Core question: which class to lock in right now so you extract more and do not throw runs on a bad first pick. Community consensus is consistent: there is no universal "best." Pick by mode and how you actually play. Mercenary for beginners and solo, Sorcerer for highest damage ceiling, Seer for coordinated trios only.

Class Tier List

SS
SorcererRanged AoE DPS / Controller

Highest area damage and fight control in the game. Melts PvE packs and bosses from range and still threatens whole teams if spacing is held.

S
Withered KnightHeavy Frontline / Burst Anchor

Launch buffs (parry window, Thorn Guide, new Polearm and Shield path) turned it from a beta leftover into the most complete melee all-rounder.

ShadowstrixStealth Assassin / Duelist

Best 1v1 and solo PvP kit via stealth openers, burst, and disengage. Weaker vs armored PvE and needs high mechanical skill after stun-stack nerfs.

A
BlackarrowPrecision Ranged / Scout

Safest long-range solo scout with barbed and status arrows plus lane control, but repeated PvP and cooldown nerfs dropped it off the overall top.

MercenaryFrontline Tank / Beginner Bruiser

Safest first class (block, parry, shield dash) and reliable peel, but damage ceiling is low and good ranged players kite it forever.

B
SeerHealer / Support (Trio) or Curse Bruiser (Mace)

Only true healer. Reverent and Catalyst is near-mandatory in coordinated trios, but personal damage and solo viability are the weakest on the roster.

Top 3 Team Compositions

Balanced Core
Classes: Mercenary + Sorcerer + Seer

Contact control plus ranged conversion plus heal and reset. The most-cited default trio.

Heavy Front + Mage
Classes: Withered Knight + Sorcerer + Seer

Same jobs as Balanced Core with higher frontline burst and field control if the Knight can time Wither and Parry.

Lane Control
Classes: Blackarrow + Stardust Sorcerer + Reverent Seer

Initiation plus zone denial plus sustain. Strong when the map has sightlines and the team calls a single burst target.

1Stance Notes Per Class

Sorcerer
Stardust: biggest AoE spike. Elemental / Fireball: safer shorter casts. Never start a fight in melee. Keep one movement skill off cooldown.
Shadowstrix
Dagger: stealth re-entry. Dual Blades / Sword: chase and sustain burst. Needs high mechanical skill after stun-stack nerfs.
Seer
Reverent / Catalyst: trio support, heal and shield. Blasphemer / Mace: solo and PvE curse bruiser, worse team value.
Mercenary
Sword and Shield: tank and peel, block into Shield Dash into punish. Hammer: committed impact, worse solo.
Withered Knight
Greatsword: damage and parry. Polearm and Shield: team anchor, weak solo. Launch buffs made both paths viable.
Blackarrow
Barbed / Status arrows: lane control and scout. Safest long-range solo but cooldown nerfs reduced overall carry potential.
Stance reminder: each class is two kits. Skills change with the active weapon. Swap mid-fight on purpose, do not sit on the wrong stance.

2How to Pick Based on Your Situation

First extraction game or solo a lot
Pick Mercenary
Tanky, wins greedy melee trades, punishes overcommits. Open Sword and Shield, block into Shield Dash into sword punish.
Want highest damage and control ceiling
Pick Sorcerer
Highest area damage and fight tempo only while spaced. Blink and dodge first, then dump AoE. Keep one movement skill off cooldown.
Queue trios with people who group
Pick Seer (Reverent path)
Only real healer, near-mandatory in coordinated trios. Do not start here for solo. Low personal damage and low HP if rushed.
Best 1v1 and solo PvP
Pick Shadowstrix
Stealth openers, burst, and disengage. Needs high mechanical skill. Weaker vs armored PvE after stun-stack nerfs.

3Combat Demonstration Videos

Mercenary Hammer build demonstration.

Mercenary solo lobby wipe.

Seer build and support gameplay.

Common Mistakes to Avoid