Enshrouded Class Tier List (Patch 13)

Ranger, wizard, battlemage lead. How the twelve archetypes stack up at Flame Altar 9.

By BrokenBuilds WikiUpdated

TL;DR

entity:ranger is the strongest solo pick in Patch 13, with bow damage and a entity:healer splash that erases potion management. entity:wizard has the highest AoE ceiling on Eternal Fireball once you own your positioning. entity:battlemage wins the "safe S" slot: wand passive mana regen plus a Ward shield slot gives you a caster that survives mistakes.

Rankings reflect version 0.9.0.4 (Patch 13, the Update 7 Wake of Water build) at Flame Altar 9 with a 184-point budget.

S Tier

entity:ranger

entity:ranger The bow archetype is the single best build in the game right now. Once you unlock Multishot and Explosive Arrows III, every draw hits a cluster, and entity:chain-reaction-177 spreads damage across linked enemies. The standard endgame setup splashes entity:healer for entity:water-aura-46, which ticks passive heals while you kite. Range is the cheapest defense in PvE, and entity:ranger-161 pairs that with the highest damage per arrow in the meta.

entity:wizard

entity:wizard Pure glass cannon, pure ceiling. Eternal Fireball has no comparable AoE on any other archetype, and a entity:shroud-weaver staff plus the Tidecaller set turns mob density into a resource. The catch is honest: no sustain, no defense, no mobility outside entity:blink-55. In a cramped dungeon shroud zone you will die to one positioning mistake. In open encounters you evaporate entire packs before they reach you. The pick rewards players who read the room.

entity:battlemage

entity:battlemage Update 7 rebuilt this archetype from a curiosity into the most balanced build in the game. Wands now grant passive mana regen while wielded, and they pair with a Ward for blocking and parrying. The standard kit runs a entity:polymaths-wand, the Hailcaster set, entity:water-aura-46, and entity:life-burst-66. Damage is not entity:wizard-36-tier and defense is not Tank-tier, but nothing else stacks the three axes of damage, sustain, and survivability this evenly. For most players it is the correct S pick.

A Tier

entity:barbarian

entity:barbarian Two-handed greatsword bruiser with crit-fueled life leech. entity:blood-rage-114 plus entity:battle-heal-61 means every critical hit refills your health bar, so offense functions as defense. Falls short of S because bad crit rolls leave you exposed, and kiting bosses punish the no-ranged-tool loadout.

entity:assassin

entity:assassin Highest single-target burst in the game from a stealth open. Bloodfeather set bonuses are the best per-slot gear in the skill tree. The ceiling is real, but dagger reach is short and AoE encounters reward entity:ranger and entity:wizard over backstab setups.

B Tier

Tank

entity:tank Best survivability, weakest damage. Solo content grinds because every fight takes twice as long. In a four-player group the Tank moves up to A tier value because the role is scarce, but that caveat keeps it out of the solo headline rankings.

entity:warrior

entity:warrior The default sword-and-shield pick, crowded out by entity:barbarian-113 on damage and Tank on defense. Functional all-rounder, hybrid base. Most entity:warrior builds end up specializing into one of the other two entity:strength-81 archetypes before Flame Altar 9.

C Tier

entity:beastmaster

entity:beastmaster Pets stop scaling around level 30 and become decorative in red shroud content. Fun for leveling, a trap for endgame. A future pet-scaling patch moves this up instantly; none is on the Keen Games roadmap.

entity:healer-43

entity:healer Zero solo damage, but the single most valuable secondary investment in the game. entity:water-aura-46 is the best per-point node in the tree, which is why both S-tier entity:ranger-161 and S-tier entity:battlemage splash entity:healer. Solo it sits in C. As a hybrid cluster it is effectively mandatory for sustain builds.

entity:trickster

entity:trickster Slow and Stun tools matter less than DPS in PvE. entity:blink-55 is universally picked across every archetype, but full entity:trickster builds give up damage for utility that is rarely the bottleneck. Splash two to four nodes, never commit.

entity:survivor

entity:survivor Stamina pool and exploration perks. Great splash for shroud-heavy content, not a combat build. If you run long red shroud expeditions, pick up the stamina nodes on top of your primary archetype.

entity:athlete

entity:athlete Sprint speed, entity:double-jump-117, stamina recovery. Pure quality of life. Take entity:double-jump-117 on any build for traversal; ignore everything else unless you love vertical movement.

Methodology

The weighting is solo PvE first: 60% damage output, 25% survivability, 15% group utility. There is no PvP. Rankings aggregate the consensus across at least three English-language build sites, with single-source claims discounted.

  • Co-op group synergy. In a four-player co-op, Tank and entity:healer-43 both shift up one tier because dedicated role coverage becomes valuable. The headline list assumes solo play.
  • Solo viability. The primary gate. An archetype that cannot clear a red shroud alone drops out of the top tiers, which is why entity:healer and Tank sit below their group-play value.
  • Gear access. Rankings assume realistic loot at Flame Altar 9, not best-in-slot drops. Quetzal Hunter, Bloodfeather, Hailcaster, and Tidecaller sets are all craftable; entity:dragons-wing and entity:shroud-weaver are achievable drops.
  • Leveling speed. entity:ranger and entity:battlemage reach full power earliest because their key nodes sit early in their clusters. entity:wizard-36 and entity:assassin take longer because the damage multipliers live deeper in the tree.

For the full build recipes that slot into these rankings, see the Best Enshrouded Builds 2026 hub. To try node combinations before committing points, use the skill tree planner.

FAQ

What is the best class for solo play?

entity:ranger-161. Bow damage plus a entity:healer-43 splash covers both output and sustain, and range keeps you out of the situations that kill glass builds. entity:battlemage is the second pick if you prefer casting to archery; it survives mistakes better than entity:ranger does, though the damage ceiling is lower.

Is entity:wizard still good after Update 7?

Yes, if you own your positioning. Eternal Fireball still has the highest AoE damage in the game, and the entity:shroud-weaver staff plus Tidecaller set delivers boss-clear speed that no other archetype matches. The weakness has not changed: no defense, no mobility outside entity:blink-55. Pure entity:wizard-36 punishes mistakes. If you keep dying in tight dungeon shroud zones, move to entity:battlemage instead.

Why did entity:battlemage jump to S tier?

Update 7 changed two things. Wands now grant passive mana regen while wielded, and wands can equip a Ward shield off-hand. Together those eliminated the two reasons entity:battlemage was a meme pick: mana potion babysitting and paper-thin defense. The build now stacks caster damage with active blocking, which nothing else in the game does.

Is entity:healer worth taking at all?

As a primary archetype, no. As a splash, it is the best investment in the skill tree. entity:water-aura-46 alone justifies twelve to twenty points in any build that wants passive sustain, which is why the S-tier entity:ranger-161 and S-tier Battlemage both take it. Solo entity:healer-43 cannot clear content on its own, which is the only reason it sits in C.

Will this tier list change in Update 8?

Probably. Update 8 points at new weapon types and a skill tree pass, either of which can reshuffle the meta. The most likely shift is a pet-scaling fix that moves entity:beastmaster up, or defensive utility added to the entity:wizard tree. A bow damage nerf would drop entity:ranger and elevate entity:wizard-36. We refresh this page within a week of any patch that moves a tier.