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How to Unlock Subclasses

The level 10 specialisation choice, explained — with a recommendation for every class

At what level do heroes unlock a subclass in Guild Idle?

Heroes choose a subclass at level 10. The choice permanently modifies the hero's ability variant and unlocks a specialised skill tree path.

Can I change a hero's subclass later?

The choice is permanent — but a Scroll of Divergence consumable lets the hero re-select a subclass without retiring.

How many subclasses are there?

There are 30 subclasses across 14 classes. Most classes choose between two; Druid and Alchemist have three.

Which subclass should I pick?

It depends on your party and the content you're farming. The table below summarises the recommendation from each class's build guide — click through for the full reasoning, stat priorities, and skill tree routing.

ClassSubclassesRecommendation
Warrior Berserker, Paladin Berserker is better when you want damage output — ATK scales with missing HP means the Warrior hits hardest when close to death. Paladin is better in large (5-person) parties where the group shield redirects significant incoming damage from squishier members.
Rogue Assassin, Poisoner Assassin excels in single-target dungeons with boss encounters (Shadow Strike crit refunds enable rapid chains). Poisoner is better in multi-enemy floors with Chaos tree investment, stacking burn and poison simultaneously via Venom Transmutation.
Mage Pyromancer, Arcanist Pyromancer is better for multi-enemy floors — Inferno stacks independent burns on every living enemy simultaneously. Arcanist is better for single-target boss fights — Arcane Barrage fires at a shorter cooldown than base Arcane Surge.
Cleric Lightbringer, Inquisitor Lightbringer is the standard choice for progression — double revive is irreplaceable when learning a new dungeon's damage patterns. Inquisitor becomes viable in late-game when survival is no longer a concern and you want a hybrid damage/heal dealer that doesn't sacrifice a DPS slot.
Ranger Sniper, Warden Sniper dramatically outperforms on boss kills — bring Sniper when bosses are the bottleneck. Warden is better for floor-clearing speed with Volley Chilling every enemy it hits, plus a chance to Chill on each basic attack.
Chronomancer Timestop, Haste Weaver Timestop is better for hard content — the party-wide 2-tick freeze prevents wipes on dangerous boss floors. Haste Weaver is better for speed farming — Acceleration advances all ally attack timers simultaneously, effectively granting a free partial round of attacks.
Enchanter Hexblade, Harmonist Hexblade for high-enemy-density floors where Mass Hex applies to every enemy simultaneously. Harmonist as the sole support when you can't afford a full healer slot — Resonance's party-wide ATK buff compensates for no Cleric.
Swashbuckler Duelist, Corsair Duelist for DPS content — each cast builds Momentum, and at five stacks the strike becomes a 2.5× execute. Corsair for gold farming — +30% kill gold stacks multiplicatively with Fortune tree nodes for extreme income.
Druid Ravager, Thornguard, Spiritmender Three distinct roles: **Ravager** — a savage Beast-Form bruiser whose claws stack a bleed that ramps over a fight (excels on bosses/long fights, weak in short bursts). **Thornguard** — a taunting damage-soak that pulls hits and reflects a share back at attackers. **Spiritmender** — a dedicated healer with a strong single-target heal on whoever the enemy is focusing plus a gentle heal-over-time on the most-wounded allies (distinct from the Cleric's group burst).
Alchemist Bomber, Transmuter, Apothecary Three roles: **Bomber** — a corrosive AoE debuffer whose Acid Flask poisons every enemy and melts their armor (def-down), amplifying the whole party (excels vs packs, weak single-target). **Transmuter** — gold-generation hybrid; Conversion resets the attack timer plus a 50% kill gold bonus. **Apothecary** — a potion healer: every ally carries auto-drink potions each floor (heal when hurt) and Aiding Vials heal + buff the whole party (a support flavor distinct from the Cleric and Spiritmender).
Gladiator Pit Fighter, Iron Titan Pit Fighter for duels and attrition — its Duelist's Poise passive parries the dueled rival's blows (25% base, scaling with allocated AGI up to 40%). Iron Titan as a tank — Iron Stance taunts all enemies, and its flat damage reduction grows with Toughness to blunt every incoming hit.
Valkyrie Einherjar, Death's Herald Einherjar for stable compositions — its save intercepts a falling ally and now restores AP-scaled bonus HP on the rescue. Death's Herald feeds on every death — ally falls trigger its +50% ATK rage, and each enemy the party slays rekindles it.
Samurai Kensei, Shogun Kensei for sustained burst — Brand Detonate adds a second 5-stack mechanic on top of Iaijutsu for continuous high-damage output. Shogun for team play — Strength-stacking warlord whose War Cry buffs all allies and each kill permanently adds +4 ATK (up to 3 stacks per run).
Onmyoji Shrine Keeper, Wrathcaller Shrine Keeper as pure support — Sacred Ward shields all allies and per-tick HP regen scales with AP. Wrathcaller as hybrid damage/support — Oni Swarm hits all enemies and persistent Spirit Shades add continuous AoE pressure.
Planning ahead: pick the skill tree clusters that suit your intended subclass before level 10 — see the skill tree reference — and use an Archetype to apply the same choices to every future recruit of that class automatically.