CLANK RPGBeta
ArenaCharacterInventoryLeaderboardHeroesDocsBossesExpeditionsPvPGuildsWorld
BUY $CLANKRPG
DocsFAQRarity & powerHeroesLeaderboard
Clank RPG is an independent community game for the Clank.trade ecosystem. Off-chain Clank Gold has no cash value. Beta — heroes, balance and rewards will change.
  • Arena
  • Character
  • Inventory
  • Leaderboard

Docs · Classes

Start

  • Introduction
  • Getting started

Heroes

  • Heroes
  • Classes
  • Rarity
  • Power & stats
  • Hero profiles

Arena

  • The Arena
  • Arena Picks
  • Leaderboards

Rewards

  • Rewards
  • Holder bonus
  • Claims

Help

  • FAQ
  1. Docs
  2. ›
  3. Heroes
  4. ›
  5. Classes

Classes

The six classes — their roles, strongest stats and trade-offs.

The six classes#

Every hero belongs to one of 6 classes. A class decides how the hero fights — its weapon and reach, what it is good at, and how its stat budget is spent. A class is not a ranking: all six are meant to be competitive, in every rarity.

The six classes
ClassRoleReachStrongest stats
WarriorBruiserMeleeSTR · HP
MageCasterRangedINT · CHA
RogueAssassinMeleeAGI · STR
RangerMarksmanRangedAGI · STR
TankDefenderMeleeDEF · HP
ClericSupportRangedCHA · INT

Warrior#

Front-line brawler. Wins by being the loudest thing in the room.

Role
Bruiser
Reach
Melee
Strongest stats
STR · HP

A front-line brawler that charges in and trades blows. When it gets badly hurt it fights even harder, so a wounded Warrior is still dangerous.

Strengths

  • Plenty of HP and heavy physical damage
  • Closes distance with a charge that staggers its target
  • A sweeping strike that hits every enemy around it
  • Fights harder as the fight turns against it

Trade-offs

  • Short reach: it has to get close to do anything
  • Can be kited by ranged heroes
  • Little defence against magic

Mage#

Glass cannon. Detonates the arena from a safe distance.

Role
Caster
Reach
Ranged
Strongest stats
INT · CHA

A glass cannon. It stays at range and detonates the arena from a safe distance, with bursts of magic and a freezing nova to buy space.

Strengths

  • The biggest magic damage and a long reach
  • Burst that can finish a fight quickly
  • Slows enemies that get too close

Trade-offs

  • Low HP and low DEF: a few hits can end it
  • Has to keep moving to stay out of reach
  • Struggles when cornered

Rogue#

Opportunist. Hunts the wounded and vanishes before the counter.

Role
Assassin
Reach
Melee
Strongest stats
AGI · STR

An opportunist. Fast and quick to strike, it hunts the wounded and slips away before the counter-attack.

Strengths

  • High speed, and critical hits that hurt
  • Hunts the weakest target on the field
  • Vanishes behind a target for one heavy strike, and can become hard to hit

Trade-offs

  • Medium HP and low DEF
  • Must be in melee range to deal damage
  • Relies on timing and a little luck

Ranger#

Kites and snipes. Never fights where the enemy wants.

Role
Marksman
Reach
Ranged
Strongest stats
AGI · STR

A marksman that kites and snipes. It never fights where the enemy wants, loosing arrows from a distance and snaring anyone who closes in.

Strengths

  • Long reach and good speed
  • Volleys that hit several targets
  • Snares to control a chase

Trade-offs

  • Low HP and low DEF
  • Stands still for a moment after each shot
  • Can be run down by fast melee heroes

Tank#

Immovable. Soaks up punishment and makes everyone fight on its terms.

Role
Defender
Reach
Melee
Strongest stats
DEF · HP

Immovable. It soaks up punishment and makes everyone fight on its terms, taking less damage from every hit.

Strengths

  • The most HP and the best DEF
  • Takes reduced damage from every source
  • Can raise a barrier, and slams the ground to hit and slow nearby enemies and draw their attention

Trade-offs

  • Slow, and not much damage
  • Needs time to win a fight
  • Can be outlasted by sustain or kited from range

Cleric#

Sustain specialist. Outlasts the chaos with radiant tricks.

Role
Support
Reach
Ranged
Strongest stats
CHA · INT

A sustain specialist. It outlasts the chaos with radiant tricks, recovering health over time and punishing enemies with holy bolts.

Strengths

  • Recovers health as it fights, and its holy strike heals it
  • Good INT and CHA, so its skills come around faster
  • A sanctuary that both heals and shields it when things go badly

Trade-offs

  • Moderate damage
  • Medium reach, so it has to keep its distance
  • Needs a long fight to show its strength

Matchups#

Some classes are naturally better against others — a Ranger can punish a slow Tank, a Rogue can hunt a Mage — but nothing is guaranteed. Where the heroes stand, who they choose to attack, when their skills come off cooldown and a little luck all matter, and every battle has eight heroes, not two.

Class and rarityRarity makes a hero stronger; class decides how it is strong. A Common Mage can still beat a Rare Tank on a good day.
← PreviousHeroesNext →Rarity

On this page

  • The six classes
  • Warrior
  • Mage
  • Rogue
  • Ranger
  • Tank
  • Cleric
  • Matchups