S/A/B class rankings

Editorial overall-strength ratings for the linked 31-point solo builds. Within a tier, classes are not ordered. How we rank → Choose for your run →

STop overall picks
Our strongest overall solo recommendations at 31 points: useful pack coverage and sustained attacks, backed by recovery or control that is already part of the selected route.
AStrong with trade-offs
Strong solo builds with a clear limitation in recovery, isolated-target value or positioning. Their main engine is complete at 31 points, but the trade-off keeps them below our S picks.
BSpecialist picks
A lower overall recommendation at this budget. The route has useful strengths, but its range and trigger requirements make those strengths harder to turn into consistent solo progress.
S

Paladin

Holy Shock chains

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Why S tier?

Holy Shock combines ranged damage, extra leaps and healing on hit, while regeneration and damage reduction support the same 31-point route. Daybreak and periodic Holy Wrath add pack coverage, giving Paladin our most rounded mix of damage and recovery; the surrounding bursts still require careful positioning.

Healing on your Holy Shock hits

Holy Shock is both an attack and a recovery source. Divine Favor extends its bolts into groups, and the route adds critical-triggered and periodic Holy Wrath without needing kills. We rate that combination highly for solo runs because the healing continues to matter against an enemy that survives the first hits.

Core at 31 points
Divine Favor makes Holy Shock the opening spell at point 11. Daybreak adds a Holy Wrath on a Holy Shock critical, limited to once every 3 seconds; Light's Grace supplies a separate Holy Wrath every 14 seconds at point 31.
Before it comes together
The Holy Shock opening is available from 11 points, but the critical-triggered burst arrives at 21 and the periodic burst at 31. These are three distinct stages.
The trade-off
Random-target bolts do not let you pick every target. Holy Wrath's surrounding area and Consecration's placed area still need enemies inside them. Hit healing is not immunity.
What 51 points adds
The remaining Retribution points add cooldown recovery, damage reduction and critical chance. They do not select a competing starting-spell milestone.
S

Mage

Frostbolt and control

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Why S tier?

Frostbolt splash, an elemental and recurring Frost Nova combine repeatable damage with several ways to manage approaching packs. That coverage-and-control package earns S even without kill triggers; the limit is recovery, since Ice Barrier must be offered and the later Arcane regeneration is not present at 31.

Slows, impact splash and room to move

Splitting Ice gives Frostbolt impact-area damage, while the bolt and Water Elemental can keep attacking a surviving target. Slows, Frostbite and recurring Frost Nova support the ranged positioning that keeps the engine operating. We put Frost alongside Paladin because its control complements its damage rather than waiting for a death to begin spreading.

Core at 31 points
At 31 points, Summon Water Elemental supplies the Frostbolt opening, a permanent Water Elemental and a free Frost Nova every 8 seconds. Splitting Ice is already selected at point 21.
Before it comes together
Frostbite is selected at point 11 and the splash at 21. Before point 31, Frostbolt must be offered; neither the changed opening nor the elemental is assumed.
The trade-off
Frostbite is a chance to freeze, and Frost Nova roots bosses for a shorter duration. Blizzard stays where it is placed. Improved Ice Barrier strengthens an offered barrier; it does not grant the card. The 31-point route has no Arcane regeneration yet.
What 51 points adds
Arcane adds maximum health, regeneration and a chance-based nearby Arcane Explosion. The 31-point assessment does not count those later recovery benefits.

Prefer Fire criticals and kill explosions? Compare the Fire route separately; it does not inherit this Frost control package. Ignite into Pyroblast.

A

Hunter

Pets into Multi-Shot

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Why A tier?

Two companions, cleaving bites and Frenzy give Hunter sustained attacks plus Multi-Shot coverage without a killing-blow requirement. We keep it below S because that coverage depends on pets reaching targets and the selected 31 points provide no recovery engine or comparable crowd-control package.

Companions feeding ranged coverage

The wolf and raptor can keep biting a durable target, while nearby bite damage and Frenzy broaden their value in packs. Movement speed and damage reduction help ranged positioning. This is a strong general-purpose damage route, but avoiding incoming pressure matters more than it does in Paladin's attack-and-heal setup.

Core at 31 points
The wolf arrives at point 11. At point 21, pet bites have a 75% chance to fire a free Multi-Shot. Point 31 adds a raptor and makes bites hit two additional enemies near the target.
Before it comes together
The first 10 points do not include a pet. The wolf, Frenzy and second companion arrive separately; this allocation never changes the opener through Kill Shot.
The trade-off
Companion presence does not guarantee every bite reaches a target or fires Multi-Shot. This plan has no Aimed Shot killing-blow reset, and owner bonuses should not all be assumed to apply to pets.
What 51 points adds
Marksmanship adds Auto Shot piercing at point 42 and extra Multi-Shot targets later. The 31-point pet engine does not include those benefits yet.

Prefer direct shots and an Aimed Shot opening? The Marksmanship route changes the priorities and delays its wolf until point 42. Arrow coverage.

A

Shaman

Chain Lightning circuit

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Why A tier?

Undiminished extra jumps and recurring Chain Lightning make Shaman a strong pack-clearing pick, with Overload adding repeat-hit potential. It stays below S because an isolated target removes the extra-jump payoff, and the selected 31-point route has damage reduction but no healing or absorb engine.

Recurring lightning through a group

Elemental Fury improves both the number and quality of Chain Lightning's jumps, while Elemental Mastery gives the route a reliable recurring cast. That same first hit still matters on a lone target, but the group-clearing advantage cannot all be carried into a no-add boss fight. Recovery depends on other choices actually offered during the run.

Core at 31 points
Elemental Fury is selected at point 21. At point 31, Elemental Mastery makes Chain Lightning the opening spell and adds a second Chain Lightning every 3 seconds.
Before it comes together
Lightning Overload begins at point 11, but it only repeats an eligible lightning attack. The guaranteed Chain Lightning opening and periodic cast both wait until 31.
The trade-off
A chain needs another enemy within jump reach. More targets do not prove higher single-target damage. Lightning Shield is retaliation when hit, not an absorb shield to deliberately tank with.
What 51 points adds
Enhancement adds reduction and Windfury at point 42. Windfury names Lightning Bolt and the shocks, not Chain Lightning; this split does not reach Maelstrom Weapon.
A

Druid

Moonfire and treants

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Why A tier?

Recurring Starfire, Moonfire damage over time and two treants keep several damage sources active without requiring kills. We place Druid in A rather than S because Moonfire needs time to work and the 31-point allocation has not yet gained Swiftmend or the Restoration recovery that rounds out the full plan.

Ranged damage with recurring Starfire

Starfall supplies repeatable direct damage alongside Moonfire's damage over time and the treant companions. This gives Balance value against both pursuers and a target that remains alive. The main limitation at this budget is surviving sudden pressure: Rejuvenation is an offered option, not an automatic low-health recovery talent already in the allocation.

Core at 31 points
Starfall casts a free Starfire every 4 seconds from point 21. Force of Nature adds two treants and the Moonfire opening at point 31. Omen of Clarity is a separate chance-based Starfire trigger.
Before it comes together
Omen is available from point 11 and the periodic Starfire from 21. Before 31, use the ordinary Wrath opening and the Balance spells actually offered; treants are not present yet.
The trade-off
Moonfire's damage arrives over time, so it is not an immediate area rescue. A Rejuvenation card can provide recovery, but the 31-point Balance route does not yet have Swiftmend's automatic low-health Regrowth.
What 51 points adds
Restoration adds regeneration, then Swiftmend at point 42 and stronger offered healing spells. It stops short of Tranquility and Tree of Life.
A

Priest

Pain and apparitions

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Why A tier?

Pain, free Mind Blast chances, Shadow Weaving and damage-based healing give Priest useful sustained pressure, while Shadowform adds pack spread and bursts. We hold it below S because the standout coverage and Spirit Tap healing lose a source of value when enemies stop dying, and the stronger Discipline shield is a later investment.

Pain spreading between dying enemies

Shadow has more than a death-spread trick: Shadow Weaving adds damage to Shadow hits and Pain ticks can call a free Mind Blast on a surviving target. Damage-based healing also works without a killing blow. Shadowform makes the pack matchup more complete, but it is precisely that death-dependent part that weakens when the encounter leaves one durable enemy.

Core at 31 points
Shadowy Apparitions gives the Shadow Word: Pain opening at point 21. At 31, Shadowform makes an afflicted death burst around that enemy and pass Pain to the nearest enemy.
Before it comes together
The ordinary opener is still Smite before point 21. Free Mind Blast chances begin at 21, while the death-spread engine requires point 31.
The trade-off
Spirit Tap needs kills for its healing, and Shadowform needs deaths to spread. Damage-based healing can still contribute, but an isolated durable enemy removes those kill-triggered benefits. Power Word: Shield must be offered.
What 51 points adds
Discipline adds damage reduction and a stronger shield. Divine Aegis and Rapture remain unselected, so this is not an automatic shield-break damage and replacement loop.
A

Warlock

Corruption chain

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Why A tier?

Nightfall, spreading DoTs, death bursts and Siphon Life combine strong pack pressure with ongoing recovery. Warlock stays in A because damage and healing arrive over time, while Contagion and Seed lose their spread-and-burst payoff against an isolated target that stays alive.

DoT spread with healing from ticks

Affliction can keep Corruption and other DoTs working while Nightfall contributes direct Shadow Bolts, and Siphon Life turns DoT ticks into recovery. Contagion and Seed reward progress through a dense pack. It is a strong sustained-damage route, but its recovery is gradual and its most expansive damage effects need deaths.

Core at 31 points
Contagion spreads Corruption or Curse of Agony on an afflicted death from point 21. Seed of Corruption gives the Corruption opening at point 31 and adds a nearby burst when a DoT-afflicted enemy dies.
Before it comes together
Nightfall arrives at point 11 and Siphon Life at point 26. Before 31, Corruption is a draft priority rather than a guaranteed opening spell.
The trade-off
A target must stay alive long enough for ticks, then die to fuel the spread. Siphon Life is ongoing recovery, not a full emergency heal. A boss without adds gives fewer opportunities for Contagion and death bursts.
What 51 points adds
Shadow Cleave arrives at point 42 and an Imp from 43. This Affliction plan never selects Legion Gate or a demon capstone.

Want permanent and periodic demons instead? The Demonology route has a different trigger system and mutually exclusive summon choices. Imp, Felhunter and Pit Lord.

A

Warrior

Whirlwind engine

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Why A tier?

Bladestorm supplies recurring surrounding damage, Flurry repeats supported hits, and Blood Craze adds damage-based healing before point 31. That is enough for A over the more conditional Rogue route; we stop short of S because much of the damage and Bloodthirst recovery still require fighting near enemies.

Recurring spins around your position

Whirlwind provides immediate surrounding coverage and keeps recurring after Bladestorm, while Flurry supports both Whirlwind and Bloodthirst against targets that stay in reach. Blood Craze adds ongoing recovery from damage dealt. The engine has fewer low-health or death requirements than Rogue's finishers, but retreating can also mean giving up close-range damage and healing.

Core at 31 points
Flurry adds an immediate partial repeat to Whirlwind and Bloodthirst from point 21. Bladestorm supplies the Whirlwind opening and a free spin every 3 seconds at point 31.
Before it comes together
Rampage provides a free Whirlwind every seventh kill from point 11. That is different from the periodic spin at 31; Cleave remains the practical alternative while desired cards are absent.
The trade-off
Whirlwind has limited surrounding reach. Bloodthirst heals through damage dealt to a nearby target, so standing outside attack range removes that recovery. Recurring attacks are not permission to stand inside a pack.
What 51 points adds
Arms adds damage reduction and Deep Wounds at point 42. The finished 31 Fury / 20 Arms split leaves Sweeping Strikes unselected.
B

Rogue

Backstab splash

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Why B tier?

Shadow Dance splash and recurring Gouge give Rogue useful pack tools, but its main finishers require melee range and gain their doubled damage only below 30% enemy health. It lands below A because the 31-point route lacks Deadly Poison and Mutilate, while Cheat Death's long cooldown cannot replace an ongoing recovery engine.

Nearby finishers with splash

Backstab and Eviscerate reward finishing wounded targets, and Shadow Dance carries part of those hits into nearby enemies. Preparation supplies recurring control and Cheat Death can rescue a lethal mistake. We still rate the overall package below Warrior's at 31 points: it asks for close contact while more of its payoff is gated by enemy health, and its recovery has a long reset.

Core at 31 points
Preparation adds a free surrounding Gouge every 6 seconds from point 21. Shadow Dance supplies the Backstab opening at point 31 and adds splash to Backstab and Eviscerate.
Before it comes together
Cheat Death arrives at point 11. Before point 31, Backstab is an offered option rather than the guaranteed opening spell; Shadow Dance's splash is absent.
The trade-off
Backstab and Eviscerate need a target in melee range; their doubled-damage condition requires the enemy below 30% health. Cheat Death can save a lethal hit only once every 2.5 minutes.
What 51 points adds
Assassination adds Deadly Poison at point 42. Mutilate remains unavailable in this 31 Subtlety / 20 Assassination plan; fitting both milestones would exceed 51 points.

How we chose the tiers

These tiers are our overall strength recommendations for the linked 31-point solo builds. S is our strongest overall recommendation, A is strong with a meaningful weakness, and B is a more conditional specialist choice. We weigh the whole route rather than treating range, melee or death-triggered effects as an automatic tier.

  • Pack coverage: Does the selected route hit several enemies repeatedly? We distinguish impact splash, surrounding attacks and chains from effects that first need a killing blow.
  • Sustained single-target value: What still works when one durable enemy remains? Direct hits, companions and ongoing damage can continue; a death explosion cannot repeat without a death.
  • Recovery and control: Healing, damage reduction, slows, freezes and stuns can help keep a damage engine operating. We count only allocated talents and distinguish guaranteed effects from skills that still need to be offered.
  • Trigger and positioning costs: A large payoff loses some overall value if it requires close contact, a low-health target, an afflicted death or a companion reaching the enemy. We consider whether the build has tools that compensate for that requirement.

Paladin and Frost Mage lead because their damage engines are paired with substantial recovery or control before the comparison budget runs out. Warrior still earns A despite melee range: recurring Whirlwind, Flurry and Blood Craze compensate for part of that risk. Rogue's low-health finisher condition and long-cooldown death save leave more of the same risk uncompensated at 31 points, placing it in B.

This is a qualitative editorial ranking based on the documented mechanics, not a controlled DPS or completion-rate benchmark. A tier is a recommendation across ordinary solo situations, not a promise that its class beats every lower tier in every encounter. Fire Mage, Demonology Warlock and other alternate allocations can change the comparison.

We assume no particular race, item, gear-star level, teammate or account-wide bonus. Offered cards still determine the choices available inside a run. Every assessed build has 31 permanent talent points already spent; it is not a fresh-character ranking or an in-run level requirement. Earlier unlocks do not earn extra strength credit at this shared budget. The 51-point links show later additions separately.

Choose for your next run

Fewer than 31 points

Open the class guide and use a checkpoint you can afford. Some engines arrive earlier: Paladin gets its Holy Shock opening at point 11; Pet Hunter gets its wolf at 11 and Frenzy at 21; Druid gets recurring Starfire at 21. A capstone's changed opening, extra companion or automatic cast is absent until you actually select it.

A boss with few adds

Priest's Shadowform spread and Warlock's Contagion need deaths. Their ordinary damage and recovery can still work, but the spreading part does not gain fuel from a target that stays alive. Likewise, Hunter's Aimed Shot reset belongs to a different route and needs a killing blow. Compare the mechanism that is active in that encounter, not the size of a pack explosion elsewhere.

Why Rogue is B tier

B does not mean unplayable. Shadow Dance supplies nearby splash, Preparation gives recurring Gouge, and Cheat Death can save a lethal hit. The lower placement reflects the complete 31-point package: its main finishers need melee range and an enemy below 30% health for doubled damage, while Deadly Poison comes later and Mutilate is absent from this allocation. Players who manage those conditions well can still prefer it.

A higher tier feels worse

Check the actual allocation and offered skills first. A Frost Mage without the capstone is not the 31-point Frost route ranked here; an unavailable Ice Barrier is not protection you already own. Then change one variable at a time: take an offered recovery skill, leave more room around a ranged attack, or try a documented alternate build. Keep equipment, zone and difficulty fixed when comparing attempts. Our run comparison checklist helps make that comparison useful.

For a fresh character, start with the first-run guide. To compare all available plans, open class builds.

Sources & scope

Editorial strength rankings based on the original client 0.125.0 spell and talent definitions and legal point orders. The comparison uses the named solo builds at 31 permanent talent points. Tier placements are qualitative judgements, not measured DPS or clear-rate results.

Game client and version recordGameplay reference: original client v0.125.0, rechecked October 29, 2026. Live v0.127.0 was also observed that day; interface descriptions were compared, but talent execution rules and combat balance were not revalidated for the newer build.