Every subclass ranked within its role by automated combat simulation — patch 0.6.1
This tier list is not hand-ranked. Every row comes from the same automated balance simulation the developers use: for each subclass, an optimizer builds its strongest gear, skill tree, and party, then scores it across four kinds of endgame content — dungeon clears, all 4 raids, Eternal Strife depth, and Colosseum PvP — with equal weight.
Two signals decide a tier, both measured within the role section: the performance score (statistical S–C bands, so a B is close to the pack, not broken) and the draft rate — the share of the optimizer's best teams that freely include the subclass. Protective and enabling kits under-read on raw score because a prevented wipe never shows up as damage; a draft rate above 25% can therefore lift a tier. Rows marked ▲ earned their tier that way.
The sim is not the last word. The optimizer is thorough, but it won't always find the absolute best setups — and it doesn't dream up the kind of broken combinations players do. Player theorycrafting can absolutely break this list. If you've found a build that outperforms its tier, show it off on the Discord or on r/GuildIdle — nothing beats being the one who broke the meta.
For damage roles, personal output is the value — these tiers come straight from simulated performance across all four content pillars.
| Tier | Subclass | Dungeons | Raids | Eternal Strife | PvP | Draft rate |
|---|---|---|---|---|---|---|
| S | Corsair Swashbuckler | B | A | S | A | 15% |
| S | Assassin Rogue | B | B | S | S | 10% |
| S | Duelist Swashbuckler | S | B | A | A | 14% |
| A | Sniper Ranger | A | S | C | A | 10% |
| B | Shogun Samurai | C | A | A | C | 13% |
| B | Pyromancer Mage | A | C | S | B | 15% |
| B | Arcanist Mage | C | C | S | B | 13% |
| B | Warden Ranger | A | B | C | A | 13% |
| C | Kensei Samurai | A | A | C | C | 12% |
| C | Poisoner Rogue | C | A | C | A | 16% |
| C | Ravager Druid | A | B | B | C | 10% |
Raw clear scores understate tanks — a hit absorbed never shows up as damage dealt. The Draft rate column is the corrective: how often the optimizer chose to bring one anyway.
| Tier | Subclass | Dungeons | Raids | Eternal Strife | PvP | Draft rate |
|---|---|---|---|---|---|---|
| S | Iron Titan Gladiator | B | S | S | B | 22% |
| S | Paladin Warrior | A | A | C | S | 41% ▲ |
| A | Pit Fighter Gladiator Niche | A | B | A | A | 11% |
| A | Berserker Warrior Raid specialist | C | A | B | B | 28% ▲ |
| C | Thornguard Druid Dungeon specialist | A | C | C | C | 7% |
Healers read low on raw score for the same reason tanks do — prevented deaths are invisible to a damage ledger. Judge them by Draft rate first.
| Tier | Subclass | Dungeons | Raids | Eternal Strife | PvP | Draft rate |
|---|---|---|---|---|---|---|
| S | Inquisitor Cleric PvE specialist | B | A | S | C | 14% |
| S | Lightbringer Cleric Enabler | S | C | B | A | 49% ▲ |
| A | Shrine Keeper Onmyoji Niche | A | B | B | A | 16% |
| A | Apothecary Alchemist Enabler | C | B | B | A | 12% |
| C | Spiritmender Druid Enabler | C | S | C | C | 11% |
Buffers, debuffers, and controllers whose value flows through their teammates. High draft rates mark the enablers the optimizer refuses to leave home without.
| Tier | Subclass | Dungeons | Raids | Eternal Strife | PvP | Draft rate |
|---|---|---|---|---|---|---|
| S | Wrathcaller Onmyoji | B | B | S | S | 8% |
| S | Timestop Chronomancer | S | C | S | B | 24% |
| S | Haste Weaver Chronomancer Control | C | S | S | C | 47% ▲ |
| S | Harmonist Enchanter | S | B | B | S | 54% ▲ |
| B | Hexblade Enchanter | A | B | B | S | 24% |
| B | Death's Herald Valkyrie Niche | B | B | B | B | 12% |
| B | Transmuter Alchemist | B | S | C | A | 18% |
| C | Bomber Alchemist | B | A | B | C | 11% |
| C | Einherjar Valkyrie PvE specialist | B | B | B | C | 16% |
Simulated on patch 0.6.1 — C3 mode, 25 runs per cell, full roster cohort. Per-content columns are banded within each role. ▲ = tier lifted by draft rate.
A kit can be mid overall yet elite in one column — pick for the content you're targeting. Style chips (Enabler, Control, Raid specialist, …) are the simulation's measured behavioral read, not fixed design labels.