The race you roll at the start of Roblox The Forge quietly decides how fast you mine, how hard you hit, and how often you die. Because races are gacha-based, most players start on a weak roll like Human or Elf and wonder whether to burn scarce rerolls or stick it out.
Races in The Forge fall into a clear meta: a few mythic and legendary picks that carry an entire account, several good-but-conditional options, and a long tail of “reroll immediately” filler. On top of that, some races are tuned for combat while others are almost pure progression tools for mining and forging.
All races in The Forge and what they do
Every race applies a bundle of flat stat changes and passive effects. Rarity tracks both power and roll odds: Common, Uncommon, Rare, Epic, Legendary, and Mythical.
| Race | Rarity / Roll chance | Core passives | Primary role |
|---|---|---|---|
| Human | Common – 25% | Blessed: +3% Luck, +3% Experience | Early XP and drops, weak in combat |
| Elf | Uncommon – 15% | Superior Genes: +15% Stamina, +5% Height Glorious: +7% Luck |
Starter mining and stamina, no combat perks |
| Zombie | Uncommon – 14% | Rotten: −25% Health Mutated Genes: +2% Health regen every 5s Absorb: 15% chance to convert incoming damage to Health |
Sustain-focused niche tank builds |
| Goblin | Rare – 10.5% | Tiny: −15% Health, −15% Size Sneaky: +15% Movement Speed, +10% Dagger Attack Speed Bargain: 12% shop discount |
Movement and economy, very squishy |
| Undead | Rare – 9% | Fragile Bones: −12% Health Sharp Surface: reflect 10% damage taken Second Chance: heal 50% HP when under 10% (5 min cooldown) |
One-time “cheat death”, weak long fights |
| Orc | Rare – 8% | Heavy: −10% Stamina, −10% Movement Speed Muscular: +10% Physical Damage, +15% Health, +10% Size |
Slow bruiser combat |
| Dwarf | Epic – 7% | Heavy Short: −20% Height, −5% Movement Speed Gifted Miner: +15% Mining Damage, +5% Better Forge Critical Mining: 20% to deal +50% damage to rocks |
Top-tier mining and forging |
| Shadow | Epic – 6% | Shadow Pact: +15% Movement Speed, +10% Attack Speed, +10% Stamina, +5% Physical Damage, −10% Health Phantom Step: 15% chance to dodge an incoming hit |
Mobile DPS, pure fighter |
| Minotaur | Legendary – 1.75% | Beast: +20% Health, −10% Movement Speed, −10% Stamina, +10% Height, +20% Width & Depth Bull’s Fury: below 50% HP, gain +30% Movement Speed and +30% Physical Damage |
Rage-based melee, “clutch” comebacks |
| Dragonborn | Legendary – 1.5% | Durable Scales: +20% Max HP, +10% Height Sharp Fangs: +12% Physical Damage Dragon’s Breath: 40% chance to burn enemies for 30% weapon damage per second for 3s |
All-round combat DPS and durability |
| Golem | Legendary – 1.25% | Tank: +30% Health, −10% Movement Speed, +30% Size Heavy Hitter: +15% Attack Speed with Heavy Weapons Stone Heart: 50% chance to reduce incoming damage by 25% |
Heavy-weapon tank build |
| Angel | Mythical – 0.5% | Wings: −20% Dash Cooldown, +50% Dash Distance, +15% longer dash i-frames, +20% Movement Speed, +25% Jump Boost, +20% Stamina Mighty Clover: +25% Luck Smite: 50% chance to deal 30% of Physical Damage on hit Holy Hand: infinite Stamina below 20% Max Health |
Best mobility, strong combat and mining |
| Demon | Mythical – 0.5% | Demonic Powers: +20% Movement Speed, +20% Attack Speed, +20% Physical Damage, +20% Fire Damage, +30% Height, +10% Width & Depth Backfire: 25% to burn enemies when you take damage Cursed Aura: aura dealing 10% current weapon damage per second in combat Devil’s Finger: dash teleports you, 20% chance to spawn a hellfire circle dealing 45% weapon damage per second for 3s |
Top-end DPS race |

Race tier list for combat and survivability
For combat, races live or die by three things: multiplicative damage buffs, reliable defensive tools, and mobility. Passive luck or mining bonuses are nice, but they don’t keep you alive in later worlds.
| Tier | Races | Why they sit here |
|---|---|---|
| S – keep forever if you roll them | Angel, Demon, Golem |
Angel is the most complete package: huge dash buffs, strong movement speed, stamina, extra luck, and frequent Smite procs. Holy Hand turns low health into an escape window rather than a death sentence. Demon is the pure damage king. Stacked physical and fire bonuses, an always-on Cursed Aura, and Devil’s Finger’s hellfire circles turn every dash into area damage. Golem sits here as the premier tank: massive health, a 50% chance to cut damage by a quarter, and synergy with heavy weapons for players who want to facetank rather than dodge. |
| A – strong, flexible picks | Dragonborn, Dwarf, Shadow |
Dragonborn blends durability (+20% HP) with a flat +12% physical buff and frequent burns that scale with weapon damage. It’s forgiving and powerful from early game onward. Dwarf is the best progression race: high mining damage, better forging odds, and critical hits on rocks. Its combat weakness matters less if you’re prioritizing ore and gear over dungeon clears. Shadow offers a lighter DPS profile than Dragonborn but adds big mobility and attack speed buffs. The 15% dodge chance is unreliable, but when it procs it can negate lethal hits. |
| B – good in specific builds | Minotaur, Orc, Zombie, Undead |
Minotaur spikes hard under half HP. Bull’s Fury pairs well with runes that reward low-health play, but you’re gambling your life bar to stay in rage mode. Orc is a straightforward bruiser: more HP and damage for less stamina and speed. It works if you’re comfortable playing slower and timing dodges carefully. Zombie and Undead both revolve around weird sustain tools—regen, damage conversion, reflect, and a long-cooldown heal. They can be abused in niche rune setups, but fall behind more aggressive or defensive options. |
| C – acceptable starters, reroll later | Human, Elf, Goblin |
Human is a decent account starter thanks to bonus XP and a small luck bump, but has zero impact in combat. Elf gives stamina and luck, which feel nice for early mining and sprinting but don’t scale into real damage or survivability. Goblin is fast and shop-cheap, but the −15% Health creates a very fragile character and the dagger speed buff locks you into a weapon family that falls off late game. |
Angel and Demon clearly sit at the top of combat play. Dragonborn is the obvious fallback if you want to fight and can’t secure a mythic roll. For players more interested in progression than boss clears, Dwarf competes with Angel in overall account value because of how quickly it accelerates ore income and forging quality.
Best races for combat builds
For pure fighting, Race perks that scale off your current weapon damage and attack speed are far more valuable than flat luck or XP.
- Demon is the go-to DPS race. Demonic Powers multiplies physical and fire damage, Cursed Aura adds passive area damage, and Devil’s Finger turns each dash into a teleport plus potential hellfire zone. Backfire punishes enemies for hitting you with more burns.
- Angel is the safest high-tier combat pick. Wings makes your dash nearly spammable with long invulnerability frames, and Smite adds regular bonus hits. Holy Hand lets you push deep into fights without instantly dying when you dip low.
- Dragonborn is the best realistic target when mythics don’t drop. Bonus HP, flat physical damage, and frequent burning from Dragon’s Breath create a simple but effective “walk in, swing, and watch things melt” playstyle.
- Shadow and Golem occupy opposite ends of the spectrum. Shadow suits light, aggressive builds that live on movement and attack speed; Golem anchors slow, heavy-weapon parties that want a dedicated frontliner.
Rare races like Orc can carry through the first world, but once you see Legendary chances on the race wheel, it’s worth rerolling until you land at least Dragonborn or Golem if you plan to spend most of your time fighting.

Best races for mining and progression
Mining races are about ore per minute and gear quality, not boss kills. Here, damage multipliers matter less than luck, mining damage, and forge bonuses.
- Dwarf is the clear progression pick. Gifted Miner and Critical Mining improve both how fast you break rocks and how often you land big hits, and the Better Forge bonus quietly raises the floor on crafted gear. You give up combat power, so it’s mainly for players who treat monsters as a tax on getting back to the vein.
- Angel doubles as a premium miner. Mighty Clover’s luck boost makes rare ore and drops more common, while Wings massively improves traversal in large cave layouts. If you happen to own Angel, it’s acceptable as both a miner and a fighter.
- Human and Elf can function as temporary mining races when you’re brand new. XP gain on Human means faster access to pickaxe upgrades and runes, and Elf’s stamina lets you sprint and swing for longer without breaks, but both should eventually be replaced.
- Goblin has a real niche early on thanks to the 12% shop discount; cheaper pickaxes and supplies add up. Once you’ve bought key tools, the health penalty outweighs the economic edge.
Many players keep one slot anchored on Dwarf or Angel for mining, then use another race slot (once unlocked) for a combat-focused legend like Demon or Dragonborn.
How race rerolls work in The Forge
Rerolling your race is a built-in system, not a one-time choice. Rolls are consumed each time you spin the wheel, and each race uses fixed odds.
| Rarity | Included races | Typical roll chance |
|---|---|---|
| Common | Human | 25% |
| Uncommon | Elf, Zombie | 14–15% each |
| Rare | Goblin, Undead, Orc | 8–10.5% each |
| Epic | Dwarf, Shadow | 6–7% each |
| Legendary | Minotaur, Dragonborn, Golem | 1.25–1.75% each |
| Mythical | Angel, Demon | 0.5% each |
How to open the race menu and spin
There are two main entry points to the race reroll system, but both lead to the same wheel.
- Via the inventory shop: Press
Tor click the rucksack icon to open your Personal Stash, move to the Shop tab, scroll the slabs until you see Rerolls, then click the Race menu button at the bottom. - Via the Wizard Tower: Follow the path toward the cave entrance, turn toward the Wizard Tower (near the Tome NPC), and talk to the Wizard NPC. This opens the same Race screen.
On the race screen, you’ll see three key elements:
- Your current race and its full passive list.
- A “Race Chances” panel showing each race’s rarity band and roll odds.
- A large Reroll button directly beneath your character.
If you have Race Rolls available, hitting Reroll consumes one and spins the wheel. If you don’t, the button prompts you to acquire more.
How to get more race rerolls
Race rolls are a soft gating mechanism; you’re not locked into a bad race forever, but you can’t spam unlimited spins for free either. There are three primary sources:
- Main quests: Certain later quests, especially in World 2, award Race Rerolls directly. For example, quests from Captain Rowan can drop them as rewards.
- Codes: Developers periodically release redeemable codes that grant Race Rerolls and other boosts. Codes are redeemed in the game’s settings menu; after claiming them, the extra rolls appear on the race screen.
- Robux purchases: Additional Race Rerolls can be bought from the in-game shop section of the inventory using Robux.

How many races you can keep at once
The Forge lets you own more than one race, but not right away:
- Every account starts with one free race slot.
- You can unlock up to three total slots as you level, with the extra two slots gated behind Robux purchases and level requirements.
This multi-slot setup is what makes “mining race vs combat race” strategies viable. A common pattern is:
- Slot 1: A high-value miner like Dwarf or Angel.
- Slot 2: A fighter such as Demon, Dragonborn, or Golem.
- Slot 3: Experimental builds (Zombie sustain, Minotaur rage, Shadow glass-cannon) that you swap in for specific dungeons.
For most players, the practical target looks like this: keep any Angel or Demon forever, hold Dragonborn or Golem as your main combat fallback, and lock in Dwarf or Angel for your progression grind. Everything else is either a stepping stone or something to cash in for the next spin when a free reroll drops into your inventory.