Solo Hunters strips its class system down to raw numbers. There are no unique skills or combos attached to a role yet; your choice is essentially a permanent stat modifier. That makes the “best class” question almost entirely about how much damage and survivability you gain from each option.
Solo Hunters class tier list (Early Access)
With only six classes in the game at launch, it’s possible to rank all of them cleanly by overall stat value.
| Tier | Class | Rarity | Stat bonuses |
|---|---|---|---|
| S (best) | Assassin | Mythic | +20% M1 Damage, +20% Magic Damage, +20% Health |
| A (great) | Mage | Legendary | +40% Magic Damage |
| Tank | Legendary | +40% Health, +20% M1 Damage | |
| Summoner | Epic | +20% Health, +20% Magic Damage | |
| B (solid starters) | Knight | Rare | +10% M1 Damage, +10% Health, +10% Magic Damage |
| Elf | Epic | +25% Magic Damage |
Assassin sits alone at the top because it buffs every core axis at once. A 20 percent bump to basic attack damage, ability damage, and health is more efficient than the more specialized bonuses other classes offer, especially once you start stacking good weapons and abilities.
The Mage and Tank builds are pushed into the next tier mostly by their 40 percent bonuses. Mage becomes the default pick for pure magic-based builds, while Tank defines high-endurance melee with the largest health increase in the game. Summoner offers a smaller version of both worlds and fits well if you split your build between durability and abilities.
Knight and Elf are clearly early-game leaning. They are easier to obtain and still give noticeable power, but their bonuses are outscaled once you can roll into Epic, Legendary, or Mythic options.

What each Solo Hunters class actually does
Classes are passive stat packages. They do not unlock extra skills, ultimates, or passive abilities; they only change how strong your base stats are.
| Class | Playstyle angle | Who it’s for |
|---|---|---|
| Knight | Small boosts across M1, health, and magic. | Beginners who want a forgiving, all-round start. |
| Elf | Strong single focus on magic damage. | Early mages who don’t mind low survivability. |
| Summoner | Balanced magic and health bonus. | Mixed builds that rely on abilities but still need bulk. |
| Tank | Big health pool plus better basic attacks. | Melee players who want to face-tank hits and fight bosses up close. |
| Mage | Maximum magic damage scaling. | Ability-centric players aiming for huge burst and AoE. |
| Assassin | Across-the-board offensive and defensive boost. | Endgame min-maxers, regardless of build type. |
There is no hidden breakpoint or mechanical twist here. If you swap from Knight to Assassin, your character simply hits harder and lives longer with whatever weapons and abilities you already have equipped.
How Solo Hunters stats work
Because classes only modify stats, understanding those stats is the real key to choosing a role.
- Strength raises your physical weapon damage and basic M1 attacks. This is the main stat for melee builds and anything leaning on normal swings.
- Defense increases your total health and reduces incoming damage. Tanky builds, and boss-focused players get the most out of this.
- Energy expands your stamina bar, letting you dash more often. That indirectly boosts damage by keeping you in range and alive longer.
- Agility only affects movement speed. It does not speed up your attack animations.
- Magic Power scales your ability damage and overall spell effectiveness.
Classes multiply these numbers. A Mage with high Magic Power makes every percentage point of magic damage more valuable, while a Tank amplifies any investment you put into Defense and Strength. Assassin multiplies everything you already have, which is why it is so oppressive in the current meta once your gear and runes are leveled.

Best classes by build type
Because the class system is so simple, the optimal choice usually tracks with your main damage stat.
| Build type | Primary class pick | Secondary options |
|---|---|---|
| Meta endgame DPS (any) | Assassin | Mage for pure caster, Tank for dedicated melee bruiser |
| Pure magic / ability spam | Mage | Summoner, Elf as early alternative |
| Melee bruiser / bossing | Tank | Assassin once obtained, Knight early on |
| Hybrid melee + magic | Assassin | Summoner if Assassin isn’t unlocked |
| Fresh account / first hours | Knight | Elf if you immediately lean into magic |
On a fresh profile, clinging to a Rare Knight or Epic Elf is fine. They smooth out early progression and are much easier to land than Legendary or Mythic classes. Once you start clearing higher-level dungeons and investing stat points seriously, it becomes worth burning rerolls in search of Summoner, Tank, Mage, or ideally Assassin.
Class drop rates and rarity
Class rerolls are weighted heavily toward the weakest option, which is why mythic pulls feel so rare.
| Result | Classes included | Chance per reroll |
|---|---|---|
| Rare | Knight | 60% |
| Epic | Elf, Summoner | 25% total |
| Legendary | Tank, Mage | 10% total |
| Mythic | Assassin | 5% |
A five percent mythic rate sounds generous compared to many gachas, but each reroll is still destructive: you lose your current class and are forced into whatever the next spin gives you. That risk is what makes reroll timing more important than it appears.

How to reroll your class in Solo Hunters
Class rerolls are consumable items. You earn them primarily from code rewards and can also buy them with Robux. Once you have at least one reroll, the process is handled entirely from the character screen.
Step 1: While in a lobby or dungeon, tap the Stats button in the lower-left corner of the screen. This opens your character stat sheet and current class overview.
Step 2: In the top-right corner of the Stats screen, select the yellow Reroll button. A new panel appears showing the odds for each rarity.
Step 3: Check the number of rerolls you have available. If the counter is greater than zero, tap the yellow Reroll button at the bottom of that panel to consume one.
Step 4: Wait for the animation to finish. Your old class is gone, and your new class is applied instantly. All stat bonuses update automatically; you do not need to confirm or re-equip anything.

When it’s worth risking a reroll
Because rerolling can downgrade your class, it helps to set simple rules for yourself.
- Reroll aggressively off Knight. Knight is common and only offers modest bonuses, so trading it for almost anything else is usually a win.
- Think twice before dropping Summoner. It is a stable middle ground for hybrid builds. If you do not have many rerolls, living with Summoner until you stockpile more chances is reasonable.
- Protect Legendary pulls unless you have several rerolls banked. Going from Tank or Mage down to Epic or Rare feels bad, and climbing back can take time.
- Never reroll Assassin unless you are comfortable gambling away the best class. Assassin’s numbers are strong enough that any theoretical “perfect” build you imagine on a different class is unlikely to outperform it overall.
Classes, abilities, and stat synergies
Classes are only one part of the power puzzle. Abilities, pulled from the Rune system, dictate how you actually clear dungeons, and some of them scale much harder with specific stats.
Mythic abilities such as Shadow Scythe, Divine Blade, and Dual Daggers sit at the top of the ability tier list and are the main drivers of late-game damage. Shadow Scythe specializes in huge cleave damage and brings strong mastery bonuses for Strength-focused characters. Divine Blade offers pure damage that can ignore defense and stacks well with any high-magic build. Dual Daggers excels in burst windows and benefits from fast, melee-centric play.
Legendary abilities like Light, Crimson, and Goliath fill in the gaps. Light leans on crowd control and self-healing, which plays nicely with fragile but high-damage classes such as Mage. Crimson spreads burn and lifesteal, making sustained damage builds more comfortable to play. Goliath adds stuns and knockback that pair naturally with Tank or any build that wants enemies locked down.
Lower-tier sets, such as Darkness and Nature (Epic) or Lightning and Vines (Rare) can carry you early but are gradually outclassed once you gain access to Legendary and Mythic options. Their higher cooldowns, lower burst, or weaker debuffs become more noticeable as dungeon difficulty climbs.
The interaction between all of this is simple: a class that multiplies your main damage stat makes every high-tier ability feel even better. Assassin’s across-the-board bonus makes any broken rune more broken. Mage’s magic focus turns Divine Blade and Light into enormous spikes. Tank’s health boost and basic attack buff make Goliath-style control setups safer to pilot.

Right now, the Solo Hunters class system is closer to a permanent stat modifier than a traditional RPG role. That puts the focus squarely on numbers: Assassin dominates because it increases everything, Mage and Tank define the top end for specialized builds, and early-game classes mainly exist to tide you over until you can reroll into something stronger. Until a future update layers in unique skills or passives, the best play is to treat your class as a multiplier for the real stars of the game: your weapons, your runes, and the stat points you choose to invest.