Dragonborn, Nightborne and Tideborn lead our general combat ranking. Class-specific effects and farming bonuses can be more valuable than a higher row. Here is where we would use all 15 races.
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.
Complete race ranking
Nightborne
Damage-linked recoveryBloodthirst heals from attack damage, subject to a per-move cap.
Healing depends on connecting attacks and has a per-move cap. Keep an emergency heal.
0.72% Race Spin chanceTideborn
Steady solo recoveryRecover 5% of maximum HP at the start of your turn.
Turn-start healing helps long fights; it cannot rescue a lethal hit before your next turn.
0.72% Race Spin chanceDragonborn
Durability and Fire matchupsScaled Hide: maximum HP +15%, Fire damage taken −30%, damage from Burning foes −20%. Dragonfire burns all foes.
Apply Burning to use the protection against Burning foes; rarity is not a reason to stop class progression.
0.72% Race Spin chanceStonekin
Fist damageHP +20; Fist damage +15%.
The 15% damage bonus is specific to Fist; it is not a universal physical bonus.
7.91% Race Spin chanceVesper
Caster resources and evasionMagic, Energy and evasion benefits.
A good magic fit; compare it with Celestine when crit matters more than resources.
5.76% Race Spin chanceCelestine
Magic and critical attacksCritical chance +6%; dodge +4%; Magic +6%.
Its 6% Magic bonus suits a caster, while extra crit and dodge remain probabilistic.
1.44% Race Spin chanceSeraph
Party openings and healingAt battle start, the party takes 10% less damage and receives 25% more healing for 2 turns.
The party protection lasts two opening turns. Spend it on a fight where those turns matter.
0.72% Race Spin chanceDullahan
Physical event buildHP, Defense, critical chance and the Headless Ride skill.
Obtained through Dullahan’s Pact, outside the Race Spin pool. Check the Candy Witch before budgeting Candy.
Event acquisitionHuman
Leveling and Class MasteryBattle XP and Class Mastery +10%.
Our first progression pick while you still need XP; its value falls once those milestones are complete.
37.41% Race Spin chanceAshborn
Physical damage and healthMaximum HP +8%; Attack +6%.
A useful mixed physical bonus. Keep it while upgrading your weapon rather than rerolling for the label.
9.35% Race Spin chanceGoblin
Gold and loot runsGold +8%; bonus loot +6%.
Use it on a route you can finish reliably. Extra loot does not prevent a lost Life.
8.63% Race Spin chanceDwarf
Simple defensive starterHP +15; Defense +6%.
Flat HP and Defense are useful early without requiring a particular attack style.
8.63% Race Spin chanceSylvan
Nature attacks and Call SylphNature damage +12%; Call Sylph summons a fairy ally.
The Nature bonus needs a Nature attack. Compare it with a broad caster race for other elements.
7.19% Race Spin chanceSlime
Blunt encounters and between-fight recoveryBlunt resistance and healing after a battle; vulnerable to Fire.
Fire vulnerability changes the matchup. Do not carry the same defense expectations into every area.
6.47% Race Spin chanceMushroom
Reactive poisonTaking a hit has a 16% chance to poison the attacker.
The poison chance requires taking a hit. It is a bonus, not a reason to skip defense.
4.32% Race Spin chanceWhen to keep a lower-ranked race
Keep Human until the XP and Mastery bonuses have done their job. A rare roll does not unlock your class skills for you. Keep Goblin for reliable resource runs, and keep Stonekin if you play Fist rather than switching for rarity alone.
For a reroll, choose a target and a spin budget first. You can improve a weapon, complete an armor set and rank an Oath without waiting for a Mythic race. Dullahan belongs to the event shop, so normal Race Spins are the wrong route to that choice.
Plan the evolution before spending
A race’s Heirloom and Heartblood are separate from a class Sigil and Tome. Use the material finder to select the race, Act and difficulty, then track what you already own. For Dragonborn, use its evolution and buying advice to match the race item instead of a Dragonlord class item.
Sources 4 references
Sources reviewed . Build recommendations are our editorial choices.
Race bonuses and evolution paths.
The 14-race spin table including Dragonborn.
Human at 0:20; Goblin at 0:28; Hard at 0:52; Nightmare at 1:05; Heartblood at 1:32. Creator route overlays reviewed October 24.
Kindled, Exalted and later race stages.