Rampant Reborn is one of the most polished fighting experiences on Roblox, but that still doesn't mean that all the classes are equally balanced. To learn which characters are the best and why, check out our ultimate Rampant Reborn class tier list below.
Tier | Classes |
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S+ | ![]() ![]() |
S | ![]() ![]() |
A | ![]() ![]() ![]() ![]() |
B | ![]() ![]() |
In the tier list above, we ranked all classes in Rampant Reborn from best to worst based on their overall power. Generally, higher-tier classes tend to be harder to play but are also extremely rewarding once you master them.
For more information on the strengths and weaknesses of each class, check out the section below. Further down, we included the full list of moves for each class so you can compare their abilities more easily.
In the table below, we listed the pros and cons of each class in Rampant Reborn. Some classes with AoE moves might perform better in 2v2s, but we generally put more weight on their 1v1 performance as it's the designated ranked mode.
Class | Tier | Pros | Cons |
---|---|---|---|
![]() Knight | S+ | + Passive fully negates combo starters + 50% DMG reduction for 8s on S4 + S3 can parry anything in the game + 20% HP DMG on S2 is insane + Good mobility with S1 with very low CD + Jack-of-all-trades + Very easy to play | – Non-existent poke – S3 requires somewhat of a reflex – Long cooldown on S4 |
![]() Atomic Samurai | A | + Relentless combos + Can one-shot most classes in the game + S3 stuns and is an easy combo starter | – Very low max HP – Low mobility without enemies in range – Relatively hard to play |
![]() Kaiju | A | + Unblockable and easy to hit S3 + Solid mobility + Easy to land combos + Beginner-friendly | – S2 charge time leaves you exposed – Relatively long cooldowns – Easily countered with projectiles – S4 windup is long |
![]() Vampire | B | + Heals based on dealt damage + Extremely good mobility + Low skill floor | – Moves are very easy to block – Relatively low damage – No CC |
![]() Assassin | A | + Extremely good mobility + 1-shot combo potential + Spammable abilities + One of the strongest classes when mastered | – Very high skill floor – Not good for beginners – Very low max HP |
![]() Marauder | A | + Very tanky + Jack-of-all-trades for melee + S3 provides good mobility + 4s-cooldown S1 is good for poking + S2 is also insane for poking | – Long windups on S1 and S2 – Relatively short range |
![]() Berserker | S | + Insane M1 damage + Very tanky + Low windup on all skills + Easy combo + Low skill floor | – You can easily be comboed at Berserker Mode HP – Relies on M1s for damage – High mana costs on low-CD skills |
![]() Viking | S | + Insane mobility + Solid HP + Easy combo starters + Combos for days + Virtually unkillable in Valhalla mode | – Can't block dash – Fairly difficult to play – Not beginner-friendly – You can waste away your mana if you spam S1s |
![]() Dark Mage | B | + Low skill floor + Good ranged moves + Nuke potential | – S1 has a long animation and is easy to block – Very high mana cost on spammable S2 – Loses to anything that can force melee – High skill ceiling |
![]() Fighter | S+ | + Easy one-shot combo + Jack-of-all-trades + master of everything + Extreme sustain with Yang + Insane DPS with Yin + Insanely good poke with S2 + Combos for days | – Very high skill floor – S1 can be dodged with mobility skills |
In the table below are the skills, including their damage, cooldowns, and mana costs and stats for each class in Rampant Reborn. To see exactly how each skill works and how it chains with other skills in the specific class' kit, use the in-game practice tool.
Class | Skills |
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![]() Knight | Passive: Upon exiting combat, gain a decaying shield that lasts 10 seconds and absorbs 10 damage. The shield fully negates the damage of the next attack. Skill 1: Gain +50% movement speed for 3s. Recast before the effects end to execute a dash attack. Cooldown: 3s Cost: 150 mana Damage/Shield Damage: 45/15 Skill 2: Execute a cleaving slash. Cooldown: 9s Cost: 250 mana Damage/Shield Damage: 20% target max HP/15 Skill 3: Enter a parry stance for 0.6s. Block any incoming attack and daze the enemy for 1s. Cooldown: 7s Cost: 350 mana Skill 4: Gain 50% DMG mitigation for 8s. Cooldown: 24s Cost: 300 mana |
![]() Atomic Samurai | Passive: Gain a stack of Momentum with each attack that lasts for 5s. Each stack increases Damage/Shield Damage by 5%, up to 50%. Skill 1: Rush to an enemy within range. Recast within 3s to launch an unavoidable multi-slash combo. Cooldown: 6s Cost: 215 mana Damage/Recast Damage/Shield Damage: 17/34/10 Skill 2: Strike forward with a spinning slash and then once again while returning to your original position. If both attacks hit, refund 50% CD. Cooldown: 8s Cost: 215 mana Damage/Shield Damage: 17/10 + 17/10 Skill 3: Dash forward a long distance, striking enemies and stunning them for 1.25s. Cooldown: 8s Cost: 215 mana Damage/Shield Damage: 7/10 Skill 4: Requires 10 Momentum stacks. Unleash a barrage of strikes while gaining invulnerability. Cooldown: 14s Cost: 200 mana Damage/Shield Damage: 4.5-63/2-28 |
![]() Kaiju | Passive: Each time you deal or receive damage, gain a stack of Tenacity, up to 5 stacks. Gain 1s of anti-hitstun for each stack after leaving combat. Daze effects are doubled while the passive is active. Skill 1: Charge your fist and dash towards the enemies. Cooldown: 4s Cost: 150 mana Damage/Shield Damage: 40/15 Skill 2: Channel and unleash a beam of energy in a straight line. Cooldown: 16s Cost: 150 mana Damage/Shield Damage: 4-100/2-50 Skill 3: Charge and crash into the first enemy you hit. This ability is unblockable. Cooldown: 9s Cost: 150 mana Damage: 55 Skill 4: Channel and then execute an unblockable rush forward. Cooldown: 12s Cost: 150 mana Damage: 70 |
![]() Vampire | Passive: Heal for 85% of all damage dealt. Brace is replaced by a skill that blinks you to the position where you were 10 seconds ago. Skill 1: Unleash a barrage of shadow blades forward. Cooldown: 10s Cost: 100 mana Damage/Shield Damage: 30/15 Skill 2: Transform into smoke and gain +300% movement speed. On exit, burst out from shadows and deal damage. Cooldown: 5s Cost: 200 mana Damage/Shield Damage: 15/10 Skill 3: Charge forward and deliver a slash. If you hit, recast within 4s to drain 34 HP from the enemy. Cooldown: 10s Cost: 100 mana Damage/Shield Damage: 10/10 Skill 4: Move with +60% movement speed and become immune to damage for 3s. Drain 2.5 HP/0.1s from enemies around you and slash 3 times after the ability ends. Cooldown: 10s Cost: 500 mana Damage/Shield Damage: 10/10 + 10/10 + 10/10 |
![]() Assassin | Passive: Every 12s, a directional marker appears on enemies. Attack the enemy from the indicated direction to deal 200% bonus damage. Skill 1: Execute a swift, dashing slash. Can be recast up to 4 times. Cooldown: 7s Cost: 125 mana Damage/Shield Damage: 7-35/8-40 Skill 2: Throw a shuriken and recast within 5s to teleport to it. Can mark enemies. Cost increases by 100 per use and decreases by 25 each time you damage an enemy. Cooldown: 0.25s Cost: 175 mana Damage/Shield Damage: 5/8 Recast Damage/Shield Damage: 17/8 Skill 3: Charge and then dash forward a long distance, executing a slash at the end. Cooldown: 7s Cost: 100 mana Damage/Shield Damage: 25/30 Skill 4: Activate a radius around you for 5s. Recast to blink to and attack the nearest enemy while being invulnerable. Cooldown: 7s Cost: 100 mana Damage/Shield Damage: 28/8 |
![]() Marauder | Passive: When below 270 HP, deal 25% more DMG to enemies. This boost increases to 50% when below 135 HP. Skill 1: Perform a double swing with your axe and launch a projectile at enemies, slowing them by 50% for 3s. Cooldown: 4s Cost: 200 mana Damage/Shield Damage: 25/24 Projectile Damage/Shield Damage: 25/12 Skill 2: Charge your axe and then slam the ground, dealing damage to all enemies on the map. Cooldown: 12s Cost: 200 mana Damage/Shield Damage: 70 Skill 3: Dash forward, tackling enemies, and then swing with your axe. Cooldown: 8s Cost: 250 mana Tackle Damage/Shield Damage: 15/27 Swing Damage/Shield Damage: 30/28 Skill 4: Cancel existing hitstun and gain antihitstun, antislow, +25% movement speed, and -50% knockback duration. Recast to deactivate. Cooldown: 12s Cost: 50 mana per second |
![]() Berserker | Passive: Enter Berserk Mode when below 135 HP, reducing HP regen to 2/s, resetting CDs, and gaining +50% AS, +50% DMG, +19% MOV SPD, +60% Energy Regen, -50% CDs. Skill 1: Hooks you to a wall/enemy, dashing toward them and dazing them for 2s. Cooldown: 3s Cost: 325 mana Damage/Shield Damage: 20/30 Skill 2: Jump with your sword and then slam into the ground. You're immune to CC while performing the attack. Cooldown: 10s Cost: 200 mana Damage/Shield Damage: 85/50 Skill 3: Lunge forward and headbutt enemies. You are invincible during this move. Cooldown: 8s Cost: 0 mana Damage/Shield Damage: 20/20 Skill 4: Charge up your hand cannon and fire a shot at the target location, which explodes on impact. Can deal damage to you as well. Cooldown: 1s Cost: 225 mana Damage/Shield Damage: 40/30 |
![]() Viking | Passive: Dashes are replaced with tackles that propel you into the air when colliding with objects/enemies. Jumping while airborne executes a ground slam, which dazes enemies for 1s. Tackle Damage/Shield Damage: 20/20 Slam Damage/Shield Damage: 40/20 Skill 1: Throw an axe at the target location. Use after a dash to throw both axes and daze enemies for 1.5s. Collect the axes to reduce the CD of the skill by 3s per axe. Cooldown: 6s Cost: 20 mana Single Axe Damage/Shield Damage: 40/20 Dual Axe Damage/Shield Damage: 60/30 Skill 2: Charge forward, cleaving the ground multiple times along the path. Cooldown: 12s Cost: 350 mana Damage/Shield Damage: 22-110/15-75 Skill 3: Jump into the air and then do a ground slam. The center of the attack is unblockable. You are immune to CC while performing the skill. Cooldown: 12s Cost: 350 mana Damage/Shield Damage: 75/80 Shockwave Damage/Shield Damage: 15/15 Skill 4: Gain +25% MOV SPD, +100% Energy Regen, +50% Lifesteal, and -50% CDs. Lose 12 HP per second while above 100 HP and stop HP regen. Recast to end the effect. Cooldown: 12s Cost: 0 mana |
![]() Dark Mage | Passive: Every 18s gain a spell shield. It cleanses all hitstun and ggives you 6s of hitstun immunity. Skill 1: Cast a fireball at the target location. Recast to throw it prematurely. Cooldown: 0.5s Cost: 25 mana Damage/Shield Damage: 25-45/15-25 Skill 2: Summon a hand on the ground that attacks the nearest enemy. Can be cast while blocking. Cooldown: 0s Cost: 280 mana Damage/Shield Damage: 40/25 Skill 3: Slam into the ground, unleashing a shockwave that damages and knock-backs enemies. Cooldown: 12s Cost: 250 mana Damage/Shield Damage: 7/25 Skill 4: Enchant your next attack within 5s with the ability to daze an enemy for 2s. Cooldown: 10s Cost: 250 mana |
![]() Fighter | Passive: Switch between two forms, gaining unique bonuses. Yang: Heal for 75% of damage dealt to enemies. Yin: Basic attack damage increases to 10, +25% MOV SPD, dash transforms into a blink with +35% range and hitstun immunity. Passive HP Regen stops, and you receive +50% DMG. Yang Skill 1: Leap forward and slam the ground, dazing enemies for 2.5s. Recast to slam earlier. Cooldown: 6s Cost: 200 mana Damage/Shield Damage: 20/15 Yang Skill 2: Channel to cast a fireball. Recast to launch it early. Recast immediately for a close-range strike. Cooldown: 0s Cost: 150 mana Damage/Shield Damage: 15-30/15-15 Yang Skill 3: Slam into the ground, unleashing a shockwave that damages enemies and slows them by 50% for 2s. You are invulnerable while casting the skill and gain 1s of I-frames if you hit an enemy. Cooldown: 8s Cost: 100 mana Damage/Shield Damage: 10/15 Yin Skill 1: Charge before unleashing a dash while also dealing unavoidable after-effect damage with shadow clones. You can recast this skill for a shorter dash. Cooldown: 7s Cost: 100 mana Damage/After-Effect Damage/Shield Damage: 30/30/15 Yin Skill 2: Execute a quick short-range strike. Cooldown: 1s Cost: 350 mana Damage/Shield Damage: 67/15 Yin Skill 3: Blink to the nearest enemy within range and launch an attack. Recast within 1.5s to unleash more punches. Cooldown: 9s Cost: 100 mana Damage/Shield Damage: 5/4 Recast Damage/Shield Damage: 4-40/4 Skill 4: Switch between Yin and Yang, altering your movesets and resetting all cooldowns. Cooldown: 9s Cost: 0 mana |
That does it for our Rampant Reborn class guide and tier list. Now that you know which classes are the best, climbing the ranked leaderboard should be that much easier! For more helpful guides, do check out the Roblox section here on Pro Game Guides.