The three classes at a glance
The game's own update notes name the three classes Knight, Ranger and Wizard. Player videos sometimes call the same lines swordsman, archer or mage — if you searched for an archer build, the Ranger is the line you want. The table below is the summary; each class then gets its own section.
| Class | Job players report it does best | What carries the build | Main trade-off |
|---|---|---|---|
| Knight | Pushing stages first and surviving the walls that unlock Arena, Training Ground and World Boss | Attack / defense / HP base, percentage attack lines on weapon and gems, one heavily invested survival skill | Clears waves more slowly than Wizard and does not poison down long bosses like Ranger |
| Ranger | Raid and World Boss pressure, plus evasion-stacked PvP | Evasion first, then crit and basic-attack scaling; poison skills for long fights only | Folds without evasion investment, and poison does nothing on one-shot farming stages |
| Wizard | Fast PvE farming and stage grinding once a stage is already winnable | Raw attack investment, one damage skill that actually clears your stage, restoration so the farmer survives unattended | Cannot break brand-new stage walls alone, and its best scaling passives arrive late |
Knight build essentials
Knight is the weapon-first class: use the best high-grade weapon you actually own instead of rerolling into a class with worse gear. The testing this site tracks shows the logic in practice — a player who combined away a full red set for a class that underperformed without heavy investment ended up back on Knight, finishing his first purple Knight weapon on a combined red-tier base.
Stat direction is boring on purpose: start from attack, defense and HP, then branch into PvE or PvP lines. On stream the same player reads his gear line by line and the pattern repeats — percentage attack over flat damage on weapon and gems (it keeps scaling as the weapon grows), HP% and defense% on armor, and PvE comfort lines like natural recovery, attack speed and hunt-time reduction because faster hunt cycles mean more loot per idle hour. Accessories can lean evasion or movement speed, but that is a build choice, not a Knight law.
Skills are where Knight earns its keep. The class reads as the survival kit: invest heavily in one defensive or restoration skill so the character stops dying at wall stages, then let the passives do the rest. The most-quoted launch-week advice is to push levels with Knight first precisely because, at equal investment, the tester says the other two classes cannot push as high — and pushing is what unlocks the systems everything else runs on (see stage pushing and Training Ground).
Full details, matchups and the common mistakes: Knight build guide.
Ranger build essentials (the archer line)
Ranger is the evasion class. A long-form Ranger test says the class "relies on evasion" and that you have to keep investing in it; the follow-up stream repeats the same hierarchy from the other direction, naming evasion three times before attack while setting Training Ground priorities. The payoff is RNG-driven output: when the dodges start proccing, the most detailed tester calls the build broken in the good sense — and without evasion investment he calls the class "very weak."
Practical build order reported by that tester:
- Stats: evasion and crit carry the build; he explicitly does not run accuracy on Ranger. On accessories he "highly recommends" HP, with critical hit as the alternative axis.
- Training Ground: attack, defense and HP first, then PvE lines (boss damage, damage taken), then evasion, with PvP stats last as a late specialization.
- Skills: early points go to an evasion-granting skill for survivability, Stone Arrow (its poison line seeds the later boss build), Rapid Fire and Attack Boost; Counter Attack takes an early second point and Shadow Step comes online around level 45 in his walkthrough.
- Poison timing: poison skills are for raid and World Boss fights only — the same tester repeats that one-shotting monsters makes poison useless, so do not expect it to matter while farming normal stages.
One official note matters here: the October 7 update corrected Ranger skill text in non-Korean languages — Lv. 65 Special Bullets now reads as poison damage (it previously said range) and Lv. 45 Precision Aim as poison power (previously accuracy). If you ruled a Ranger skill out based on an old tooltip, re-read it in the current client.
Full details, matchups and the PvP miss-streak observation: Ranger build guide.
Wizard build essentials
Wizard is the clear-speed class. The current player case is built on skill cycling: one damage skill does the farming, and higher-level passives change the loop. The tester this site tracks references a passive around level 80+ that gives each cast a 10% chance to reduce its cooldown, plus a second passive that can reset casts outright — together they can turn a cooldown-gated rotation into a near-continuous clear.
His grinding advice is unusually blunt: for stage grinding you "just put attack on attack." Wizard one-shots normal monsters, so most survival tuning waits until a wall actually kills you — with the exception of restoration, which he maxes "so at least it doesn't die," because a dead farmer loses more idle time than a slightly slower clear ever will (see AFK farming). Keep most skills low and pour points into the one damage skill that clears your current stage.
Two limits are worth stating plainly: Wizard is the class you bring to a stage that is already winnable, not the one that breaks a fresh wall, and its famous clear speed has not translated into a proven raid-DPS lead — the same player who praises Wizard's farming still hands long-boss pressure to Ranger. The October 7 update also corrected Wizard skill text in some languages (Lv. 55 Mana Circulation and Lv. 45 Ignite), so check the live tooltips before trusting an older translation.
Full details, matchups and the two-shot boss observation: Wizard build guide.
The class order players actually use
Rather than picking one class forever, the most detailed launch-week tester describes a rotation — and it is the sequence every guide on this site assumes:
- Push with Knight. Survive the walls first so Arena, Training Ground and World Boss unlock.
- Grind with Wizard. One-shot wave clears accumulate gold, gear and Training levels faster than a safer class does.
- Field Ranger for raid and World Boss ranking, where poison and basic-attack pressure have time to work (World Boss and Wings).
- Invest around level 19 if you have Steam Market access — the tester's timing for a first outside gear purchase, because gear, not class, is the early power curve (Steam Market).
The same player insists you cannot stay on a single class — "you need to switch depends on the purpose" — so budget a little progression attention for all three lines instead of treating one as a mistake.
Switching classes: what carries over and what does not
- Gear is class-specific. The official FAQ states that weapons, secondary weapons and skills must be newly equipped to match the selected class. A strong weapon for one line does nothing for another, which is exactly why "best weapon wins" dominates early advice (gear and rarity).
- Presets are per class. The September 17, 2026 update added presets that are saved and maintained according to your active character's class, covering Training Ground and Ability Unlock on top of equipment and skills — so a class you park keeps its own configuration (official update note).
- Buying other-class characters still pays. The official FAQ says purchasing each character grants stat bonuses through their "Owned Effect" even if you do not actively play them — a reason to fill out the roster rather than hoard everything on one main.
- PvP is not settled. Evasion-stacked Rangers have been observed dodging entire exchanges, but no sampled player claims a decided Arena winner; the Arena meta is still moving (Arena and PvP).
- More classes are coming. The official 2026–2027 roadmap lists a new class, a new hero character and a level cap expansion for Q2 2027 — plans, not live features (roadmap details).
What is official here and what is player-reported
Official (Steam announcements and store page): the three class names, per-class presets, class-specific equipment rules, the Owned Effect bonus for additional characters, the October 7 skill-description corrections, and the Q2 2027 new-class roadmap. Player-reported: the role leans, stat priorities, skill orders and the push–farm–boss rotation, which come from launch-week footage and are labeled as reports wherever they appear on this site. We have no verified DPS benchmark, crit cap or solved skill tree for the current build, so any exact percentage you see quoted elsewhere should be treated as provisional until it reproduces in your own client.
Short FAQ
Which class should a brand-new player pick?
Whichever class owns your best current weapon drop. If you have no bias at all, the most-repeated route is Knight first for pushing, Wizard second for farming, Ranger third for bosses.
Is the Ranger the archer class?
Yes. The game's update notes name the three classes Knight, Ranger and Wizard; the Ranger is the ranged/archer line, so archer build searches belong on the Ranger build guide.
Do I need accuracy on Ranger?
The most detailed Ranger tester says he does not run it — evasion and critical carry his build. Treat that as one build's answer, not a law.
Can I just main one class?
Launch-week testing says no: every class has a different purpose, and the guides here assume you rotate as content changes (full comparison).
Did the October 7 update change class balance?
No balance reset was announced. It added per-class Tier 4–6 skins, artifacts and the G-Coin system, and corrected several class skill descriptions — including the Ranger and Wizard tooltip fixes noted above (update breakdown).



