Dungeon Lootr now has 40 classes after Update 2 dropped four new additions, and picking the wrong one early costs you serious time. This guide ranks every class from S tier down to D tier, covering damage output, survivability, defensive frames, and how well each kit scales through Mastery. The rankings focus entirely on PvE performance, which is what the game actually tests you on. Roblox players who want the short answer: Fae, Moon Witch, Dreadlord, and Spell Breaker are the standout picks right now.
What changed in Update 2?
Update 2 added Fae, Necromancer, Moon Witch, and Crescent Blade to the roster. Fae and Moon Witch landed directly in S tier based on testing across dungeon rooms and bosses. Necromancer sits in A tier with a genuinely unique summoner-support identity. Update 1.5 had already reshuffled things before that, adding Dragoon, Embertide, and Hellfiend while revising 16 existing placements and introducing D tier. The current balance numbers worth knowing: STR adds +0.25 percentage points of Skill Crit Damage per effective point, INT adds +0.1 percentage points of Skill Crit Chance, DEX Evasion gain is 0.075, and consecutive hits within a single multi-hit attack decay by 10%. That last number matters a lot for classes like Hellfiend and Sinister Trigger.
S tier classes
These classes combine top-end damage with real defensive tools. They don't just post big numbers under perfect conditions; they stay effective when a dungeon room goes sideways.

Dungeon Lootr Class Tier List: Best Classes for UPD 2
Anti Magic
Archetype: Physical | HP: 410 | ATK: 52 | Rarity: Exotic
Black Divider stuns targets for 3 seconds and Black Divider Final keeps chewing through a lane for 4 seconds after that. The 410 HP and +14 VIT give Anti Magic proper bruiser staying power, and Mastery adds +20% damage to every skill, +4 Strength, and cuts all skill cooldowns by 5%. Black Hurricane is the one trap: strong reach, but completely stationary and unprotected. Save it for safe windows.
Coyote
Archetype: Magic | HP: 320 | ATK: 60 | Rarity: Exotic
Savage Waltz and Wolf Pack both hit hard while keeping Dodge protection active. Wolf Pack's homing projectiles cover a 10-stud explosion radius, making it excellent against both messy mob packs and focused boss damage. Feeding Frenzy maintains Parry through the barrage and adds +10% basic-attack damage between cooldowns. Mastery pushes the whole kit further with +20% damage across all four skills, +4 Dexterity, and -5% cooldowns.
Cursed King
Archetype: Physical | HP: 200 | ATK: 51 | Rarity: Exotic
Three of four attacks are fully invulnerable, which makes the 200 HP look far less alarming once the rotation starts flowing. Fuuga's x14.0 lingering field gives excellent sustained boss damage. The 0 VIT stat is still a real concern if cooldown management breaks down, but clean play makes this genuinely S-tier safe.
Dragoon
Archetype: Physical | HP: 275 | ATK: 55 | Rarity: Exotic
Eye of the Dragon is the whole package: 25 seconds of +20% overall damage, +15% attack speed, 1.35x skill animation speed, 35% larger hitboxes, faster basics, and healing from skill damage. Dragonfall delivers x14.0 total damage across three independently recharging stages. There are no Dodge or Parry crutches here, but the faster animations, sustain, and oversized hitboxes give Dragoon enough practical uptime to sit comfortably in S.
Dreadlord
Archetype: Physical | HP: 500 | ATK: 60 | Rarity: Exotic
500 HP with +20 STR and +20 VIT is the most absurd baseline stat line in the roster. Crimson Rush is fully invulnerable, Dread Vortex combines Parry protection with knockback immunity and an x11.0 multiplier, and Gravefall handles long-range engagement. Mastery adds +20% to every skill, +4 Strength, and -5% cooldowns. The class can absorb mistakes that would fold everything else.
Fae
Archetype: Physical | HP: 290 | ATK: 63 | Rarity: Exotic
63 ATK and +22 STR give Fae one of the nastiest Physical stat lines in the game. Glimmer Toss chains through packs and shaves 15% off remaining cooldowns on kills, creating serious momentum in normal dungeon rooms. Dagger Storm is a protected x14.0 channel with Parry throughout, while Flit turns planted daggers into Dodge-covered teleports. At Level 50, Fourfold Glint leaves four extra daggers after Dagger Storm, adding damage and giving Flit far more repositioning points. Boss rooms reduce the kill-reset snowball, but the overall kit holds up.
Founder
Archetype: Physical | HP: 350 | ATK: 51 | Rarity: Exotic
Somersault Crash has a 35% chance to instantly reset Pillar of Heaven, which creates burst chains that feel genuinely broken when the proc cooperates. Pillar of Heaven and Cyclone Sweep both provide defensive frames, so the big damage is not tied to standing still. Coverage on some attacks reaches 30 to 40 studs. Mastery gives all four skills +20% damage, +4 Strength, and -5% cooldowns.
Moon Witch
Archetype: Magic | HP: 350 | ATK: 61 | Rarity: Celestial
Moon Witch has an unusually complete caster profile. Most Magic classes accept paper-thin defenses for their damage; Moon Witch gets 350 HP, +10 VIT, 61 ATK, and +21 INT all at once. Moonfall pulls every enemy within 24 studs into a x12.0 hit, Lunar Rush adds an x8.5 Dodge-protected engage or escape, and Pale Cascade provides a 15% Max HP shield with orbiting contact damage. At Level 50, Full Moon doubles Pale Cascade from three moons to six. Strong AoE, grouping, shielding, and mobility in one package.
Shadow Vagrant
Archetype: Physical | HP: 260 | ATK: 55 | Rarity: Exotic
The damage multipliers are x8.4, x7.8, x12.0, and x10.2 across a kit that also has excellent mobility. Flickering Step has three charges, wide AoE, Dodge frames, and brief Parry windows, making it one of the best engage and reposition tools in the game. Mastery adds +20% damage across the full kit and -5% skill cooldowns, pushing burst frequency even higher.
Sinister Trigger
Archetype: Ranged | HP: 290 | ATK: 60 | Rarity: Exotic
Update 1.5 trimmed the excess: Mastery Passive damage dropped from 190% to 120%, it now procs only on skill hits, the bonus multiplier fell from 1.5x to 1.45x, and the oversized hitboxes were toned down. The DEX evasion nerf and harsher multi-hit decay also matter. Crossfire still gives three Dodge-protected charges with x19.2 listed damage, and Showstopper and Rainstorm can still reset each other. The nerf brought it back toward the pack, not out of S.
Spell Breaker
Archetype: Physical | HP: 500 | ATK: 49 | Rarity: Exotic
500 HP and +20 VIT already make Spell Breaker hard to remove. Thousand Cuts triples damage after a successful Parry, which rewards good play rather than just tanking hits. Tempest Splitter can leave enemies taking 15% more damage and has a 35% chance to reset Piercing Rush. Mastery buffs all four skills by 20%, adds +4 Strength, and cuts skill cooldowns by 5%.
Streamline
Archetype: Physical | HP: 260 | ATK: 45 | Rarity: Celestial
Every move is protected. Water Wheel, Surface Slash, and Constant Flux use Parry frames, while Flowing Dance is fully invulnerable throughout. Surface Slash has a 15% chance to instantly ready both Water Wheel and Flowing Dance, occasionally chaining a frankly rude amount of protected damage. The 45 ATK looks modest, but three x5.0 skills keep the rotation competitive, and Mastery adds +20% damage, +4 Strength, and -5% cooldowns.
Unrestricted
Archetype: Physical | HP: 410 | ATK: 49 | Rarity: Celestial
Sword and Spear forms genuinely change Killer Cadence, Killer Instinct, and Domain Shatter, so you are effectively carrying two kit variants. Core skills hit x11.0 to x12.0, three abilities have Parry protection, and Tool Swap lets you adapt mid-fight. Mastery adds +20% damage to shared skills, +4 Strength, and -5% cooldowns across both forms.
A tier classes
Every class here can carry dungeon runs. Each one has a meaningful drawback that keeps it just below the S-tier monsters.
| Class | Archetype | HP | ATK | Key Weakness |
|---|---|---|---|---|
| Archer | Ranged | 260 | 48 | Steady rather than explosive ceiling |
| Artemis | Ranged | 260 | 54 | Unprotected attack windows |
| Assassin | Physical | 290 | 42 | Low ATK caps the ceiling |
| Awakened Devil EX | Physical | 245 | 51 | Too much exposed rotation for S |
| Cryomancer | Magic | 290 | 67 | No defensive frames at all |
| Dark Professor | Magic | 290 | 67 | Every major cast roots you |
| Embertide | Magic | 200 | 67 | 200 HP, 0 VIT, stationary casts |
| Forge Archon | Ranged | 230 | 51 | 230 HP is basically decorative |
| Hellfiend | Ranged | 260 | 60 | Multi-hit decay hits it hardest |
| Honored One | Magic | 200 | 52 | Low HP limits aggressive play |
| Jetstream | Physical | 380 | 51 | Low multipliers vs S-tier bruisers |
| Kage | Physical | 260 | 45 | 45 ATK caps damage ceiling |
| Necromancer | Magic | 350 | 64 | Output depends on managing summons |
| Shinobi | Physical | 290 | 48 | Low x3.0/x2.7 scaling on first two attacks |
Cryomancer and Dark Professor share the same raw stat line (67 ATK, +25 INT) and both hit absurdly hard on clean casts. The difference is that Cryomancer's Permafrost Hurl has a 65% knockdown chance on normal enemies and 9% on bosses, while Dark Professor's Oblivion Collapse reaches x35.0 scaling for the highest single-cast ceiling in the game. Neither gives meaningful defensive frames, so positioning matters more than it does for any S-tier pick.
Necromancer is the most unique class in A tier. Raise turns recent kills into undead allies, Empower gives them +50% damage and makes their kills explode, Mend restores 50% of every undead's Max HP while healing nearby players for 15%, and Detonate converts the whole army into AoE burst. At Level 50, Grave Retinue raises the cap to seven revived kills and guarantees at least five Strong Skeletons with double health. The team utility is unmatched, but output depends on having bodies available.

Dungeon Lootr Class Tier List: Best Classes for UPD 2
B tier: solid with real compromises
These classes have genuine strengths but start showing cracks once harder content asks harder questions.
Azure Devil, Bowman, Cursed Child, Demonbane, Divergent, Flame Bastion, Greatsword, Ronin, and Vacio all sit here. A few highlights:
- Demonbane's Gravity Well drags nearby enemies together for 5 seconds, which makes landing Vollzanbel and Catastravia far easier. The problem is 215 HP with +1 VIT and no defensive protection on any of the four skills.
- Divergent gets Tri-Step and Triple Kick with 25% and 35% chances to instantly ready Black Flash, giving it an actual combo loop. The 350 HP and +10 VIT help it survive the aggressive playstyle, but only Tri-Step has meaningful defensive coverage.
- Bowman is a better Rare than its rarity suggests. Fadeaway Shot, Phantom Stride, and Hail Volley all give Dodge protection, and Deadeye guarantees a critical hit at extreme range. It gets outpaced by Archer and Artemis at endgame, but it's a genuinely solid early investment.
C tier: playable but harder work
Boxer, Wanderer, and Witch Gunner round out C tier. None of them are unplayable, but each requires noticeably more effort for results that stronger classes produce naturally.
Witch Gunner is the most frustrating placement here because Witch Twist and Thorn Recoil are both Dodge-protected movement attacks, and the class is not defenseless. The real problem is competition: Archer, Artemis, Forge Archon, and Sinister Trigger all deliver cleaner ranged damage with better safety or stronger payoff. Witch Gunner was a reasonable early option before those classes became more accessible.
Boxer has Quick Jab's four charges for sustained pressure, but Gazelle Sweep is the only Dodge-protected move and the kit has no real AoE, CC, or mobility tech to compensate for constantly being in an enemy's face.
D tier: early options with low endgame ceiling
Bowman, Flame Bastion, and Greatsword sit in D tier in the Update 1.5 ranking. These are functional starter options, not traps, but their endgame performance falls well short of every tier above them.
How do you reroll classes in Dungeon Lootr?
Head to the Classes section in the lobby. Use Spins to roll for new classes. Each normal Spin costs 1,500 Coins. Lucky Spins give better odds on higher rarities. Here are the drop rates:
| Rarity | Normal Spin | Lucky Spin |
|---|---|---|
| Rare | 70% | 20% |
| Epic | 20% | 40% |
| Legendary | 8% | 22% |
| Mythic | 2% | 16% |
| Celestial | 0.5% | 3% |
| Exotic | 0.05% | 0.1% |
Exotic classes have a 0.05% drop rate on Normal Spins and 0.1% on Lucky Spins. That's not a typo. Several S-tier classes like Dreadlord drop from Boss Rush as a Rare Drop, Founder comes from a limited bundle, and Unrestricted unlocks through an NPC quest. Not every class requires spinning at all, so check the obtain method before burning through Coins.
What's the best class for beginners?
Bowman is the most beginner-friendly option. Multiple Dodge-protected skills, solid range, and Deadeye's guaranteed critical hit give new players reliable tools without demanding perfect cooldown management. Greatsword and Flame Bastion are also reasonable starting points given their high HP pools, even if their endgame ceilings are lower.
Once you're comfortable with dungeon mechanics, Jetstream is a natural step up. Every move carries Dodge or Parry protection, 380 HP and +12 VIT give it real staying power, and the rotation is fast enough to feel rewarding without requiring the precise timing that Cursed King or Streamline demand.
Putting it all together
The S tier in Update 2 is wide but not flat. Dreadlord and Spell Breaker are the safest picks for players who want raw durability alongside strong damage. Fae and Moon Witch are the two new additions worth prioritizing if you can access them. Sinister Trigger remains the best pure ranged option despite the Update 1.5 nerfs, and Coyote is still the strongest Magic class for players who want homing damage with real defensive coverage.
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