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With a nice mix of familiar and out-of-pocket picks, Dungeonborne has a good roster of classes to choose from, like the icy Cryomancer and undead Death Knight. Naturally, every class has its ups and downs, its strengths and weaknesses, and playstyles—not unlike Dark and Darker. For example, the Priest is excellent in groups but not so much in solo. To help you decide which of Dungeonborne’s classes best fits you, we’ll rank them based on their performance in solo and group content.
Dungeonborne: Class Tier List Overview
If you’re just looking for the TL;DR of our Dungeonborne class tier list, here are the overall rankings:
Class | Solo Tier | Group Tier |
Fighter | A | A |
Priest | C | S |
Rogue | B | B |
Pyromancer | A | A |
Death Knight | A | S |
Cryomancer | B | S |
Sword Master | A | B |
Druid | S | A |
In stark contrast to Dark and Darker’s classes, you can comfortably solo with any class in Dungeonborne, barring a few exceptions. Of course, most classes are even more exceptional in groups, like the Druid and Priest.
Fighter
The Fighter is an all around great class because this fighter isn’t just a strong frontline but a devastating weapon when they start swinging their two-hander. Not to mention, it is one of only two classes that can wear plate armor, making you a formidable bulwark, too.
Being on the receiving end of a Fighter’s assault isn’t pretty. If you aren’t being charged at, you’re being yelled at from their Battle Cry, followed by a Whirlwind attack. Oh, and did I mention a Fighter’s mastery with two-handers means they can parry and counterattack? All the while, you’re being slowed by their Hamstring passive.
The Fighter’s major weakness is ranged classes. Sure, their Charge attack can close the gap, but it can be avoided by moving to the left or right. It’s a straight shot. Then what? You’re a sitting duck.
Priest
The Priest is very deceiving at first because they look so menacing with the mace, but a solo class the Priest is not. I mistook them as Dungeonborne’s take on Dark and Darker’s Cleric class, but it isn’t. The Priest is more like Dark and Darker’s Bard class—terrible at soloing but phenomenal in groups due to their support and healing.
With the Priest’s kit, you can totally see why. Divine Guidance heals and deals damage, Cleanse heals and can critical strike (healing even more), Divine Protection is invulnerability, and Guard is a defensive shield for the whole party. Priests can resurrect once per match, too!
In solo, a Priest just can’t deliver any meaningful damage. Divine Guidance does heal and damage, but it’s small, and enemies can simply walk out of it. Even with all their defensive spells, they can’t outlive their opponent. You need a team to back you up and support you in return.
Rogue
With their petrifying poison, stealth, and insanely fast attack speed, the Dungeonborne Rogue can be a devastating class in the right hands. Unleash a Rogue on some unsuspecting adventurer and they’ll be dead before they hit the ground. If you want to be a sneaky rascal, the Rogue is a lot of fun to play.
However, the Rogue is average at best in groups due to their lack of group-friendly abilities. Even the Fighter has Inspire and the Restraint passive that offer benefits for the whole group. You can make it work, but you’ll need a group comp to fill in those weaknesses, like a Fighter or Death Knight with a Priest.
Pyromancer
The Pyromancer is who you want to play if you just want to assault other players with high damage and fire. They are an excellent class for opening fights and even deadlier when you have a Fighter using the Restraint passive to ignore their friendly fire (pun not intended). Pyromancers also do well solo, so long as you use Fire Blast wisely and charge your opening attacks beforehand.
In fact, the speed of your spells is a Pyromancer’s weakness due to how slow it is. Friendly fire is still a problem, too. Without a Fighter in your group, you have to be keenly aware of your spells’ area-of-effect (AOE) damage. You’re trying to fry your enemies, not your friends!
Death Knight
If you thought the Fighter wasn’t aggressive enough, I give you the plate-wearing Death Knight. Like the Fighter, they too can wield two-handed swords, giving them access to parry and counterattacks. More importantly, their Grasp of the Grave is awesome for initiating fights or pulling an ally back from harm, all the while you’re dealing continuous shadow damage.
The problem with Death Knights isn’t their kit, although they don’t have any gap closers, but their race. Being undead means their abilities are linked to souls. If you don’t have souls, you don’t have spells, excluding Graps of the Grave, which is arguably their most important spell.
Cryomancer
At first glance, Cryomancer appears like the ice-counterpart to the Pyromancer, but you couldn’t be further from the truth. Instead, you trade burst damage for good, consistent damage, and in return, your ice-based abilities have built-in crowd control and defensive capabilities like Frost Echoes and Ice Armor.
Unfortunately, the Cryomancer suffers from the same fate as the Pyromancer. While they can work in solo, the slow speed of their spells is a huge disadvantage. A fighter could easily close the gap, and your defensive abilities can only handle so much. Friendly fire is also a concern, so being tactile with spells is important.
Swordmaster
The Swordmaster in Dungeonborne really likes his swords. You aren’t wielding one or two, but a minimum of six swords at any given time. This is because their kit involves casting magic using swords, either to fling swords at enemies or to orbit the Swordmaster. With a few higher-rarity swords, you’ll even deal more damage. And their frontline presence is pretty solid with Deflection, Momentum, and Healing Scabbard.
You can deal some serious damage as a Swordmaster, especially when you’ve procced Momentum to increase your critical strike chance by 50% (Holy cow!). The problem is casting your abilities consumes swords, so you’re always left with hunting for more or taking loot from your team.
Druid
Druids in Dungeonborne have a kit that does extremely well solo, taking on a similar playstyle as Pyromancers. They have great burst damage using Shadow Assault, their summoned treant, and Panther form while also shoring up their meager health pool with Nature’s Breath. And being an elf, you’ll have access to stealth and health regeneration when you’re crouching.
In a group, Druids are definitely worth considering since having their treant is like having an annoying pet you sick on enemies. However, their ranged talents are lacking. There are orbs and staves, which grant a ranged attack, but that’s it. Their damage is mostly from their Panther form. Keep them up front, backed up by a Fighter, Death Knight, or Cryomancer, and obviously a Priest!