Classes in Solo Hunters don’t look complicated at first, but they quietly shape how smooth or painful your progression feels. While early-game power mostly comes from weapons, upgrades, and stats, your class still matters — especially once you start grinding harder dungeons, rolling for rare weapons, and pushing higher power thresholds.
This guide combines everything from the previous data and explains what each class does, which ones are worth rolling for, and how to build around them properly.
How Classes Work in Solo Hunters
Classes are obtained through class rerolls, mainly from:
- Codes
- Occasionally events or updates
You cannot farm class rerolls normally like loot. If you want a better class, codes are your main opportunity, which means you should always redeem them before committing to a build.
Classes provide passive bonuses, not active skills. Your weapon, stats, and upgrades still do most of the work, but class passives influence:
- Damage output
- Survivability
- Scaling efficiency
Early game, the difference is subtle. Mid to late game, it becomes noticeable.
Assassin (Best Overall Class)
If there’s one class most players agree on, it’s Assassin.
Why Assassin Is Strong
- High damage-focused passives
- Excellent scaling with Strength
- Extremely efficient for dungeon clearing
- Synergizes perfectly with swords, daggers, and scythe
Assassin doesn’t rely on gimmicks. It just makes your damage better, which is exactly what Solo Hunters rewards.
Best Playstyle
- Sword or Scythe main
- Heavy Strength investment
- Minimal Defense early, scale later
- Fast dungeon clears and boss kills
If you roll Assassin early, keep it. There’s no real downside.
Summoner (Underrated but Very Powerful)
Summoner is often overlooked early, but it becomes very strong once you understand how progression works.
Why Summoner Is Good
- Strong performance in sustained fights
- Scales well once your power increases
- Performs better as dungeons get harder
The downside is that Summoner doesn’t feel amazing at the very beginning. Early game magic systems are expensive, mastery points are limited, and cooldowns are long. That’s why many players misjudge this class.
Best Playstyle
- Start with swords early
- Transition into summon-based setups later
- Avoid heavy magic investment too early
- Focus on weapon upgrades first
If you roll Summoner but struggle early, it’s not the class — it’s the stage of the game.
Mage (Late-Game Potential, Weak Early)
Mage looks flashy, but it’s the least beginner-friendly class.
Mage Problems Early Game
- Magic skills cost a lot of mastery points
- You gain mastery points very slowly
- Cooldowns are long
- Damage doesn’t scale well early
Unless your magic has M1 attacks, Mage will feel weaker than sword builds early.
When Mage Becomes Viable
- Higher levels
- More mastery points
- Better runes and summons
- Stronger weapon upgrades
Mage is playable, but only if you’re patient and understand the system. Not recommended for beginners.
Knight (Decent but Outclassed)
Knight is a balanced class with survivability-focused passives.
Pros
- Safer early game
- Forgiving for mistakes
- Easier time surviving bosses
Cons
- Lower damage ceiling
- Slower dungeon clears
- Falls behind Assassin and Summoner later
Knight isn’t bad, but Solo Hunters heavily rewards damage over tankiness. That’s why Knight feels weaker as you progress.
Tank (Safe but Slow)
Tank does exactly what it sounds like.
Pros
- High survivability
- Easy early questing
- Hard to die
Cons
- Slow clears
- Weak scaling
- Bad for grinding efficiency
Tank is fine if you hate dying, but if your goal is fast progression, this class will slow you down.
Elf (Situational, Not Meta)
Elf exists, but it doesn’t currently stand out.
General Notes
- Balanced stats
- No major strengths
- No major weaknesses
Elf isn’t terrible, but there’s no reason to choose it over Assassin or Summoner unless future updates change class balance.
Best Class Ranking (Current Meta)
Based on progression speed, scaling, and efficiency:
- Assassin – Best overall, top-tier damage
- Summoner – Strong scaling, underrated
- Mage – Late-game potential, weak early
- Knight – Safe but slow
- Tank – Very slow progression
- Elf – Outclassed, niche
How to Reroll Classes Correctly
- Redeem all available codes first
- Use free rerolls early
- Do not waste rerolls once you have Assassin or Summoner
- If stuck with a weaker class, rely on weapon upgrades — class alone won’t brick your progress
Remember: Weapons and stats matter more than class, but a good class makes everything smoother.
Best Stat Builds by Class (Early Game)
Assassin / Summoner
- 10–20 Defense
- Everything else into Strength
Mage
- Minimum Defense
- Split between Strength and Magic only if your build supports it
- Expect slower progress early
Knight / Tank
- Slightly higher Defense
- Still prioritize Strength for power scaling
Defense keeps you alive, but Strength is what unlocks harder content.