Gaming Roblox Guide

Wizard Alchemy Race Tier List – Best Picks for Damage, Sustain, and Mobility

Which races are worth rerolling for, which to keep early, and what each one actually does in combat.

Which races are worth rerolling for, which to keep early, and what each one actually does in combat.

Races in Wizard Alchemy aren’t just cosmetic. Each one carries passive stats and, in some cases, exclusive combat effects that meaningfully shift how fast you clear story content, how long you survive while farming, and how much damage your spells push out. Ten races sit in the pool, with drop rates ranging from a 25% default Human pull down to a 1% Thestrals roll, and the gap between the top and bottom of the list is wide enough that rerolling matters.

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Quick answer: Thestrals is the strongest race overall thanks to its Disaster damage-over-time effect stacked with +20% Dark damage, +10% Attack Power, and +30 Skill Speed. If you’re rerolling, stop on Thestrals or Stellar Ambassador. Werewolf is a safe early hold.
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Full race tier list

Tiers reflect raw damage output, sustain during solo farming, mobility, and how well each race scales into harder content. Drop rates are listed next to each race so you know what you’re actually rolling for.

TierRaceRoll ChanceBest Use
SThestrals1%Top DPS, every build
AStellar Ambassador4%All-purpose damage and kiting
ADeath Eater10%Solo farming, sustain
BFiendish Demon5%Fire spell builds
BIce Crystal5%Ice spell builds
CWerewolf10%Balanced early-game pick
DUndead10%Niche survival
DTree Spirit15%Early sustain placeholder
DElf15%Exploration only
DHuman25% (starting)Replace immediately
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S-tier: Thestrals

Thestrals is the clear meta race and the reason most players keep rerolling past A-tier rolls. Three damage layers stack on the same character, which is unusual for the game’s roster.

  • Attacks apply Disaster, a damage-over-time effect that ticks for 5 seconds on hit.
  • +20% Dark Elemental Damage on normal attacks, which also convert to the dark attribute.
  • +10% Attack Power and +30 Skill Speed.
  • +3% Base Movement Speed and +10% Jump Height for mobility.

The Disaster effect is what pushes it past every other race during boss fights, because the DoT keeps pressuring HP bars even when you’re repositioning. At a 1% drop rate, expect to burn through codes and reroll inventory before you see it.

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A-tier: Stellar Ambassador and Death Eater

Both races are reasonable stopping points if you don’t want to spend Robux chasing Thestrals.

Stellar Ambassador (4%) gives +10% Attack Power, +20 Skill Speed, and a movement speed burst whenever you deal damage. The on-hit speed boost makes it the best non-S option for kiting bosses, and the offensive stats are build-agnostic, so it works with any element.

Death Eater (10%) is the farming pick. It restores 5% Max HP per kill and grants +10% Attack Power, at the cost of halved natural HP regen. The trade is worth it during mob clears because you’re constantly topping yourself off, but the halved regen becomes a problem in long boss fights with no add waves.


B-tier: Fiendish Demon and Ice Crystal

These are element-locked picks. They beat Death Eater in raw damage if you’re committed to Fire or Ice spells, but lose value the moment you switch builds.

RaceElement BonusHPMovement
Fiendish Demon+20% Fire Damage-10% Max HP+2 Base Speed
Ice Crystal+20% Ice Damage+10% Max HP-2 Base Speed

Fiendish Demon suits aggressive Fire builds that rely on positioning to avoid the -10% HP penalty. Ice Crystal pairs naturally with tanking spells like Ice Turtle Armor, where the extra HP compounds with defensive scaling, though the movement penalty makes dodging harder.

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C-tier: Werewolf

Werewolf (10%) is the most reasonable race to hold onto if you’re early in the game and short on rerolls. It hands out +10% Max HP, +5 Attack Power, +1 Base Movement Speed, and +10 Jump Height. None of those numbers are remarkable, but together they cover survivability, damage, and mobility without any downside. It gets outscaled the moment you hit mid-game content, so plan to replace it.


D-tier: Undead, Tree Spirit, Elf, Human

Everything below Werewolf is either too situational or actively weak.

  • Undead (10%): Survives one fatal hit per 180 seconds and restores 30% HP, but the -30% Max HP penalty makes you fragile every other moment of the fight. The +10 Skill Speed is the only consistent upside.
  • Tree Spirit (15%): Doubled HP regen and +5% Max HP, but -2 Base Movement Speed. Useful only before you have access to healing potions.
  • Elf (15%): +3 Base Movement Speed and +10 Jump Height. Zero combat value.
  • Human (25%): No bonuses at all. This is the default starting race and should be rerolled the moment you can.
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How to reroll your race

Race rolls happen inside the in-game menu, not at character creation.

Open the Stats menu from the in-game UI.
Switch to the Race tab at the top of the panel.
Spend a Race Reroll to spin for a new race. The result replaces your current one immediately.

You confirm the reroll worked when the race name and ability list at the top of the Race tab update to the new pull.


Where Race Rerolls come from

There are only two ways to get rerolls right now. Free codes are the realistic path; Robux bundles are for players who want a specific race fast.

Codes: Enter WIZARD, RELEASE, and MACHI in the Settings menu’s code box to claim free rerolls. New codes drop around updates, so check before spending Robux.

Robux: The in-game Shop sells reroll bundles directly. Pricing currently runs 59 Robux for 1 reroll, 249 Robux for 5, and 459 Robux for 10.

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Reroll strategy: Burn your code rerolls first while aiming for Werewolf or better as a floor. Once you’ve got a stable mid-tier race, save remaining rerolls for a real shot at Thestrals or Stellar Ambassador rather than spinning at random.

Picking the right race for your build

If you haven’t committed to an element yet, Thestrals and Stellar Ambassador are the safest long-term picks because their bonuses apply regardless of spell choice. Death Eater is the answer for anyone planning long solo grinding sessions where heal-on-kill keeps potion costs down.

Element-focused players should stop at Fiendish Demon for Fire builds or Ice Crystal for Ice builds. Both outdamage Death Eater within their element, but they lock you in. Switching spell schools later means rerolling again.

Early on, don’t agonize over rolls. Werewolf or even Tree Spirit is enough to clear the opening areas while you stockpile rerolls and codes. The races that matter for endgame are rare enough that you’ll want a pool of attempts ready before you start chasing them.