Gaming Guide

MythFall Races, Ranked: Every Race in the Tier List (July 2026)

Every playable race in MythFall sorted by combat value, drawbacks, and roll rarity for the current release meta.

Every playable race in MythFall sorted by combat value, drawbacks, and roll rarity for the current release meta.

Picking a race in MythFall is not a cosmetic choice. After the prologue, the race you land on decides which passives stack onto your build, and higher-rarity races come with real penalties instead of pure stat gains. That trade-off is what separates a top pick from a flashy roll that quietly weakens your damage.

Quick answer: Roll for Nephilim or Duskborn if you want the strongest combat race. Nephilim leads crit-focused Active Style builds, Duskborn dominates magic builds, Minotaur is the best melee pick, Druid is a solid magic fallback, and Human sits at the bottom for combat despite the fastest leveling.


MythFall race tier list

TierRaces
S (best)Nephilim, Duskborn
A (solid)Minotaur
B (mid)Druid
C (weak for combat)Human

This ranking reflects the current release meta as of July 2026. Placements weigh combat output, how much a race’s drawback hurts a real build, and whether its best bonuses are conditional (night, forests) or always active.


Every race, passives, and trade-offs

Each race carries a fixed set of passives plus a roll rarity that determines how often it shows up when you create or reroll a character. The full breakdown is below.

RacePassivesPros and cons
NephilimNephilim
Mythic — 0.5%
Vestige of Divinity: +10% Active Style Damage, +5% Ether
Hollow Radiance: +5% Critical Strength
Fallen Radiance: +10% Crit Chance, +20% Crit Strength, Crits restore Ether
Severed from Heaven: -10% Healing Regen, -5% Health
Top-tier crit damage, Ether sustain, and Active Style scaling. Pays for it with lower Health and weaker recovery.
DuskbornDuskborn
Legendary — 5%
Ancient Blood: +10% Critical Damage
Deep Well: +6% Magic Strength, +6% Ether
Moon’s Mercy: +20% Magic Strength and surging Ether Regen at night
Frail Lineage: -5% Weapon Strength, -5% Fighting Strength
Huge magic bonuses that spike at night. Poor fit for weapon and fighting builds.
MinotaurMinotaur
Epic — 10%
Towering Frame: +10% Defense, +5% Health
Brute Force: +5% Weapon Strength, +5% Fighting Strength
Unyielding: -25% incoming Posture Damage, +50% Stagger Damage on Strong Attacks
Low Aptitude: -10% Ether, -10% Magic Strength
Durable melee race with strong posture and stagger control. Much weaker for magic builds.
DruidDruid
Rare — 24%
Verdant Vitality: +5% Health Regen
Wild Magic: +5% Magic Strength
Natural Ether: +5% Ether
Forest’s Embrace: In forests, +10% Magic Strength and doubled Health & Ether Regen
Bound to Nature: -5% Weapon Strength, -5% Fighting Strength
Reliable sustain and steady magic bonuses. Its best output depends on staying inside forest areas.
HumanHuman
Common — 60%
Ambition: +5% XP Gained
Quick Study: +5% Mastery Gain
Fastest progression with zero stat penalties. Provides no direct combat bonuses.

Why these races land where they do

Nephilim tops the list because its passives stack into one focused payoff. Between Fallen Radiance and Hollow Radiance you get +10% Crit Chance, a combined +25% Crit Strength, and crits that feed Ether back to you, all on top of +10% Active Style Damage. The -5% Health and reduced healing sting, but a crit-heavy Active Style build outputs enough damage to make the trade worth it. Being a 0.5% Mythic roll, most players will not see it early.

Duskborn shares the S tier as the clear magic pick. Stacking Deep Well, Ancient Blood, and Moon’s Mercy pushes Magic Strength and Ether high, and the nighttime spike makes it brutal once the sun goes down. The only reason to skip it is a weapon or fighting build, since Frail Lineage cuts both by 5%.

Minotaur sits in A as the best dedicated melee race. The -25% incoming Posture Damage and +50% Stagger Damage on Strong Attacks are strong tools for trading blows and breaking enemies, and the Defense and Health bumps keep you standing. It only drops out of S because Low Aptitude gutts any magic ambition with a double -10% penalty.

Druid lands in B. Its bonuses are safe and its sustain is real, but the payoff is gated behind Forest’s Embrace, so you only hit peak value while standing in forest zones. Outside them, it is a milder version of Duskborn without the nighttime ceiling. Human closes out the list in C. The +5% XP and +5% Mastery Gain speed up early progression and carry no penalties, which is genuinely nice for a first character, but neither passive helps you win a fight.

Tip: Match the race to your build before you chase the highest rarity. A Duskborn on a pure melee build performs worse than a Minotaur, even though Duskborn is the rarer roll.


How to reroll your race and get Race Spins

You are not locked into your starting race. MythFall lets you reroll whenever you have a Race Spin available, so a bad first roll is fixable. The catch is that Race Spins are limited, so the goal for free-to-play players is to gather them without spending Robux.

Redeem active MythFall codes. Codes frequently hand out Race Spins, Magic Spins, Gold, Astral Shards, and other bonuses, and they are the fastest free source. Check the current list on the MythFall codes page before you reroll.
Keep playing and progressing. Race Spins also come from quests, chests, and progression rewards, so steady play builds up spins over time.
Buy spins with Robux only if you want to skip the grind. This is optional and unnecessary if you are farming codes and quest rewards.

Because higher-tier races carry meaningful drawbacks, treat a reroll as a build decision rather than a pure upgrade. Land the race that matches how you actually fight, and the rest of your passives will pull in the same direction.