Gaming Guide

Pixel Lineage Race Tier List: Every Race Ranked After the Race Evolution Update

Where all 14 races land for solo and party combat now that evolutions reshape their passives, from Nightborne down to Human.

Where all 14 races land for solo and party combat now that evolutions reshape their passives, from Nightborne down to Human.

Races in Pixel Lineage used to be a minor flavor pick, but the Race Evolution update turned them into a real build lever. Evolutions now boost each race’s passive, which pulls several Rare and Uncommon races up near the Mythicals and widens the gap between a top-tier sustain race and one that only exists to farm gold. Here is how all 14 races stack up for turn-based combat in the current version.

Quick answer: Nightborne is the strongest race overall thanks to lifesteal, overheal shielding, and bonus damage to low-HP enemies, with Celestine and Vesper leading pure magic damage.


Pixel Lineage race tier list

TierRaces
SNightborne, Celestine, Vesper
ASeraph, Sylvan, Dullahan
BStonekin, Ashborn, Tideborn
CDwarf, Slime, Mushroom
DHuman, Goblin

Ranking criteria: passive strength, how well each passive scales through its evolution, and fit across common builds. This ordering reflects the game as of October 2026, after the Race Evolution update. Best race still depends partly on your class, so read the reasoning below against your own build.


S tier: Nightborne, Celestine, and Vesper

Nightborne sits at the top. Its Bloodthirst passive heals you for a share of every attack’s damage, overhealing converts into a protective shield, and the evolution adds an execution damage boost against low-health enemies. That package keeps you alive through long fights and punches hard in boss phases, which is why it works across almost any aggressive build.

Celestine is the best pick for raw damage. Its crit and magic bonuses scale even harder through evolution, making it the strongest pure DPS race for mage and crit-focused characters.

Vesper is the Rare race that earns a spot up here. A full evolution pushes its magic boost close to 30%, so it hits like a glass cannon for magic burst builds despite being far easier to roll than a Mythic.


A tier: Seraph, Sylvan, and Dullahan

Seraph is the premier support race. Its evolution abilities lean further into sustain, making it a stronger self-healer than Tideborn and a reliable anchor for solo runs. Angelic Blessing also reduces party damage and boosts healing on the opening turn, so it climbs higher in a group.

Sylvan summons a Sylph ally that fights and, through its evolution, adds AoE heals and poison. Paired with a big Nature damage bonus and the Nature Blade trait, it is very strong, though it locks you into a fairly specific nature-focused build.

Dullahan brings solid offensive and defensive stats plus Headless Ride, an AoE burst that weakens enemies and grows stronger as you evolve. The catch is that the evolution only improves that one move, so its value is tied to the skill’s cooldown even with the Stage II cooldown reduction.


B tier: Stonekin, Ashborn, and Tideborn

Stonekin is an excellent beginner race for Fist builds, since its damage bonus directly names Fist attacks. Outside that one playstyle it falls off hard.

Ashborn gives a steady physical attack boost that is always useful, but its numbers are minor overall and it performs much worse on magic builds.

Tideborn is a Mythic that underdelivers for its rarity. The turn-start healing and debuff cleansing are handy, and the evolution bumps healing a little, but the damage and occasional Leviathan hit do not reach Mythic standards.


C tier: Dwarf, Slime, and Mushroom

Dwarf is a flat defensive pick with extra HP and Defense. It is fine across classes but has no standout trait to chase.

Slime offers physical resistance and post-battle recovery, so it holds up defensively, yet it lacks damage and its fire weakness can hurt against certain bosses.

Mushroom has decent evolution abilities and a satisfying poison proc, but it is situational. The poison only has a chance to trigger when you take a hit, so you give up a lot of consistent value to rely on it.


D tier: Human and Goblin

Human is a fine early progression booster, giving extra XP and class mastery, but it does not scale into serious combat. Any real damage bonus is better once you are past the opening stages.

Goblin exists for gold farming, with bonuses to gold earned and bonus loot. It carries no combat weight, so it is only worth running if you can reliably swap to it for farming sessions.

A race’s listed rarity is not the same as power. A rolled passive that fits your class or current goal is worth keeping, and chasing a 0.7% Mythic is not a requirement to clear content.


Base racial abilities reference

RaceRarityBase passive
NightborneMythicBloodthirst: heal 15% of attack damage, cap 7% max HP per move
CelestineMythic+6% Crit, +4% Dodge, +6% Magic
VesperRare+8% Magic, minor energy, small ability dodge
SeraphMythicAngelic Blessing: allies take 10% less damage, +25% healing for 2 rounds
SylvanRare+12% Nature damage, Call Sylph fighting/healing ally
DullahanMythic+5% HP, +5% Def, +3% Crit, Headless Ride AoE (4E/CD5)
TidebornMythicTidal Grace: heal 5% max HP at start of each turn
StonekinUncommon+20 max HP, +15% Fist attacks
AshbornUncommon+8% max HP, +6% Attack
DwarfUncommon+15 max HP, +6% Defense
SlimeRarePhysical resist, post-battle HP, fire vulnerability
MushroomRare16% chance to poison an attacker when hit
HumanCommon+10% XP and class mastery from battles
GoblinUncommon+8% gold, +6% bonus-loot chance

With evolutions now driving most of a race’s value, the gap between the S-tier picks and everything below comes down to how far each passive scales. Nightborne, Celestine, and Vesper reward you most for investing in their evolutions, while the farming and early-game races stay useful only for the narrow jobs they were built for.