Gaming Guide

Pixel Lineage: How to Get a Super Class in Roblox

Reach Act 2, pick a Trainer's Shrine to lock in a permanent Super branch, then awaken it with a matching Ultra Sigil.

Reach Act 2, pick a Trainer’s Shrine to lock in a permanent Super branch, then awaken it with a matching Ultra Sigil.

Class progression in Pixel Lineage runs in three steps. You pick a base class when you create a hero, upgrade it into a Super class partway through a run, and finally awaken that Super class into an Ultra form. Each tier keeps what came before and adds new moves, so the Super and Ultra you end up with are both tied to the base class you started with.

Quick answer: Reach The Dungeon in Act 2 and pick a Trainer’s Shrine card to choose one of your base class’s three Super branches. Later, use that branch’s Ultra Sigil to awaken it into an Ultra class.


Get a Super Class at the Act 2 Trainer’s Shrine

In a hero’s progression, Super is stage two. Each base class splits into three Super options; you can select one only at a Trainer’s Shrine card, which may appear on your route once Act 2 begins.

Begin a run, then advance until travel to The Dungeon becomes available in Act 2. Fight through encounters on the way as usual, matching attacks and blocks to the rising meter.
What Super Class Does
Turn-based combat on the way to Act 2, with the Blade Focus timing bar you use to land attacks and blocks. Image: Pixel Lineage / via @radextips
Check the route cards between battles and select the Trainer’s Shrine if it appears. The card shares the route with loot, shop, and rest options, so inspect every node before choosing a path. It is neither a castle building to repair nor a reward automatically granted for reaching a level.
At the selection screen, choose from the three Super options belonging to your base class. Warriors get Warrior choices, Mages get Mage choices, and other classes are restricted in the same way. Confirm your selection to unlock that branch’s first move immediately.
Class Selection Breakdown
The class screen laying out a branch's playstyle and moves before you commit to it. Image: Pixel Lineage / via @itzvexo

Your hero is locked into its Super selection permanently; there is no later switch. First settle on the job you want it to do: heal allies, pin down one foe, strike an entire group, or build around a weapon’s rhythm.

The whole party follows one route. Tell your teammates that the shrine is your goal and vote for it as a group; choosing a card for loot alone may take you beyond the event you need.


When each Super Class move unlocks

Selecting a branch unlocks only its opening move at first. The remaining two become available as the hero gains levels, without another shrine visit or an item. Check the hero’s skill list after confirming: the first Super move should already appear there.

MilestoneWhat you get
Pick at the Trainer’s ShrinePermanent branch and its first move
Hero level 10Second Super move
Hero level 14Third Super move

Even if you chose a branch chiefly for its third move, the hero must reach level 14 to use it. Keep improving gear and survival items to make reaching that level practical.


Every Super Class by base class

Six base classes each branch into three Super options. Here is the full roster with the three moves each branch unlocks.

Base classSuper classMoves
WarriorBerserkRending Cross, Ruin, Bloodbath
WarriorSentinelOathbreaker, Counter Stance, Falling Judgment
WarriorGreatswordGreat Cleave, Earthsplitter, Whirlwind
ThiefRogueTripwire, Deadfall, Knife Storm
ThiefAssassinShadow Cuts, Death Mark, Last Rites
ThiefBeast TamerWolf Pack, Viper Strike, Bear Maul
MageClericSmite, Mending Light, Judgment
MageHexerHex Bind, Hex Bolt, Doom
MageSummonerArcane Familiar, Stone Guardian, Phoenix Call
FistMonkChi Palm, Hundred Fists, Heaven’s Palm
FistBrawlerHaymaker, Guard Break, Knockout
FistOniDemon Mask, Demonfire Palm, Kanabo Smash
BardMinstrelSoothing Hymn, Lullaby, Verse of Renewal
BardSirenShriek, Echo, Crescendo
BardPianistStaccato, Moonlight Sonata, Grand Finale
ArcherRangerFalcon Dive, Briar Snare, Arrow Storm
ArcherDeadeyeHeadshot, Piercing Line, Kill Shot
ArcherCorsairFlintlock Parley, Powder Keg, Cannon Barrage

Awaken an Ultra Class with its Ultra Sigil

Ultra is the third and final stage: an awakened Super class. It retains every Super move, gains a passive +25% Attack, Magic, and max HP boost, and never misses with its attacks. Each Ultra has three major Ultra skills.

Get a Super class first. Awakening only works on a hero that already has a Super branch, since the Ultra form continues that branch rather than opening a new one.
Find the Ultra Sigil that matches your Super class. Sigils are rare red item drops out in the world, and where they appear is fully randomized, so there is no fixed boss or chest to farm.
Apply the Sigil to your hero to awaken into the Ultra class. This grants the Awakened title and teaches the first Ultra skill, confirming the awakening succeeded.

Ultra Tomes unlock the second and third Ultra skills, appearing as rare red drops in randomized locations. Once awakened, the hero keeps its Super moves but has only the first Ultra skill, not the full set of three. Make good use of the rest of the kit while hunting for the Tomes: Ultra attacks cannot miss, but managing resources and lasting through the enemy’s turn remain essential.


Every Ultra Class and its Super branch

Each of the eighteen Super branches has one matching Ultra form. Use the Super column to find yours, then the skills column for the three Ultra skills in the order they unlock.

Super classUltra classUltra skills I, II, III
BerserkBloodreaverRed Apocalypse, Executioner’s Moon, Crimson Frenzy
SentinelAegisJudgment Wall, Bastion of Heaven, Heaven’s Lance
GreatswordWorldcleaverSky Splitter, Horizon Break, Titan’s Rampart
RogueShadowbrokerThousand Traps, Iron Maw, Smoke Carnival
AssassinReaperFinal Hour, Reaping Moon, Death’s Veil
Beast TamerBeastlordStampede, Primal Maw, Alpha’s Howl
ClericSeraphHeaven Falls, Seraph’s Grace, Divine Lance
HexerDoomcallerEnd of Days, Chains of Oblivion, Eclipse
SummonerArchonLegion Gate, Dragon Gate, Behemoth Pact
MonkTranscendentTen Thousand Palms, Palm of Heaven, Nirvana
BrawlerUndisputedTitle Fight, Main Event, Undisputed
OniShuraDemon Gate, Demon Lord’s Maw, Blood Pact
MinstrelSongweaverSymphony of Stars, Celestial Choir, Supernova Solo
SirenBansheeDeath Wail, Soul Rend, Lament of Tides
PianistVirtuosoMeteor Concerto, Final Crescendo, Nocturne
RangerStormhawkHawkstorm, Talon of the Storm, Eye of the Storm
DeadeyeGodshotOrbital Shot, Bullet Storm, Dead Calm
CorsairDread CaptainGhost Armada, Flagship Ram, Rum and Glory

Because a Sigil only works on its own branch, there is no way to jump between families at the Ultra tier. A Cleric awakens into Seraph, an Assassin into Reaper, and so on. If a different Ultra appeals to you, build a new hero around the base and Super branch that leads to it rather than expecting to switch. When a Sigil or Tome drops, read it against your current Super before using it, and treat it as a specific step on the branch you already own.