Roblox The Forge race tier list [Release]

Every race in The Forge ranked, with what each one does and when it is worth rerolling for a better option.

By Pallav Pathak 8 min read
Roblox The Forge race tier list [Release]

The Forge lives or dies on your build, and race is one of the biggest levers you can pull. Races change your stats, movement, survivability, and even how quickly you progress through mining and dungeons. Not all of them are worth burning race rolls on, though.

Below is a release-tier snapshot of every race in The Forge, what it actually gives you, and how it stacks up against the rest.


The Forge race tier overview

Tier Race Rarity Core role
S Demon Mythic Highest DPS and aggressive melee/fire combat
S Angel Mythic Best mobility, defensive dashing, and farming luck
A Dragonborn Legendary Balanced HP and weapon damage with strong burn DoT
A–B Minotaur Legendary High damage when low HP, bruiser playstyle
A–B Shadow Epic Fast, offensive low-HP skirmisher
A–B Golem Legendary Tank builds with heavy weapons and damage reduction
B Dwarf Epic Mining and forging progression, weak in combat
B Orc Rare Simple HP + damage boost with slower movement
B Goblin Rare Daggers + shopping discount, but fragile
B–C Undead Rare One big heal on low HP, some damage reflect
C Zombie Uncommon Regeneration and damage-to-heal conversion, but low max HP
C Elf Uncommon Luck + stamina utility, no combat power
D Human Common Small XP and luck bonus, weakest in combat

Higher-rarity races generally give larger stat boosts and more complex passives. The two Mythic races, Angel and Demon, sit clearly at the top for raw power, with Legendary Dragonborn following closely as the best non-Mythic option.


S-tier races in The Forge

Race Key passives Why it is S-tier
Demon (Mythic) Demonic Powers: +20% Movement Speed, +20% Attack Speed, +20% Physical Damage, +20% Fire Damage, +30% Height, +10% Width and Depth
Backfire: 25% chance to burn enemies when you take damage
Cursed Aura: AoE around you that deals 10% of your weapon damage per second in combat
Devil Finger: Dash becomes a teleport with hellfire visuals and 20% chance to leave a circle dealing 45% of weapon damage per second for 3 seconds
Demon is the most aggressive race in the game. Every core combat stat—movement, swing speed, base physical damage, and fire damage—jumps by 20%. Passive damage auras and burn procs stack on top of whatever weapon you are already using, turning even basic swings into deadly area control. The dash upgrade makes repositioning part of your damage plan instead of just defense.
Angel (Mythic) Wings: -20% Dash Cooldown, +50% Dash Distance, +15% longer dash iFrames, +20% Movement Speed, +25% Jump Boost, +20% Stamina
Mighty Clover: +50% Luck Boost (or +25% in some descriptions; functionally a large luck bump)
Smite: 50% chance on hit to deal 30% of your physical damage as extra damage
Holy Hand: Infinite stamina while under 20% max HP
Angel is built around staying alive and being everywhere at once. Dashes travel farther, come off cooldown faster, and keep you invulnerable for longer. Extra movement speed, stamina, and jump height make dodging patterns and exploring the world easier. On top of that, the race significantly raises your drop luck, which is valuable early when you are still collecting gear and resources.

If you roll either Demon or Angel, you can safely stop rerolling for a long time. Demon favors pure damage and pairs especially well with fast weapons and fire runes. Angel is better if you want mobility, safety, and progression farming built into your race slot.


A-tier races: strong non-Mythic options

Race Key passives Usage notes
Dragonborn (Legendary) Durable Scales: +20% Max HP, +10% Height
Sharp Fangs: +12% Physical Damage
Dragon’s Breath: 40% chance to burn enemies, dealing 30% of weapon damage per second for 3 seconds
Dragonborn offers a very clean mix of survivability and damage. You get a flat HP bump and a direct physical damage increase, plus a high-chance burn that scales off your weapon. There is no direct downside or HP penalty, so it feels like a lighter, more accessible version of Demon without the mobility bonuses.
Minotaur (Legendary) Beast: +20% Health, +10% Height, +20% Width and Depth, -10% Stamina, -10% Movement Speed
Bull’s Fury: While under 50% Health, enter Rage Mode, gaining +30% Movement Speed and +30% Physical Damage
Minotaur is a bruiser built around staying in the danger zone. You gain size and health but lose some speed and stamina. The race comes alive once you drop below half HP and trigger Bull’s Fury, which spikes both damage and speed. It rewards players comfortable managing low-health windows; for everyone else, it feels riskier than Dragonborn or Golem.
Shadow (Epic) Shadow Pact: +10–15% Attack Speed, +15% Movement Speed, +5% Physical Damage, +10% Stamina, -10% Health (exact attack speed bonus is listed slightly differently across descriptions)
Phantom Step: 15% chance on taking damage to become a shadow and dodge the attack
Shadow pushes you into a fast, low-HP playstyle. Movement and attack speeds are noticeably higher, and you get a small physical damage boost, but max health drops by 10%. Phantom Step occasionally turns a hit into a free dodge, which can save runs but is not reliable enough to plan around. It is one of the better low-rarity races if you lean into mobility.
Golem (Legendary) Tank: +30% Health, +30% Size, -10% Movement Speed
Heavy Hitter: +15% Attack Speed with heavy weapons
Stone Heart: 50% chance to reduce incoming damage by 25%
Golem is the defensive mirror to Demon. You become a slow-moving wall of HP with a coin-flip chance to reduce each incoming hit by a quarter. The attack speed bonus only applies to heavy weapons, so the race shines in builds that already favor those. If you are ok with moving slower, it is one of the safest choices for dungeons and bosses.
Dwarf (Epic) Gifted Miner: +15% Mining Damage, +5% Better Forge
Critical Mining: 20% chance to deal +50% damage to rocks
Heavy Short: -20% Height, -5% Movement Speed
Dwarf is the dedicated progression race. Mining power and critical chance on rocks both rise, and you have a small forging quality boost. Movement speed takes a minor hit and there are no combat-focused passives, so it is ideal as a second or third race slot you swap to when you are gathering ore rather than fighting.

B-tier races: situational but playable

Race Key passives How it fits
Orc (Rare) Muscular: +10% Physical Damage, +15% Health, +10% Size
Heavy: -10% Stamina, -10% Movement Speed
Orc is straightforward: more health and damage in exchange for feeling heavier to move and dodge. It is a solid bridge race while you hunt for Epics or Legendaries, especially if you are comfortable trading mobility for raw numbers.
Goblin (Rare) Sneaky: +15% Movement Speed, +10% Attack Speed with daggers
Tiny: -15% Health, -15% Size
Bargain: 12% discount when shopping
Goblin leans into speed and economy. With daggers, the attack speed boost gives you a snappy melee style, and the shop discount adds up over time for gear and consumables. The health cut is steep, though, so the race feels fragile in harder dungeons compared with Orc or Shadow.
Undead (Rare) Fragile Bones: -12% Health
Sharp Surface: Reflect 10% of damage taken back to attackers
Second Chance: Restore 50% health once when you drop under 10% HP (5-minute cooldown)
Undead is centered on staying alive in clutch moments. Reflecting a small slice of damage chips away at enemies passively, but the main draw is Second Chance, which can save you from a lethal hit once every few minutes. The long cooldown and lower max HP keep it from competing with Golem or Angel for serious survivability builds.
Zombie (Uncommon) Rotten: -25% Max Health
Mutated Genes: +2% health regeneration every 5 seconds
Absorb: 15% chance to convert incoming damage into health
Zombie is built around sustain, but the numbers are awkward. Regeneration and occasional damage-to-heal conversion give long-term staying power in easier content, yet the 25% max HP penalty makes spikes more dangerous. It can work in synergy with lifesteal runes but is generally outclassed by tankier or more explosive races.

C- and D-tier races: early-game and niche picks

Race Rarity Passives Practical value
Elf Uncommon Glorious: +3–7% Luck Boost (described with slightly different exact values)
Superior Genes: +15% Stamina, +5% Height
Elf offers a modest luck boost and extra stamina. That makes it mildly helpful when you are just starting out and want more drops without the extreme rarity of Angel. Once you have access to other luck sources and stronger races, it becomes more of a temporary filler than a long-term solution.
Human Common Blessed: +3% Luck, +3% EXP gain Human is the starting baseline and the weakest race overall. The tiny XP and luck bonuses are not enough to compensate for the lack of combat, mining, or defensive power. It can be used briefly to squeeze out a bit more experience while leveling, but almost any roll is an upgrade.

These lower-tier races are still part of the ecosystem because they are easy to roll. They help new players understand how passives work before chasing rarer, more transformative options.


Race roll odds and rarity in The Forge

Races are rolled through a gacha system with fixed odds. The broad categories are:

Rarity Approximate chance per roll Races in rarity
Common 25% Human
Uncommon 14–15% each Elf, Zombie
Rare 8–10.5% each Goblin, Undead, Orc
Epic 6–7% each Dwarf, Shadow
Legendary 1.25–1.75% each Minotaur, Dragonborn, Golem
Mythic 0.5% each Angel, Demon

Mythic races are extremely rare by design, but there are strong races just below them. Dragonborn, Minotaur, Golem, and Shadow all carry you comfortably through most of the game, so you do not need to chase Mythics with paid rerolls to have a powerful build.


How to reroll your race in The Forge

Rerolling your race is handled in one very specific place in the world: the Wizard Tower.

Step Action
1 Launch The Forge from the Roblox client or the Roblox game page.
2 From the main area, head toward the Cave entrance and then turn left near it.
3 Follow the road past Tomo the Explorist until you reach the Wizard Tower.
4 Go inside the tower and talk to the Wizard NPC to open the race spin menu.
5 Select the race slot you want to roll (slot 1 is unlocked by default).
6 Spend Race Rolls (spins) to roll a new race. Keep the result or roll again.

You start with a pack of free rerolls and can unlock up to three race slots in total. The first slot is free; additional slots can be purchased with Robux so you can store several races and swap depending on what you are doing. Race Rolls themselves come from codes, Robux purchases, or certain in-game challenges.

Because higher rarities are so unlikely, it is usually smarter to stop rerolling once you land on a solid race like Dragonborn, Golem, Shadow, or even Orc. Save additional rolls for later updates or when you have more codes to burn.


Races in The Forge are more than cosmetics; they set the tone for how you move through dungeons, how forgiving your runs feel, and how quickly you progress. If you are hunting big numbers, Demon, Angel, and Dragonborn are the long-term goals. If you are still climbing, focus on getting off Human as soon as possible, lock in one dependable combat race, and keep a Dwarf slot ready for mining days.