Solo Hunters pushes you toward one big decision: do you lean into weapons and spam M1s, or build around high-impact powers? Almost every strong endgame setup lives in one of those two lanes. The details change—what weapon you roll, which armor drops you get—but the meta priorities are clear.
Weapon builds in Solo Hunters (M1-focused)
Weapon builds live and die on consistent melee damage. You are in melee range most of the time, so you want three things in every slot: high M1 DPS, bonus melee damage, and enough health to survive boss patterns while you stick to targets.
At a high level, the strongest weapon builds follow this structure:
- Weapon: Fast, high-DPS melee options such as Shadow Scythe, Dual Dagger, or Thunder Axe.
- Armor: Melee-focused sets like Serpent, Venomspike, Sunforge, or Iron.
- Ring: Melee damage rings such as Wanwood or Black Iron.
- Class: Tank as the default, Assassin only if you commit to hybrid play.
- Stats: Strength as the primary, Defense second, Agility as a tertiary.

Best Solo Hunters weapon build (strength / melee)
This build is built around sprinting into packs, holding M1, and using weapon skills on cooldown. It trades flashy ability nukes for constant damage and high uptime.
Recommended weapons
- Shadow Scythe – A top-tier pick for both mid and late game. It combines high DPS M1s with strong, long-range skills in its tree that let you pressure bosses while kiting. It cannot be farmed from dungeons; it comes from the Summon Power NPC, so getting it is about luck and gem income rather than targeted grinding.
- Dual Dagger – Shares the same skill tree as swords, but with faster attack speed and very competitive DPS. It drops in Spider Cave or can also appear at the Summon Power NPC. In terms of raw power it sits just under Shadow Scythe and Thunder Axe, but it is extremely flexible and smooth to play.
- Thunder Axe – Another S-tier option that drops in Jungle. Its Stormcall Throw skill gives you a ranged, AoE tool that destroys packs and speeds up farming. Many players prefer Thunder Axe as a primary farming weapon even if they later swap to Shadow Scythe for late-game raids.

Armor choices for melee builds
Armor is where you lock in both survivability and damage multipliers.
- Serpent Set – An S-tier melee set that drops in Subway. With two pieces, you gain 12% extra HP, and with three pieces, you gain +25% Melee Damage. It has slightly more HP than Venomspike, which makes it the best all-round melee armor for weapon builds.
- Venomspike Set – Another S-tier option from Caves. The 2-piece set grants 10% HP, and the 3-piece set also grants +25% Melee Damage. It trades a little HP compared to Serpent but keeps the same damage bonus.
- Sunforge Set – An A-tier alternative from Spider Cave. With two pieces, you gain 15% HP, and three pieces give +20% Melee Damage. It is slightly weaker than Serpent/Venomspike on paper, but still a strong choice if you do not have the S-tier sets yet.
- Bloodsteel Set – Similar profile to Sunforge, with 8% HP on the 2-piece and +20% Melee Damage on the 3-piece, dropping in Jungle. Good mid-game armor that naturally lines up with Thunder Axe farming.
- Iron Set – Originally infamous for a much higher melee bonus, Iron now provides a 20% melee damage increase and drops from all Gates. After the shadow nerf, it sits closer to B-tier, but it is still a straightforward beginner option if you just want more damage and do not yet care about optimal HP.
For a pure meta-focused melee build, prioritize Serpent or Venomspike. Use Sunforge, Bloodsteel, or Iron on your way there, swapping as drops allow.

Rings for melee damage
- Wanwood Ring – Provides +20% Melee Damage. Straightforward and powerful.
- Black Iron Ring – Also gives +20% Melee Damage. Functionally interchangeable with Wanwood for weapon builds.
Since both core melee rings offer the same bonus, equip whichever you obtain first or whichever has better side stats in future patches.
Best class for weapon builds
- Tank – Grants +40% Health and +20% M1 Damage. This is the standout pick for weapon builds and is widely considered the best overall class in the game right now. The extra HP lets you stay in melee range during high-damage boss mechanics, while the flat M1 bonus amplifies everything your weapon build is already doing.
- Assassin – Provides +20% M1 Damage, +20% Magic Damage, and +20% Health. Assassin enables hybrid Strength/Magic setups that maintain good melee DPS while adding meaningful power damage. The tradeoff is slightly weaker pure melee numbers compared to Tank, in exchange for flexibility.
For a straightforward, high-performing melee build, Tank is the default recommendation. Assassin becomes attractive only if you deliberately invest in both Strength and Magic Power.
Optimal stat allocation for melee builds
Weapon builds scale primarily with Strength, but they cannot afford to ignore Defense because of how much time they spend face-to-face with enemies.
- Release-era distribution: A simple, effective split is roughly 50% of your stat points into Strength, 30% into Defense, and 20% into Agility. Strength drives your M1 damage, Defense boosts your total HP in synergy with Tank or melee armor sets, and Agility covers movement and dodging.
- Endgame distribution example: At high levels, a common spread is about Strength 1000, Defense 600, Agility 400. Agility remains a tertiary stat that helps you reposition quickly and dodge boss telegraphs, but you never sacrifice your main Strength threshold for it.

Power builds in Solo Hunters (ability-focused)
Power builds flip the script. Instead of living off M1 chains, you play around cooldowns and area damage. These builds excel at clearing packs, deleting bosses with a single combo, and staying safe using invincibility windows on skills.
Successful power setups share the same skeleton:
- Power: High-rarity abilities like Divine Blade or Goliath.
- Armor: Magic-focused Astral armor.
- Ring: Ability damage rings, such as Dark Heart Ring.
- Class: Mage for its flat Magic Damage boost.
- Stats: Magic Power first, then Defense, then a small amount of Agility or Energy.

Best Solo Hunters power build (magic/abilities)
This build revolves around dropping enormous ability bursts, abusing i-frames, and letting mastery progression massively scale your damage over time.
Recommended powers
- Divine Blade – The strongest Power in the current game and the only Mythic power available. Every skill in the kit hits extremely hard, covers a useful amount of space, and — most importantly — grants i-frames. The Sword of Destiny ability functions as a boss nuke, deleting large chunks of HP when fully mastered. The only drawback is its relatively short range, but the i-frames compensate by allowing aggressive positioning.
- Goliath – A Legendary power that competes closely with Divine Blade on single-target damage. It also leans toward short range and smaller AoE than some Epics, but its boss-killer skill, Blackhole Crash, makes it an outstanding raid option. Several skills in the kit also provide i-frames, keeping you safe during charge-ups and big swings.
- Darkness – An Epic standout, especially for players who have not yet rolled a Mythic or top-tier Legendary. It lacks i-frames, but offers wide coverage, strong range, and Ghoulstorm Mine as a reliable boss-killing tool. In co-op runs, its safety at range is a real asset.
- Light – A Legendary power that trades a bit of raw DPS for excellent long-range and AoE coverage. It does not provide i-frames on its moves, so you must be more deliberate with positioning, but it rewards safer, distant play.
- Crimson and Nature – Both sit in the B-tier category. Crimson hits hard at close range and offers an i-frame skill, making it a strong early option. Nature is one of the best beginner choices for farming bosses and mastery thanks to solid damage, generous range, and AoE relative to its rarity.
Whichever power you choose, prioritize unlocking and mastering the main “boss killer” skill first. That is usually the ability with the biggest single-hit or focused damage in the tree, such as Sword of Destiny on Divine Blade or Blackhole Crash on Goliath. Farming Jungle bosses is a popular way to level mastery efficiently.

Armor for magic and ability damage
- Astral Set – The defining armor set for magic builds, dropping in Snow Forest. The 2-piece bonus gives you 14% extra HP, and the 3-piece bonus grants +20% Magic Damage. No other set currently offers comparable bonuses to ability damage, which makes Astral the default goal for every serious power build.
Melee sets like Serpent, Venomspike, Sunforge, or Bloodsteel are still functional if you are between drops, but they will always underperform Astral on a dedicated Magic Power build.
Rings for ability builds
- Dark Heart Ring – The premier ring for ability users, with a 22% Ability Damage increase. This flat multiplier applies across your kit and compounds with your Magic Power stat and Mage class bonus.
- Ring of Fire V2 – An alternative with 21% Ability Damage. Slightly weaker on paper than Dark Heart, but still highly effective if it is the one you obtain.
Best class for magic builds
- Mage – Provides +40% Magic Damage. This is the core enabler for Power/Rune builds. Since your abilities already scale off Magic Power and mastery, stacking another multiplicative bonus on top pushes your burst and AoE to very high levels.
- Elf – Grants +25% Magic Damage, but no HP increase. It is tailored toward pure magic damage but leaves you fragile in challenging content.
- Summoner – Provides +20% Magic Damage and +20% Health. Slightly lower offensive scaling than Elf, but with meaningful survivability. For solo players who prefer safer runs, Summoner can be more practical than Elf, though it remains weaker than Mage in absolute DPS.
Tank technically remains strong as a generic class, but for magic-focused builds, Mage is the clear first choice while Elf and Summoner serve as fallbacks if you do not yet have a Legendary class.

Optimal stat allocation for magic builds
Power builds scale with Magic Power first, then shore up their defenses, then add mobility.
- Release-era distribution: A straightforward ratio is around 60% Magic Power, 30% Defense, and 10% Agility. Magic Power drives ability damage, Defense keeps you from getting deleted during cooldown windows, and Agility adds just enough speed to reposition between casts.
- Endgame distribution example: A typical late-game split is Magic Power 1000, Defense 500, Energy 100, Agility 400. Energy helps sustain longer fights, while Agility once again is valued mainly for dodging boss telegraphs.
How Tank, Mage, and hybrid classes shape the meta
Classes in Solo Hunters function as large, permanent stat modifiers, obtained through Class Rerolls that you can earn with gems or through codes. They do not change your basic ability to equip weapons or powers, but they dramatically change how efficient each build path becomes.
| Class | Rarity | Stat bonuses | Best used for |
|---|---|---|---|
| Tank | Legendary | +40% Health, +20% M1 Damage | Pure Strength / weapon builds |
| Mage | Legendary | +40% Magic Damage | Magic / Power / Rune builds |
| Assassin | Mythic | +20% M1 Damage, +20% Magic Damage, +20% Health | Hybrid Strength + Magic builds |
| Elf | Epic | +25% Magic Damage | Glass-cannon magic builds |
| Summoner | Epic | +20% Magic Damage, +20% Health | Safer solo magic play |
| Knight | Rare | +10% M1 Damage, +10% Health, +10% Magic Damage | Early-game melee builds before better classes |
The current meta heavily favors Tank and Mage because they apply large bonuses to a single offensive stat and, in Tank’s case, to Health as well. Hybrid classes like Assassin are playable and even fun, but raw damage numbers are slightly lower than focused builds.

Choosing between melee and magic for your playstyle
Both major build archetypes are viable in the late game; they simply reward different play patterns.
- Pick a weapon build if you enjoy constant uptime and simple rotations. You will be in melee range often, weaving M1s and weapon skills, relying on Tank, Serpent/Venomspike armor, and melee rings to keep damage and HP high.
- Pick a power build if you prefer explosive screen wipes and safer, more deliberate positioning. You will manage cooldowns, aim big abilities, and use i-frames to stay alive while Astral armor, Mage, and Dark Heart Ring stack your damage.
Whichever path you choose, the same principles apply: specialize your stats, match your class and armor to your main damage type, and chase the top-end weapons or powers that align with your build. That is how Solo Hunters’ endgame stops feeling random and starts to feel like a deliberate character you built on purpose.