pick out the best class for your next dungeon risky venture .
Dungeonborne has eight unequaled classes for thespian to choose from , each with its own skills and ability . I ’ll excuse and rank all of these classes to avail you create your next Dungeonborne character .
All Dungeonborne Classes, Ranked
Every Dungeonborne Class is rated in the board below from S - Tier to C - Tier . Each class garner its rank based on how well it works when you are solo queued as well as play with others .
Best Classes to play in Dungeonborne
This list outrank every Dungeonborne class starting with the salutary and ending with the worst . While the first and last - placed rankings are pretty far apart , those in the centre ( from Druid to Death Knight ) are pretty evenly rank . Their specific placements in the list have been choose base on their specific skills , car-mechanic , and how wanton they are to learn .
1 - Sword Master
force : Good at starting and ending fight and track down down enemies . Can enter stealth mode by crouching while put up still .
Weaknesses : Needs to have a perpetual supplying of one - handed artillery to use their accomplishment , which can easily harm teammates .
The Sword Master is an easy S - Tier pick for both solo and group actor . They are strong close - combat fighter that utilize in the main two - and - one - handed weapons to overwhelm their opponents with speeding and lastingness . Their spells deal plenty of damage but will take players to sacrifice 1 - 4 swords for every use . I ’ve found it easiest to stick to the tocopherol spell since it only requires one sword , which can easily be replaced by finding it in the dungeon or buying it straight from the merchandiser . It spin around you similarly to the Fighter ’s Whirlind while allow you to fight and fend for as you usually do .
Swordmasters are Elves just like Druids , so they can crouch and freeze in place to enroll Stealth mode . This makes them inconspicuous , give them time to mend and admit enemies to pass by before moving along . The major issue with this class is how easy it is to damage friend with your main blast and skills . This is not a problem in solo as you’re able to not damage yourself . However , you ’ll need to be partner off with a Fighter or other farseeing - length fighter to create a more reasonable composition when in a team .
2 - Druid
metier : Druids are very mobile and able to hold up in both range and close combat . Like the Sword Master , their Elven origin reserve them to enter Stealth by crouching and standing still .
Weaknesses : They are physically squishy . Using them properly take praxis and proficient locating .
A fortune of closed book has surround the Druid role in Dungeonborne . This is partially because it is the newest role and partially because a deal of players have choose to forego learning this use in interchange for master some of the more physically overpowering ones . While it may be controversial , I ’ve found Druids to be one of my preferred classes to use in team compositions . A big part of this is the fact that upgrading a Druid ’s sleight can enable them to tell apart enemies within 30 meter of them while in their panther sort .
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During multiple occasions in run , I narrowly saved my squad from getting aggress by hollo out enemy lieu before they had even detected my trio . As a bonus , if you analyze the enemies ' weapons and armor you may estimate at their classes with reasonable certainty . It is a lot easier to conduct with a squad with a rogue , a spellcaster , and a fencer if you be intimate their identities , where they are , and the form of weapons they have . It allows your squad to prioritize targets and make a secret plan program before the fight has begun .
This passive power is not the Druids ’s only claim to fame . Their Panther transformation allows them to do some mild scouting while easily moving in and out of scrap and dealing jab damage . They can also summon Treants to attack players and enemies in a designated arena . It can damage a group of enemies in one go , protect you or your teammates while you mend , or even be used as a deadly way to block an enemy player ’s escape way . If you ’re taking a lot of damage or waiting to afford a portal , hold crouch and suffer still to enter stealth mode . Since Druids are from the Elf race , they can embark stealth and easy bring around their animation personnel in invisible surety . It ’s a great chance to kick back and habituate a consumable like a bandaid or health potion .
3 - Fighter
Strengths : Friendly fervor immunity attainment , close combat fighting .
Weaknesses : Ranged fight , vulnerable during Q acquisition .
The Fighter is the first grade player test out and one of the easiest to learn mechanically . It palpate like your canonical sword - and - shield - bearing , welt torpedo complete with a brawny lowly Q attack and an east skill that gives themselves a fiddling buff . Their Whirling Q Skill is at its most powerful due to the developer greatly increase the amount of damage lumbering arm do . This makes it easy to apply to take down monsters and enemy musician alike in the miserable rungs of the game . However , it can be well anticipate by those who know how to in the upper ranks . This does not mean that fighter will become obsolete in higher ranks . rather , you ’ll just need to trifle a bit more thoughtfully .
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One of the bigger benefits of Fighters is that their ability can be upgrade to prevent them from taking or treat price to their teammates . This makes them the sodding form to partner off with other hero in Dungeonborne . They ’ll be able to push in the front melodic phrase with groundless abandon while their teammates connect in without potentially getting killed or murder their ally . This may not seem like a lot , but it can alter the way your squad fights and how quickly resources are used . I ’ve in person had a plenty of worry with using spells and attacks in a team because of how easy it is to injure a teammate in the process . If I had a attack aircraft with the anti - well-disposed fire upgrade on my side , I would ’ve been able to slack and focus solely on taking down the enemies in front of me .
4 - Pyromancer
military strength : Good at tenacious - range fight and can tap back melee fighters who come too close .
Weaknesses : spell take a while to amply charge and their cause is somewhat tedious .
The Pyromancer is a spellcaster mostly suited for long - range combat . As the name suggests , all of their spells are fire - link up . Their Q is a fireball spell that fire several low home fireballs when not to the full charged and one large AOE bolide when completely charged . This , coalesce with their fiery stave , make them a deadly force to players farther off . This would typically make them unable to fend off closer enemies due to the enchantment - drop time . However , Pyromancers have a secondary skill that knocks back incoming enemies while dealing fire damage to them . This gives them an edge over near - armed combat attackers when used sagely . I ’ve also found that their ability to gear up enemy on flack can aid make them more visible in dark spaces . This is especially genuine for smaller enemies like chiropteran and the more invisible touch - like monsters .
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5 - Death Knight
forcefulness : A arduous hitter that can take out enemies in to get the upper hand .
helplessness : Not very mobile and swear to a great extent on gather Soul Energy .
If you ’re looking for a leaden hitter who gets up close and personal , the Death Knight stratum is correct for you . They ’re a hard , closemouthed - range attacker that can well overwhelm other classes in near combat . Their high onrush is contrasted by their gloomy speed .
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However , what they lack in fastness , they make up for in skills . Their E science deplume enemies into them to give them an advantage in any fight . This is particularly utile for pulling long - distance or fragile scrapper like priest into the ruffle to take them out quickly . It ’s especially effective when combine with their Q tour to slow the enemies and handle some additional damage .
As an Undead , the Death Knight class relies on Soul Energy rather than Mana to habituate go . This wo n’t be too much of an issuance as long as you advance their skills so their appreciation generates supererogatory Soul Energy when grabbing an enemy .
6 - Rogue
Strengths : Very agile and able to sneak up on participant using their stealth skills .
Weaknesses : They have broken wellness and defence , need players to use their acquisition sagely to live dangerous situation .
The Rogue is a furtive attacker that uses hit - and - turn tail manoeuvre to take out unprepared players , whether they are classes more suitable for long - range fighting or simply separated from their radical . Their abilities admit turning invisible to unleash stealthy attack and being able to envenom their weapons to Petrify opponents .
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They can easily take on Priest and Cryomancer classes and have the upper hand due to surprise , their swiftness , and their damage . While they prosper in these situations , they scramble in others . They have a weak anatomy , create them an easy prey for melee class if capture unawares or using their skill improperly . You ’ll also need to get used to using their dual - wielding techniques as it is easy to miss shot on enemies if you ’re used to regular one- or two - handed artillery .
7 - Priest
Strengths : They can do both verbatim and AOE healing , plus place shields on themselves and friend .
weakness : They have low health , low defense , and not enough attack to remain firm on their own .
The Priest is the only true support - eccentric year in Dungeonborne . Players can opt between two ability for their Q , the first of which is an Area - of - Effect heal while the instant is a charged thespian - specific heal . Each of their E power allows them to apply a shield to either themselves or their allies for a specific amount of time . This is effective in theory because it save material and allow players to be healed even without supply .
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However , there are some definite drawbacks . Players will demand to consistently fill again their mana for provide uniform healing to themselves and their team . to boot , the amount of healing is n’t a lot compared to how much mana each heal requires . Finally , the biggest drawback of the reference is how weak they are . They do n’t do a lot of price , do n’t have a lot of defense , and do n’t even have a mess of health . When jumped by a Rogue or a front - line persona , Priests will shine 99 % of the time . This cause them fairly much unviable unless team with two other players who can tank the damage and protect them .
8 - Cryomancer
Strengths : Good for crowd - controlling groups during PVP situations .
weakness : Does not have a ripe skill to regenerate their Soul Energy .
Cryomancers are spellcasters that utilize ice - theme charm . Their Q enchantment are loathsome and leave them to deal tenacious - range damage to enemy in their hatful . In contrast , their Es spells are on the supportive side , permit them to shield themselves or ally or even mend themselves . Like the Death Knight , their go bank on Soul Energy rather of Mana .
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Unfortunately , unlike the Death Knight , they just do n’t have a great way of regenerating the Soul Energy themselves . This leaves them reliant on Mana potions to fill again their spell motility . This is easy to recompense for when playing with one or two other masses , but people play solo will struggle to struggle against big monster and other players when they ’ve lead out of Soul Energy . This is especially true for those at the start of the plot because they ’ll have bad equipment that wo n’t make up for the gap in abilities .
Want to equate these class to those in Dark and Darker ? contain out ourDark and Darker Tier List – Best Classhere on Pro Game Guides .
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