Tier List

Shadow Dungeon Tier List

Wiki opinion for 1.0.1 launch week — Greater Rifts meta is not locked.

Last updated:

Tier List Hub

This tier list ranks Shadow Dungeon’s four classes as of version 1.0.1 (August 27, 2026), one day after the 1.0 launch. Steam user reviews are Very Positive (about 84% of roughly 438), which is a small sample. The in-game meta is still settling. Treat every rank as a wiki opinion, not a patch note.

You cannot change class. The campaign is about 30–50 hours through 160 maps, ending near level 99–100, then Paragon. After the story, Greater Rifts on Normal / Master / Nightmare / Inferno are the published endgame ladder. A class that feels S-tier on early dungeon maps may look different on Inferno when map-tied monsters and extra affixes show up.

This list will not invent skill names (no Meteor Strike leaderboards). Official playstyles only: elemental magic, dual blades, precision, demons and skeletons. See Talent Trees and Combat.

How to read the ranks

  • S — currently the most comfortable for both the long story and first Greater Rift keys, in this wiki’s launch-week play.
  • A — complete all content; small extra work on some maps or Inferno.
  • B — complete all content; higher execution or gear need.
  • C — unused. All four classes are sold as full 1.0 characters. Nothing is unplayable.

Ranks will move when OO Cat ships balance or when Inferno samples grow. Check Updates Hub.

Launch-week list (1.0.1)

S Tier: Sorcerer (elemental magic)

Pack clear on 160 maps is the story’s time sink. A caster who can delete groups without standing in every melee telegraph is currently the fastest campaign feel. Low durability is the tax — positioning is the class. On Greater Rifts, extra affixes and rift runes can swing this. Revisit after you have Inferno samples.

A Tier: Holy Warrior (dual blades)

Melee that stays in the pile. Strong for learning telegraphs because you cannot hide as easily as a caster. Map-tied difficulty means you still get hit by the map, not by “being underleveled.” Excellent if you like Combat up close. Rift density on Nightmare/Inferno is the question mark.

A Tier: Necromancer (demons and skeletons)

Army play is unique and matches official copy. Pets help cover map-tied spikes if they actually path. 1.0.1 did not publish a minion-AI manifesto; if summons snag, that is a play observation, not a named bug from the patch list (1.0.1 did fix sprite salvage and several UI issues). Endgame depends on how well demons/skeletons scale with Paragon and runes — unknown in week one.

B Tier: Archer (precision)

Precision is official and strong on priority targets. Large packs and Inferno affix density can ask more of the player than the Sorcerer’s room-clear feel. A well-played Archer is not “weak”; the rank is launch-week time-to-kill on trash, not a skill ceiling. Greater Rifts will decide if precision outscales AoE.

By content type

Story (dungeons through Demon Lord)

All four win. Sorcerer currently feels fastest on mixed packs. Holy Warrior feels safest if you hate kiting. Necromancer feels unique. Archer feels methodical. Use Chapters — no invented bosses required.

Mystic Dungeon Challenges

Store-listed name. Not a five-tier ladder in 1.0 notes. Do not rank classes on fake modifiers. See Mystic Dungeon.

Greater Rifts (the real endgame ladder)

This is where the list will break first. Higher difficulties add rare odds and affix rolls. Bring Treasure Sprites so loot does not eat your clock. Re-rank after you have Master+ clears on more than one class.

Methodology

Ranks use 1.0 systems (map-tied drops, 15 sets per class, unlimited points, Paragon after 100) and 1.0.1 stability (controller, XP, respec). They do not use co-op, MTX, or premium XP — those are not in the game. When Steam news posts numbers, this page will move.

Play what you like. Starting a second character is the only class swap.

FAQ

Frequently Asked Questions

Quick answers to the most common questions about Shadow Dungeon.

Does this tier list apply to all content in Shadow Dungeon?

It is a launch-week overall opinion for 1.0.1. Campaign and Greater Rifts can disagree. Mystic Dungeon Challenges are not ranked on invented modifiers. Inferno will move ranks.

Is the Sorcerer overpowered in Shadow Dungeon?

In this wiki's week-one play, elemental magic feels fastest on packs. That is not an official balance statement. Durability is the trade. Wait for Greater Rift samples before you reroll in a panic.

Is the Archer actually weak or just harder to play?

Precision is an official identity, not a dumpster spec. The B rank is about launch-week trash clear, not a claim that bosses are impossible. Skill ceiling is high.

Will the tier list change as the game is updated?

Yes. 1.0.1 was a bug-fix patch. Future balance or new classes (Assassin, Engineer, Barbarian, Warlock on the undated roadmap) will force a rewrite. Follow the Updates Hub.

Should I reroll if my class is B Tier?

No. All four classes complete the 30–50 hour story and can enter Greater Rifts. You cannot class-change; only start over. Play the identity you enjoy.