can sometimes overlap with other classes’ roles (e.g., a Mystic’s curse+slow orb might cover what Huntress would do, plus Mystic brings curse), which can make her feel less essential in a min-maxed team.
  278.  
  279. **Solo vs. Group:** **Solo**, Huntress is quite effective for clearing and kiting. The ability to slow entire groups means a solo Huntress can take on packs of enemies safely, keeping them at bay while she picks them off. Against bosses, slowing them makes it much easier to dodge their patterns, essentially increasing a solo player’s survivability. For example, a solo Huntress fighting a fast boss can maintain distance and avoid a lot of damage thanks to trap slows. **Paralyzing traps** (if available) also allow solo Huntress to freeze certain bosses or enemies and attack freely. In **small groups**, Huntress often plays second fiddle to specialized supports, but when those supports are absent, she’s a great asset. If your group lacks an Archer or Mystic, Huntress can provide the slows/paralyzes needed. Everyone benefits from a slowed enemy – it’s easier to land shots and avoid harm. Huntress can also assist with damage; with group buffs, her bow DPS scales up just like Archer’s. In the community’s eyes, Huntress has climbed in ranking due to the bow rework and the increased importance of Slow – she’s described as *“a very solid character”* now. While not usually the first pick for optimized runs, Huntress in 2025 is absolutely **viable and valuable**, landing her in upper-mid tier (B), roughly on par with the Archer in overall impact.
  280.  
  281. ### Assassin (B Tier)
  282.  
  283. **Playstyle:** Damage-over-time specialist and debuffer. The Assassin is a dagger class that throws **poisons** as his ability, which cover an area and **deal damage over time (DoT)** to enemies (often also inflicting **Curse** or **Armor Break** with UT poisons). The playstyle emphasizes positioning to land poison clouds on targets (including around corners or from safety) and then dodging while the poison drains enemy HP. Assassins excel at softening up groups of enemies and taking down high-DEF targets by ignoring armor with poison.
  284.  
  285. **Strengths:**
  286.  
  287. * **High DPS with Poisons:** Recent improvements to Assassin’s kit have made him a formidable damage dealer. In fact, Assassin is now the **highest DPS dagger class** when maximizing poison use. Poisons ignore enemy defense (pure true damage over time), which is extremely useful in endgame where bosses have high armor or in phases where you can’t always be shooting. With the **Polarity Poison** (a newer UT from Fungal Cavern), Assassins can deal massive sustained DPS due to rapid, stacking poison effects. This gives Assassin a consistent damage output even while dodging (the boss keeps taking poison damage).
  288. * **Ranged Damage & Safety:** Unlike other dagger classes that must get relatively close, Assassin can deal damage from a distance by tossing poisons. He can even hit targets behind obstacles or around corners, which is useful for certain bosses or event gods. This ranged DoT playstyle allows Assassin to contribute without being in direct danger, a unique advantage among leather classes.
  289. * **Debuff Utility (Curse & Armor Break):** Many Assassin poisons apply debuffs. **Nightfall Poison** applies **Curse**, increasing damage the enemy takes, and **Crystal Worm Venom** (from Crystal Cavern) can apply **Armor Broken** to enemies, a rare ability shared only by a few classes (like Knight’s Ogmur). Having access to Armor Break on a throwable ability is huge – it means an Assassin in a small group can strip a boss of all defense, enabling the whole team to deal double damage for a time. Even just curse from a poison is valuable for team DPS. These debuffs give Assassin a supportive edge that pure DPS classes lack.
  290.  
  291. **Weaknesses:**
  292.  
  293. * **Slow Damage Ramp:** Poison damage is dealt over time, which means Assassin doesn’t deliver instant burst. If a boss phase ends quickly or an enemy needs to be bursted down *now*, Assassin’s contribution might lag behind. The enemy might even die (by others’ hands) before your poison finishes dealing its damage, resulting in “wasted” potential. In fast-paced boss fights, Assassin has to predict and throw poisons preemptively to not lose out on damage.
  294. * **Minimal Immediate Utility:** Outside of poison debuffs, Assassin doesn’t have a way to directly protect or buff allies. He can’t heal, can’t stun, and his slows/curses are tied to the poison landing. If enemies move out of the poison pool, the effect is lost. So controlling a battlefield is not as straightforward as with an Archer or Knight. He also cannot directly stop an enemy (no paralyze or stun) – only try to kill it faster with poison. This can be a drawback in small groups when you need clutch control rather than more damage.
  295. * **Fragility in Melee:** While Assassin *can* play at range, he still has to get somewhat close to accurately throw poisons (which have limited range and travel time). And when not using abilities, he’s a dagger class, meaning if he wants to maximize DPS he’ll also be getting in medium range to land dagger shots. Assassin is as squishy as other dagger users, so misjudging distance or overextending can result in a quick death. He lacks any ability to escape (Trickster teleport) or go invisible (Rogue) if in a pinch.
  296.  
  297. **Solo vs. Group:** **Solo**, an Assassin can take down bosses and tough enemies by exploiting terrain and the DoT mechanic. For example, a solo Assassin can circle a boss room, lobbing poison over walls or from out-of-range positions, slowly chipping the boss down without ever getting in harm’s way. This makes some otherwise hard solo encounters feasible, if a bit slow. The self-applied Curse from poisons also means a solo Assassin is boosting his own damage output on the target. However, truly bursty solo challenges can be problematic due to the lack of burst damage. In **small groups**, Assassin transitions to more of a pure damage role with a side of debuffs. His *“selfish”* nature (no ally buffs) is noted, but he *shines in consistent damage dealing*. Allies will appreciate an Assassin’s Armor Break poison on a high-defense boss, or the extra Curse to speed things up. For instance, in a 5-man dungeon run, an Assassin landing armor break can double everyone’s damage for a few seconds, which is a massive contribution. The current community sentiment has warmed up to Assassin thanks to these buffs – he’s no longer considered weak. Instead, players mention that *“with polarity poison they do incredible damage consistently”*. So while Assassins aren’t providing direct support, their raw output and strategic debuffs put them in the mid-tier of viability. We rank Assassin B Tier – lethal in capable hands, just not as generally applicable as some higher-tier classes that combine damage and team utility.
  298.  
  299. ### Ninja (B Tier)
  300.  
  301. **Playstyle:** High-octane melee skirmisher and rusher. The Ninja uses a katana for offense and throws **shuriken** (stars) as his ability, which can deal high burst damage or inflict status effects (like **Paralyze** or **Slow**) depending on the star. Ninjas play very fast and loose – they have the highest base Speed stat, allowing them to zoom around, dart in for damage, and retreat. The playstyle is about balancing **risk and reward**: Ninjas can unleash some of the highest damage in the game up close, but they are relatively squishy and have to be careful not to overcommit.
  302.  
  303. **Strengths:**
  304.  
  305. * **Top-Tier Damage Output:** Ninja’s katana combined with the ability to throw stars for extra damage makes for fearsome DPS. With the right star (for example, **Moonlight Shadow** or tiered stars that boost Dexterity temporarily), a Ninja can pump out an enormous amount of damage in a short time. Ninjas also have high Attack and Dexterity stats. In practical terms, a well-played Ninja can *“be a damage machine”*, **greatly shortening boss fights** when they can safely get hits in. They also have versatile weapon options (some UT katanas offer extra range or armor piercing), which means they can adapt their damage strategy to the enemy.
  306. * **Exceptional Speed and Rushing:** With innate high speed and the ability to get a **Speedy** effect by using a star (many stars grant Speedy while held or on throw), Ninja is one of the fastest classes. This makes him a strong rusher for many dungeons – he can weave through Godlands or dungeon rooms quickly, much like a Rogue or Trickster, but relying on sheer speed instead of invisibility or teleport. In small groups, a Ninja can volunteer to scout ahead or drag enemies due to this speed. Also, speed is survival: a Ninja can often dodge attacks simply by moving faster than other classes can.
  307. * **Utility Options:** While Ninjas are mainly about damage and speed, they do have some utility in their toolkit. The **Midnight Star** UT gives Ninja a ranged **Paralyze** (a thrown star that paralyzes hit targets). This can function similarly to an Archer’s paralyze, useful for stopping key enemies (though as noted, many endgame bosses negate this). Other stars can **slow** or even **armor pierce** with their damage. So a Ninja can carry different stars for different situations: one for pure DPS, one for crowd control. This flexibility lets skilled Ninjas adapt if their group is missing another form of CC.
  308.  
  309. **Weaknesses:**
  310.  
  311. * **Fragile (Light Armor):** Despite his melee tendencies, Ninja wears leather armor and has no defensive ability. This means his effective durability is closer to an Archer’s than a Knight’s. To do big damage, Ninja must get within 2-3 tiles of an enemy (katana range), which is dangerous when you’re not heavily armored. A single mistake at that range – eating a shotgun blast or a heavy armor-piercing hit – often spells death for a Ninja. High speed helps to avoid damage, but it also can lead to accidentally running into danger if not controlled.
  312. * **No Group Buff/Heal:** Ninja is a self-sufficient killer, but he doesn’t buff allies or provide team support aside from killing things quickly. In group play, this means if a Ninja can’t safely contribute damage (say the phase is too lethal for close combat), he isn’t offering much else. In contrast, a Warrior or Paladin not dealing damage can still buff the team; a Ninja not dealing damage is essentially idle. This makes Ninja a bit more feast-or-famine in group utility.
  313. * **Consistency Issues:** Some players find that Ninja’s effectiveness **drops off in endgame** because many bosses and situations simply won’t allow a Ninja to stand in that sweet spot for long. Also, **Midnight Star’s paralyze is “essentially irrelevant in the end game”** due to immunity. So one of Ninja’s potential utilities is often moot where it would matter most. In the toughest small-group encounters, a Ninja might spend a lot of time dodging on the fringes, waiting for an opening – during which a ranged class could be steadily contributing damage the whole time. This inconsistency is why Ninja isn’t rated at the top; he *can* outperform nearly anyone, but only in the right circumstances.
  314.  
  315. **Solo vs. Group:** **Solo**, Ninja is a thrilling but dangerous choice. A skilled solo Ninja can clear content extraordinarily fast; rushing to bosses and unleashing huge damage before the boss can ramp up is a viable strategy. For example, a Ninja can often burst down a mid-game dungeon boss before it finishes its first cycle of attacks. The solo Ninja experience is about knowing bosses well – if you know a phase intimately, you can maximize your damage during safe moments and use speed to avoid everything else. However, soloing new or unpredictable content on Ninja is one of the hardest ways to play, given the margin for error is slim. In **small groups**, a Ninja is a double-edged sword. If the Ninja player is experienced and bold, they can greatly shorten fights (which benefits everyone) and pick up slack in damage if others die. Their ability to rush can also get the group to the boss faster, saving time. On the flip side, Ninjas are often the first to die in hard content due to their risky playstyle; a small group can quickly become even smaller if the Ninja overextends. Community consensus in 2025 tends to put Ninja a bit lower not because the class lacks power, but because *many players struggle to keep Ninjas alive in endgame runs*. As one analysis noted, Ninja offers *“very little utility”* and has been a “big loser” in popularity, likely due to its survivability issues. Nevertheless, in the right hands, Ninja remains a deadly weapon – a B Tier class that can perform like an A Tier or higher in the hands of an expert, but with a higher risk attached.
  316.  
  317. ---
  318.  
  319. ## C Tier – Underpowered or Difficult in Meta
  320.  
  321. C Tier classes are those that **struggle in the current mid/late-game meta** or require significantly more effort for less reward. They may still have niche uses or loyal fans, but overall the community finds these classes to be *under-tuned* or overshadowed by others. Proceed with caution if you choose these for serious endgame ventures – they can work, but you’ll feel the challenges.
  322.  
  323. ### Kensei (C Tier)
  324.  
  325. **Playstyle:** High-risk, high-micro melee slasher. Kensei is a katana class (like Ninja/Samurai) that uses a **sheath** ability to **dash** swiftly and unleash follow-up slashes. Each dash grants the Kensei a stacking **Attack boost** and releases a short-range projectile at the end of the dash. The intended playstyle is to weave multiple dashes through enemies to ramp up damage, then continue attacking with buffed stats. In practice, Kensei is about **speedy repositioning and burst**, but requires excellent timing and dungeon knowledge to not get killed mid-dash.
  326.  
  327. **Strengths:**
  328.  
  329. * **High Theoretical Damage:** If a Kensei can manage to get the maximum stacks from dashing, his Attack stat goes very high, and the extra sheath projectiles add damage. In theory, this yields very strong DPS – the design is that you’re rewarded for bold play with massive damage potential. Players acknowledge that Kensei *“can offer very good damage”* and *“does decent damage especially if you at least hit the projectile part of your ability”*. In a static or easy scenario where dashing through enemies isn’t suicidal (imagine clearing a train of godlands mobs or a boss that doesn’t punish close contact), Kensei’s output can shine.
  330. * **Mobility:** The dash gives Kensei a form of mobility that normal melees lack. It can be used to *quickly engage or disengage* from combat. In some dungeons, a Kensei can dash through a gap in projectiles or out of a corner when backed into one. It’s not as flexible as a teleport, but it’s instantaneous movement that can cross bullets – a skilled player might use it to evade a large slow projectile or get behind an enemy. This can occasionally save your life or cut down travel time in rushing (though dashing blindly is dangerous).
  331. * **Style and Fun Factor:** While not a tangible stat, it’s worth noting Kensei’s playstyle is unique and **rewarding to master**. Some players find the dash-mechanic fun to use in less intense content, as it makes them feel like a swift anime swordsman. In content where it works, dashing through enemies and tearing them apart is very satisfying. For those who enjoy a challenge, Kensei provides that high-skill-ceiling gameplay.
  332.  
  333. **Weaknesses:**
  334.  
  335. * **Dangerous Ability Mechanic:** The very mechanic that defines Kensei also holds him back in endgame. Dashing through or around enemies in bullet-hell scenarios is often a death sentence. The community consensus is that the sheath is *“way too dangerous to use effectively”* in the current endgame. Staying still and dodging normally is hard enough; introducing rapid movement that could put you closer to enemies can easily get you hit by something unexpected. Moreover, certain bosses retaliate or change patterns based on player position – a random dash could trigger a bad pattern or get you hit from behind. In small groups without a distraction, the boss is usually targeting you, so dashing doesn’t even remove aggro like Trickster teleport could.
  336. * **Hard to Maximize Buff:** Kensei needs multiple dashes in a short time to stack his Attack boost to the max. However, *“the attack stats go away too fast and it takes too many dashes to actually get up to a good attack boost”*. Each dash buff is short-lived, meaning you’re pressured to keep dashing aggressively to maintain peak damage. In endgame fights, this is nearly impossible – you simply can’t safely dash 3-4 times in rapid succession around something like Oryx 3 without a huge risk. As a result, Kenseis rarely fight at full power when it actually matters; they often have to settle for one dash (a small buff) or no dash at all, greatly reducing their supposed DPS advantage.
  337. * **Lacks Group Utility:** Kensei doesn’t bring any debuff or ally buff. Unlike Samurai (Exposed) or Ninja (occasional slow/paralyze), Kensei’s kit is purely selfish damage. If his damage output isn’t higher than everyone else to compensate (and often it isn’t, due to the above issues), then he’s not contributing much. In a small group, a Kensei doesn’t make the fight safer or faster for others in any significant way, unless his dashing somehow draws fire or he’s able to just output a lot by personal skill. Essentially, he’s a riskier version of Ninja without the perma-speed or a riskier version of Samurai without the guaranteed expose effect.
  338.  
  339. **Solo vs. Group:** **Solo Kensei** is probably one of the toughest ways to play the game’s hardest content. Without allies drawing aggro, any dash you perform is under direct fire from enemies. A solo Kensei can make use of dash on easier enemies to clear them quickly, but against a hard boss, you might be forced to play almost like a Samurai without using the ability much. When soloing mid-level dungeons, Kensei’s mobility can help skip past certain threats or speed up the run, but in truly lethal scenarios, a solo Kensei often must abandon their main gimmick to survive. In **small groups**, a Kensei can sometimes capitalize on chaos – if a boss is distracted by other players, a Kensei might slip in a couple of dashes to boost damage and then unload on the boss. In a coordinated group though, other classes’ contributions (buffs, debuffs) typically outweigh what Kensei brings. The 2025 community view reflects this: Kensei is widely regarded as needing buffs to be competitive, with suggestions like longer buff durations or fewer dashes required. Right now, he’s seen as *“too much risk for an underwhelming reward”*. We’ve placed Kensei in C Tier because while **he can be played effectively**, doing so is far more demanding and dangerous, and even then the results often lag behind other classes that don’t have to work so hard.
  340.  
  341. ---
  342.  
  343. ## D Tier – Least Effective in Current Meta
  344.  
  345. D Tier is effectively the **bottom** – classes that are widely regarded as the weakest options for mid-to-late game content in Exalt’s current state. These classes have been heavily outclassed by others or by game changes, and they tend to be picked only for personal challenge or fun, rather than for efficiency or strength.
  346.  
  347. ### Rogue (D Tier)
  348.  
  349. **Playstyle:** Classic stealthy rusher, now outshined. The Rogue uses a dagger for melee-range damage and a **cloak** to become **invisible** to enemies for a short duration. Traditionally, the Rogue’s playstyle is to avoid fights by staying hidden, rushing objectives, and dealing moderate damage by isolating single targets (since group enemies ignore the invisible Rogue, he can focus one at a time). However, the modern game has introduced many counters to perma-invisibility and made pure rushing less central, leaving Rogue in a tough spot.
  350.  
  351. **Strengths:**
  352.  
  353. * **Best Solo Stealth:** Rogue can still completely remove himself from enemy targeting with his cloak. In solo or very small-scale scenarios, this means he can explore or traverse areas without drawing any aggro – enemies literally act as if he isn’t there. This remains useful for things like sneaking past high-threat rooms, scouting upcoming dangers, or clutching a dungeon when everyone else is dead (since you can go invulnerable in a sense, as long as you don’t shoot). In trivial content, a Rogue can also “cheese” certain event bosses by staying invisible and dealing damage between cloak cooldowns, never taking damage in return.
  354. * **Fast Dagger Damage:** Rogue has high Dexterity, and with a dagger (especially high tier or UT daggers) he can put out decent sustained damage on single targets. If he manages to get buffs from others (not easy in stealth since allies usually aren’t present during a rush), he can shoot quite fast. Also, the **Planewalker** UT cloak allows teleporting short distances, giving some mobility to reposition quickly, which can be used to get closer for damage or to escape. A skilled Rogue using Planewalker can rush even faster by skipping portions of rooms.
  355. * **Simple Rush Tactics:** For some mid-game content (like running through godlands or low-level dungeons), Rogue is still a very easy rusher. You cloak, run past everything while it ignores you, wait, cloak again – rinse and repeat. Even if he’s no longer meta, newer players can appreciate the straightforwardness of Rogue’s ability for realm clearing or farming glands, where not every enemy has detection mechanics.
  356.  
  357. **Weaknesses:**
  358.  
  359. * **Power Creep & Anti-Stealth:** The game’s evolution has severely undercut Rogue’s niche. Many endgame enemies have **anti-invisibility mechanics** (either periodically revealing cloaked players or attacking regardless of invisibility). As a result, Rogue’s cloak *“hardly even benefits himself most of the time”* in high-end dungeons. In group play, it’s even worse – if you’re cloaked, enemies will just target your allies instead, so you’re not helping them by being invisible. In a boss fight with multiple players, cloaking is almost counterproductive: you stop drawing aggro (which might be good for you, but the boss will target someone else anyway), and you contribute zero damage while cloaked because shooting would break it. Essentially, invisibility that was once Rogue’s trump card is near useless in the contexts that matter now.
  360. * **Low Utility & Team Value:** Rogue brings **nothing to the group** utility-wise. No buffs, no debuffs, no healing, no crowd control. In fact, when a Rogue cloaks in a group fight, they remove themselves from contributing entirely for that duration. Unlike Trickster’s decoys or teleport which actively help the group, Rogue’s stealth is selfish. And since the game emphasizes group play for endgame, having a selfish ability is a big downside. Players note that Rogue has “literally zero utility” now. Everything Rogue can do (rushing, invis safety) Trickster can do in a different way *while still dealing damage or helping the team*.
  361. * **Mediocre Damage and Survivability:** Rogue’s dagger DPS is actually **outclassed by Assassin** among dagger classes, and he doesn’t have the poison damage or decoys or any extra effect. So even as a damage dealer, he’s the weakest of the dagger trio. He also wears leather and has no defensive ability (cloak doesn’t reduce damage, it just prevents targeting), meaning if he does get caught, he’s as vulnerable as an Archer or Assassin. Without healing or buff support, a Rogue can die as easily as the next leather class if an enemy detects him or if cloak drops at the wrong time. In practice, a Rogue trying to do endgame content either has to cheese mechanics perfectly or accept that he’s contributing far less and is in just as much danger as classes that actually help the team.
  362.  
  363. **Solo vs. Group:** **Solo**, Rogue still has some viability. In low or mid-tier content, a solo Rogue can clear things *without ever being seen*. For example, you can solo clear the godlands quests or certain mid-dungeons by staying perma-invisible (with a good pet or supply of mana) and picking off enemies one by one. Even some high-level bosses can be soloed by exploiting phases with invisibility (though many modern bosses counter this). The key is that **solo invisibility is still useful**: the boss won’t target you at all if you handle it correctly, making it a one-sided fight. However, the moment a boss has continuous area attacks or detection, that advantage disappears. In **small groups**, Rogue plummets to the bottom. With even one more player present, your cloak means the enemy just targets them – you haven’t actually removed danger, you’ve shifted it to your teammate. And if both of you cloaked… well, you’re not damaging the boss and eventually you’ll be revealed anyway. It’s a lose-lose. As such, almost any other class provides more to a duo or small group than a Rogue does. The community consensus is brutal: *“just don’t pick rogue”* for exaltation or serious runs. Once a fan-favorite class, Rogue is now seen as **power-crept** and underpowered, “still playable” but *“not super worth it”* in the endgame. We rank Rogue in D Tier, the lowest, reflecting how it’s *“instantly outclassed”* by other options in nearly every aspect of late-game play.
  364.  
  365. ---
  366.  
  367. **Conclusion:** Every class in *Realm of the Mad God Exalt* is capable of shining in the right hands and situations – but the 2025 meta clearly favors those with strong damage **and** team utility for endgame content. Classes like **Sorcerer and Paladin** rise to the top for blending high DPS with support, while classes like **Rogue** have fallen out of favor due to changes in design and group dynamics. Importantly, balance changes and new item releases continue to shift the landscape, so “play what you enjoy” remains sound advice. Still, if your goal is efficient mid-to-late game progression in small groups or solo, this tier list and breakdown should help inform which classes will give you an edge and which might **challenge you with additional hurdles**. Good luck rebuilding the Realm!
  368.  
  369. **Sources:** The tier placements and class analyses above are based on up-to-date community discussions and player guides in 2023–2025, including consensus opinions on the RotMG subreddit and recent tier lists, as well as observed game updates affecting class performance. Each class entry references these community insights to reflect the current meta accurately.
  370.  
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