Sentinel, Summoner, Deadeye, Oni and Dragoon are our leading solo routes. Cleric, Minstrel, Halberdier and Valkyrie rise when the party needs healing or protection. The full comparison below covers every Super branch and its Ultra.
S is a first recommendation for the stated job. A is a strong role match. B needs a more specific goal or extra support. These are our editorial choices based on the linked skill descriptions and walkthroughs. Compare within a stage, with similar gear and the listed skills unlocked.
Base class: the best starting point
S · Warrior
Our first-character pick. Reinforced protects the opening direct hit while you learn the fight’s rhythm.
A · Archer and Spear
Choose Archer for ranged attacks or Spear for its three distinct new branches. Decide the destination before confirming Super.
B · Mage, Thief, Fist and Bard
Choose for the role you enjoy. Spell resources, crit setup, martial inputs and support each add a decision to the learning process.
All 21 Super and Ultra routes
Solo values self-sufficiency. Party values the job the route adds to a team. Learning values a forgiving progression plan. Endgame assumes the Ultra kit and its Energy costs are supported; a party specialist’s S rating is for that role.
| Route | Solo | Party | Learning | Endgame | Farm Sigil / Tome |
|---|---|---|---|---|---|
| Warrior → BerserkBloodreaver | B | A | B | A | Act 5 / Act 7 |
| Warrior → SentinelAegis | S | S | S | A | Act 4 / Act 6 |
| Warrior → GreatswordWorldcleaver | A | A | A | A | Act 8 / Act 10 |
| Mage → ClericSeraph | A | S | A | S | Act 9 / Act 10 |
| Mage → HexerDoomcaller | A | S | B | S | Act 5 / Act 7 |
| Mage → SummonerArchon | S | A | A | S | Act 9 / Act 10 |
| Archer → RangerStormhawk | A | A | A | A | Act 9 / Act 10 |
| Archer → DeadeyeGodshot | S | A | A | S | Act 4 / Act 6 |
| Archer → CorsairDread Captain | A | A | B | A | Act 7 / Act 9 |
| Thief → RogueShadowbroker | A | A | B | A | Act 10 / Act 9 |
| Thief → AssassinReaper | A | A | B | S | Act 6 / Act 8 |
| Thief → Beast TamerBeastlord | A | A | A | A | Act 6 / Act 8 |
| Fist → MonkTranscendent | A | A | B | A | Act 4 / Act 6 |
| Fist → BrawlerUndisputed | A | A | A | A | Act 8 / Act 10 |
| Fist → OniShura | S | A | B | S | Act 5 / Act 7 |
| Bard → MinstrelSongweaver | B | S | A | S | Act 7 / Act 9 |
| Bard → SirenBanshee | A | A | B | A | Act 7 / Act 8 |
| Bard → PianistVirtuoso | A | A | B | A | Act 10 / Act 9 |
| Spear → HalberdierWarbringer | A | S | A | S | Act 6 / Act 7 |
| Spear → ValkyrieValhalla | A | S | A | S | Act 10 / Act 4 |
| Spear → DragoonDragonlord | S | A | A | S | Act 8 / Act 6 |
Why we choose each route
Warrior
Berserk → Bloodreaver
Choose Bloodreaver for low-health aggression and a recovery-backed damage plan.
Build condition: Bring healing before committing to low HP. A strong attack is wasted if the next hit ends the run.
Super kit: Rending Cross · Ruin · BloodbathSentinel → Aegis
Counter Stance and the Aegis protection kit give a frontline character a clear job.
Build condition: Learn when to guard and counter; protection is the reason to pick this route.
Super kit: Oathbreaker · Counter Stance · Falling JudgmentGreatsword → Worldcleaver
Great Cleave and Whirlwind lead into Worldcleaver’s broad attack kit.
Build condition: Best suited to multi-enemy pressure. Keep recovery outside the attack kit.
Super kit: Great Cleave · Earthsplitter · WhirlwindMage
Cleric → Seraph
Mending Light and the Seraph route give a party a dedicated healing plan.
Build condition: Reserve Energy for recovery instead of spending every turn on damage.
Super kit: Smite · Mending Light · JudgmentHexer → Doomcaller
Hex Bind and Doom make this our control-oriented alternative to Summoner.
Build condition: Choose it for debuffs; coordinate with the party so weakened enemies are worth the setup turn.
Super kit: Hex Bind · Hex Bolt · DoomSummoner → Archon
Archon is our caster damage pick, with a creature-focused kit from Familiar through Dragon Gate.
Build condition: Use an Energy plan and a recovery Scroll; the route does not replace a healer.
Super kit: Arcane Familiar · Stone Guardian · Phoenix CallArcher
Ranger → Stormhawk
Briar Snare and falcon attacks offer control before advancing to Stormhawk.
Build condition: Choose the control kit deliberately rather than expecting Deadeye’s focused shots.
Super kit: Falcon Dive · Briar Snare · Arrow StormDeadeye → Godshot
Headshot, Piercing Line and Godshot make a straightforward priority-target plan.
Build condition: Support focused attacks with crit gear, then cover turns where the target survives.
Super kit: Headshot · Piercing Line · Kill ShotCorsair → Dread Captain
Powder Keg and Cannon Barrage suit players who want explosive offense.
Build condition: Choose Dread Captain for its attack pattern; bring your own recovery.
Super kit: Flintlock Parley · Powder Keg · Cannon BarrageThief
Rogue → Shadowbroker
Tripwire and Deadfall form a trap-based control route into Shadowbroker.
Build condition: Plan around control and the enemy sequence, not an immediate burst comparison.
Super kit: Tripwire · Deadfall · Knife StormAssassin → Reaper
Death Mark and Reaper reward a loadout focused on one important enemy.
Build condition: Keep a defensive response for missed crits and a target that outlives the burst.
Super kit: Shadow Cuts · Death Mark · Last RitesBeast Tamer → Beastlord
Wolf Pack, Viper Strike and Bear Maul give the Thief an animal-attack alternative.
Build condition: Pick the Beastlord kit because you want its moves; it does not change your dagger requirement.
Super kit: Wolf Pack · Viper Strike · Bear MaulFist
Monk → Transcendent
Chi Palm and Hundred Fists lead to Transcendent’s martial kit.
Build condition: Practice the inputs before spending heavily on a multi-hit damage plan.
Super kit: Chi Palm · Hundred Fists · Heaven’s PalmBrawler → Undisputed
Guard Break and heavy punches make a direct route to Undisputed.
Build condition: Choose it for the punch-and-break kit, with recovery for the enemy turn.
Super kit: Haymaker · Guard Break · KnockoutOni → Shura
Our Fist pick uses Demonfire Palm and advances into Shura’s demonic attacks.
Build condition: Keep Energy after the opener. Stonekin’s Fist bonus is a useful pairing.
Super kit: Demon Mask · Demonfire Palm · Kanabo SmashBard
Minstrel → Songweaver
Soothing Hymn and Verse of Renewal make Songweaver our dedicated Bard support pick.
Build condition: Best when teammates supply damage. Solo players should expect to trade offense for recovery.
Super kit: Soothing Hymn · Lullaby · Verse of RenewalSiren → Banshee
Shriek and Crescendo lead into Banshee’s damaging vocal kit.
Build condition: This is an offensive Bard route; do not budget as though it has Minstrel’s healing moves.
Super kit: Shriek · Echo · CrescendoPianist → Virtuoso
Grand Finale and Virtuoso’s performance attacks suit a magic offense plan.
Build condition: Prepare the Energy and Magic your chosen skills use, plus a separate emergency heal.
Super kit: Staccato · Moonlight Sonata · Grand FinaleSpear
Halberdier → Warbringer
Warbringer combines cleaving offense with Spear Wall’s party protection.
Build condition: Spear Wall costs 4 Energy. Save it for the dangerous enemy sequence.
Super kit: Hook and Spike · Halberd Cleave · Headsman’s SwingValkyrie → Valhalla
Valhalla pairs party recovery with a damage buff through Gates of Valhalla.
Build condition: Hold 4 Energy for Gates; its healing scales with Faith.
Super kit: Winged Dive · Battle Hymn · Thunder SpearDragoon → Dragonlord
Dragonlord covers groups, armored targets and self-recovery in one Ultra kit.
Build condition: Its attacks cost 6–7 Energy. Build the resource pool before planning a full rotation.
Super kit: Jump · Dragon Lance · HighwindWatch the Spear role differences
Pot Guy’s showcases show why we separate Dragonlord’s offense from Warbringer’s protection and Valhalla’s support.
Sources 4 references
Sources reviewed . Build recommendations are our editorial choices.
Base, Super and Ultra routes, ability names and Act farming targets.
Skill menu at 0:05; Wyrm Impaler tooltip at 1:02. Gameplay reviewed October 23.
Skill names and Spear Wall tooltip at 1:13.
Gear Dodge-cap explanation at 0:18; Ultra skills and Gates of Valhalla at 0:55.