Expedition of the Guild classes come in nine: Paladin, Warrior, Mage, Priest, Hunter, Druid, Shaman, Warlock and Rogue, and every hero you recruit belongs to exactly one of them. They spread across the three roles the game actually runs on — Tanks hold the front line, DPS heroes take turns unleashing their burst damage, and Healers keep the party alive — and the game never ranks one class above another, so your first decision is which role you need covered rather than which class is "best".
Expedition of the Guild classes: the full roster
The nine classes that ship in the game are:
- Paladin
- Warrior
- Mage
- Priest
- Hunter
- Druid
- Shaman
- Warlock
- Rogue
Paladins, Mages, Hunters and Priests are the classes the game puts in the headline, with more behind them; the complete list shows up on the hero screens, where each hero card is stamped with its class next to its rarity. Two numbers decide how much of that roster you will actually use: the launch roster is 83 heroes, and one raid can field up to 20 of them. A full party therefore always mixes several classes, and there is no class-by-class answer to how the roster should be split.
The three roles every raid needs
Every hero fills one of three roles, and a raid needs all three to work:
- Tank — holds the front line. Enemies pick targets in the order Tank, then Melee, then Ranged, so the tank is the hero a boss is trying to kill.
- DPS — deals burst damage and takes turns unleashing it, which is why DPS abilities are fired by hand instead of on a timer.
- Healer — keeps everyone's health topped up so the party survives a fight instead of collapsing on the first mechanic.
Damage alone does not carry a raid. The high-damage lineup is a rush option rather than a full answer to boss mechanics, because every boss has something of its own to deal with and the party still needs a durable Tank at the front and a healer keeping everyone alive.
How to read a hero's role before you field them
The class tag tells you which family a hero belongs to; the numbers tell you the job. Two screens do that work:
- The hero screen keeps Heroes, Equipment and Skills on separate tabs, and the hero list stamps each hero with its class and its rarity.
- The Equipment tab shows every hero's own stats, so you can compare two candidates before you field them. Phy. ATK and Mag. ATK read as damage, Threat Transfer reads as aggro contribution, and Block, Dodge and Accuracy sit right next to it.
The Party Status panel closes the loop after a run. Its Damage, Healing and Damage Taken bars show which hero actually carried the damage, which one kept the party alive, and which one was taking the most hits.
Which class should a beginner start with?
There is no best class for beginners, because the game does not rank them — nothing in it marks one class as stronger or better for a new guild leader. What it gives you instead is the role split and three lineup styles: a safe balanced raid setup, a high-damage team for rushing levels, and experimental combinations to push limits.
That turns the question into a recruiting order rather than a tier list. Cover Tank, DPS and Healer first, because a working party needs all three. Treat the high-damage lineup as a rush tool instead of a replacement for a healer. Use the experimental setup for fights where you are testing something rather than clearing a boss. And read the numbers on the Equipment tab before you commit a hero to a slot, because two heroes of the same class can fill very different jobs.
Once you know which roles your roster is short on, the next step is turning that into an actual party — how many heroes to field, in what order, and which of the three styles to pick between. The party composition guide covers that end to end.
Where hero skills come in
Class tells you what a hero is; skills tell you what they do. Each hero carries their own ability set on the Skills tab of the hero screen, and the abilities you press in a fight are laid out on a ten-slot numbered bar along the bottom of the screen. That is also where the link between roles and damage shows up: DPS heroes take turns unleashing their burst damage, which only pays off if somebody presses the right slot at the right moment. The hero skills guide walks through the bar, the activation rules and the ability names you will see on screen.