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Overview

Not all characters are programmed equally. The characters' differences are so significant it can make the difference between destroying bosses' health on insane mode in seconds with S rank characters, or getting stuck on the last few bosses on normal mode with E rank characters. Keep in mind that this list does NOT take Arena Mode into account.

If you notice, all the characters with the best magic end up on top. That's because they only differ by magic, and nothing else (with the only exception of Green Knight).

Notice that the top-tier characters are mostly boss slayers and/or have good crowd control, or have unique and special magic move-sets that enable them to do unique things other characters can'tdo (Take Saracen and Bear's tornado juggle for example).

The E and some of the D rank characters' magic is rather poor, which means that if you want to use them effectively then you'll be stuck with juggling and arrow spamming, which is are things all the other characters can do, and it's no fun if your character isn't even unique.

Character's mage types in Latin and/or Greek will be added just for fun. They have no relevance to a character's rank.

Endorsements

Professional players are the best of the best, they can all solo insane mode with any character with little struggle. They also know the ins and outs of all 31 characters and have learned the intricacies of the game. They are the de facto leaders and are always the ones to come to with questions. The professionals who endorse this list include:

  • Aichomancer - author of over 25 guides on Steam and bureaucrat on this wiki, has 26 gold skulls on Steam
  • BeatsBD/Hazard - A bureaucrat on this wiki that is known for carrying less skilled players to gold skulls on 360/One. Author of 10+ guides on the forums, 93 gold skulls between both Xbox platforms and PS3 (Although he also has streamed multiple insane mode runs on characters already owning gold skulls.
  • Ccvector - 31 gold skulls on Steam
  • Fenix Stryk - author of the first tier list for CC, 31 gold skulls on xbox 360, first person to share juggling combos with the community at large
  • Rushmilk (ENDORSEMENT PENDING) - 18 gold skulls on PS3, 4 gold skulls on Steam, author of a tier list on Steam
  • Thundylane - 31 gold skulls on Steam
  • Shenanigans (ENDORSEMENT PENDING) - 31 gold skulls on Xbox 360, several gold skulls on Steam

Skilled players have a few gold skulls under their belt, but don't take the game as seriously as a professional. Skilled players who endorse this list include:

  • Barrels o' Fun - (ENDORSEMENT PENDING) has 4 gold skulls on Steam, has 30 characters at Full Moon on Xbox 360 because
  • Ryshokka - author of several guides on Steam, has a gold skull
  • SonicDen220 - active contributor on Steam discussion forums, with 4 gold skulls
  • Serge (ENDORSEMENT PENDING) - has 3 gold skulls on Steam
  • SilentBD (ENDORSEMENT PENDING) - author of a few guides on Steam, has 7 gold skulls

SS Rank

Characters that are ranked SS make insane mode beyond easy. It's literally impossible not to succeed with them. They have no significant flaws, so they're the best characters to use for your first insane mode run.

Screen shot 2011-02-25 at 19.05.02

1) Fencer

90 Points (SS); 85 Points Minimum (SS)

Advantages

  • 7 - Highest splash damage output on bosses (1,024 damage per cast when maxed)
  • 7 - Splash reaches above/below/behind the player creating immunity to all melee attacks
  • 7 - Splash is EXTREMELY quick
  • 7 - Best boss slayer
  • 7 - Best crowd control
  • 7 - Best splash for starting juggles
  • 7 - 32 hits per splash cast when maxed
  • 6 - Splash ignores terrain and map boundaries
  • 5 - Splash can easily be used while enemy is down to hit as soon as it stands up again
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Splash provides great cover for team and can be used as a trap
  • 5 - Splash stays out for a while
  • 5 - Splash hits heavyweight beefy enemies eight times
  • 5 - Splash has max range from level 1
  • 3 - Splash hits heavyweight enemies twice
  • 2 - Makes the volleyball game very easy

Disadvantages

  • X - Splash does slightly reduced damage to normal enemies

Mage

  • Aichomancer
Screen shot 2011-02-25 at 19.11.40

1) Industrialist

90 Points (SS); 85 Points Minimum (SS)

Advantages

  • 7 - Highest splash damage output on bosses (1,024 damage per cast when maxed)
  • 7 - Splash reaches above/below/behind the player creating immunity to all melee attacks
  • 7 - Splash is EXTREMELY quick
  • 7 - Best boss slayer
  • 7 - Best crowd control
  • 7 - Best splash for starting juggles
  • 7 - 32 hits per splash cast when maxed
  • 6 - Splash ignores terrain and map boundaries
  • 5 - Splash can easily be used while enemy is down to hit as soon as it stands up again
  • 5 - Splash provides great cover for team and can be used as a trap
  • 5 - Splash stays out for a while
  • 5 - Splash hits heavyweight beefy enemies eight times
  • 5 - Splash has max range from level 1
  • 3 - Splash hits heavyweight enemies twice
  • 2 - Makes the volleyball game very easy


Disadvantages

  • X - Splash does slightly reduced damage to normal enemies

Mage

  • Mechanomancer

S Rank

Characters in S Rank are here because their magic and abilities are so top-notch that they can make insane mode easy when combined with even just a little bit of skill. They're beyond perfect, and it's impossible to have trouble or difficulty when using them properly. They're more than 100% effective all of the time.

Screen shot 2011-02-25 at 19.22.03

3) Royal Guard

70 Points (S+)

Advantages

  • 7 - Projectile allows for unique juggle combos
  • 7 - Explosion can be controlled and manipulated by the player
  • 7 - Projectile hits multiple enemies
  • 7 - Can use magic to create explosions
  • 7 - Air projectile falls at a steep angle, hitting enemies directly beneath him
  • 6 - Second best crowd clearing
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Projectile has extreme knockback
  • 5 - Splash is GREAT for starting juggles
  • 4 - Can manipulate explosions to start juggles (Although it's hard to do)
  • 4 - Explosion can make all weight groups take fall damage
  • 3 - Projectile knockback remains the same regardless of weight group
  • 2 - Projectile does fire damage over time
  • 1 - Projectile eliminates the need for store bought bombs
  • 1 - Projectile breaks cracked walls

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Atomosomancer
Screen shot 2011-02-25 at 19.01.01

3) Conehead

70 Points (S+)

Advantages

  • 7 - Projectile allows for unique juggle combos
  • 7 - Explosion can be controlled and manipulated by the player
  • 7 - Projectile hits multiple enemies
  • 7 - Can use magic to create explosions
  • 7 - Air projectile falls at a steep angle, hitting enemies directly beneath him
  • 6 - Second best crowd clearing
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Projectile has extreme knockback
  • 5 - Splash is GREAT for starting juggles
  • 4 - Can manipulate explosions to start juggles (Although it's hard to do)
  • 4 - Explosion can make all weight groups take fall damage
  • 3 - Projectile knockback remains the same regardless of weight group
  • 2 - Projectile does fire damage over time
  • 1 - Projectile eliminates the need for store bought bombs
  • 1 - Projectile breaks cracked walls

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Atomosomancer
Screen shot 2011-02-25 at 19.08.00

5) Gray Knight

63 Points (S)

Advantages

  • 7 - Projectile allows for unique juggle combos
  • 7 - Explosion can be controlled and manipulated by the player
  • 7 - Projectile hits multiple enemies
  • 7 - Can use magic to create explosions
  • 7 - Air projectile falls at a steep angle, hitting enemies directly beneath him
  • 6 - Second best crowd clearing
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Projectile has extreme knockback
  • 5 - Splash is GREAT for starting juggles
  • 4 - Can manipulate explosions to start juggles (Although it's hard to do)
  • 4 - Explosion can make all weight groups take fall damage
  • 3 - Projectile knockback remains the same regardless of weight group
  • 2 - Projectile does fire damage over time
  • 1 - Projectile eliminates the need for store bought bombs
  • 1 - Projectile breaks cracked walls

Disadvantages

  • 7 - Worst XXXY
  • 3 - Splash has medium delay

Mage

  • Subatomosomancer
Screen shot 2011-02-25 at 19.09.55

6) Iceskimo

49 Points (S-); 44 Points Minimum (A)

Advantages

  • 7 - Infinite XXXY
  • 7 - Freezing resets hit counter
  • 7 - Freezing allows for the invention of unique combos
  • 7 - Splash is good for starting juggles while keeping large crowds at bay
  • 6 - Splash sets up safe juggles for the entire team
  • 6 - Second best crowd control
  • 6 - Splash and XXXY freezes normal enemies
  • 5 - Splash is GREAT for setting up juggles

Disadvantages

  • 2 - Less hits on bosses
  • X - Expensive splash

Mage

  • Chionomancer
Blueknight

6) Blue Knight

49 Points (S-); 39 Points Minimum (A+)

Advantages

  • 7 - Infinite XXXY
  • 7 - Best crowd control
  • 7 - Freezing resets hit counter
  • 7 - All magic freezes normal enemies
  • 7 - Freezing allows for the invention of unique combos
  • 7 - Air magic allows safest possible landing from juggles
  • 7 - Splash is good for starting juggles while keeping large crowds at bay
  • 6 - Splash sets up safe juggles for the entire team
  • 5 - Splash is GREAT for setting up juggles
  • 5 - Air projectile hits multiple enemies
  • 3 - Can use splash in air
  • 2 - Air projectile sets up juggles for team

Disadvantages

  • 7 - Unable to spellweave (use air projectile in juggles)
  • 5 - Magic jump is awkward to start juggles on medium enemies with
  • 4 - Air projectile does drastically reduced damage
  • 2 - Magic jump has no knockback
  • 2 - Less hits on bosses
  • X - Expensive splash
  • X - Expensive air projectile

Mage

  • Cryomancer

A Rank

Characters in A Rank are here because their magic and abilities are sublime. They're not overpowered, but they're balanced out to be 90-100% effective all of the time.

Screen shot 2011-02-25 at 19.06.22

8) Fire Demon

39 Points (A+)

Advantages

  • 7 - Knockback remains the same regardless of weight groups
  • 6 - Splash is very quick
  • 6 - Fire damage over time on all magic
  • 6 - Second best boss slayer
  • 5 - Splash hits instantly, sooner than any other character's
  • 3 - Quick splash with elemental effects
  • 3 - Splash is good for dealing with the Industrial Machine's hand
  • 3 - Splash is good for starting juggles

Disadvantages

  • None

Mage

  • Drakonomancer
Screen shot 2011-02-25 at 18.57.30

9) Brute

37 Points (A)

Advantages

  • 7 - Significantly more hits on bosses
  • 7 - Splash is easy to align on all targets that take chain damage
  • 6 - Splash is very quick
  • 6 - Second best boss slayer
  • 5 - Splash hits instantly, sooner than any other character's
  • 3 - Splash is good for dealing with the Industrial Machine's hand
  • 3 - Splash is good for starting juggles

Disadvantages

  • None

Mage

  • Botanomancer
Screen shot 2011-02-25 at 19.26.45

9) Snakey

37 Points (A)

Advantages

  • 7 - Significantly more hits on bosses
  • 7 - Splash is easy to align on all targets that take chain damage
  • 6 - Splash is very quick
  • 6 - Second best boss slayer
  • 5 - Splash hits instantly, sooner than any other character's
  • 3 - Splash is good for dealing with the Industrial Machine's hand
  • 3 - Splash is good for starting juggles

Disadvantages

  • None

Mage

  • Botanomancer
PinkKnight

14) Pink Knight

34 Points (A-); 29 Points Minimum (B)

Advantages

  • 7 - Highest total damage output per mana bar on normal enemies
  • 7 - Splash has the longest range
  • 7 - Air projectile falls at a steep angle, hitting enemies directly beneath him
  • 4 - Splash sets up juggles for the entire team
  • 3 - Splash range is maxed when 15 points are allocated
  • 3 - Splash stun locks normal enemies for 1 second for each time they're hit
  • 3 - 16 hits per splash cast
  • 1 - Projectile can critical hit

Disadvantages

  • 2 - Less hits on bosses
  • X - Expensive splash

Mage

  • Iridomancer

B Rank

Characters in B Rank are balanced out to be just peachy keen. They're not overpowered, nor are they sublime, but they still have abilities that cut the mustard.

Screen shot 2011-02-25 at 19.17.16

10) Ninja

32 Points (B+)

Advantages

  • 7 - Splash is easy to align on all targets that take chain damage
  • 7 - Significantly more hits on bosses
  • 6 - Splash is very quick
  • 6 - Second best boss slayer
  • 3 - Splash is good for dealing with the Industrial Machine's hand
  • 3 - Splash is good for starting juggles

Disadvantages

  • None

Mage

Sciomancer

Screen shot 2011-02-25 at 18.50.31

12) Orange Knight

31 Points (B)

Advantages

  • 7 - Knockback remains the same regardless of enemy weight groups
  • 7 - Splash has the widest and tallest hitbox
  • 7 - Splash has the longest range when maxed
  • 6 - Second best crowd control
  • 6 - Fire damage over time on all magic

Disadvantages

  • 2 - Less hits on bosses
  • 2 - Splash can obstruct players' view

Mage

  • Pyromancer
Screen shot 2011-02-25 at 18.45.29

12) Red Knight

31 Points (B); 21 Points Minimum (C)

Advantages

  • 7 - Splash makes the Necromancer and Conehead Groom fights very easy
  • 7 - Splash stun locks normal enemies for the duration of time it's held
  • 7 - Splash sets up safe juggles for the entire team
  • 7 - Best crowd clearer
  • 6 - Second best crowd control
  • 6 - Second highest total magic damage output per mana bar on normal enemies
  • 3 - Magic jump and projectile knockback remains the same regardless of weight group

Disadvantages

  • 7 - Worst XXXY
  • 3 - Slow mana regeneration
  • 2 - Splash drains mana faster than other sustained splash attacks
  • X - Unable to move while casting splash
  • X - Splash does not accrue XP from bosses

Mage

  • Astramancer
Screen shot 2011-02-25 at 19.23.32

15) Saracen

28 Points (B-)

Advantages

  • 7 - Invulnerability during splash if you use the A+A Combo and then the Tornado
  • 7 - Splash and air projectile allow for the invention of unique combos
  • 7 - Projectile has extreme upwards knockback and starts juggles
  • 6 - Splash can critical hit
  • 5 - Splash is GREAT for heavy enemies
  • 5 - Projectile hits multiple enemies
  • 4 - Splash is quick
  • 3 - Can use splash in air
  • 3 - Can move during splash

Disadvantages

  • 7 - No long ranged magic attacks
  • 5 - Projectile does drastically reduced damage
  • 3 - Slow mana regeneration
  • 2 - Movement during splash is very slow
  • 2 - Tornado can be blocked or broken (if turtlenado is not used)

Mage

  • Amathosmancer
Screen shot 2011-02-25 at 19.32.06

15) Bear

28 Points (B-)

Advantages

  • 7 - Splash and air projectile allow for the invention of unique combos
  • 7 - Invulnerability during splash if you use the A+A Combo and then the Tornado
  • 6 - Splash can critical hit
  • 5 - Splash is GREAT for heavy enemies
  • 4 - Splash is quick
  • 3 - Can move during splash
  • 3 - Can use splash in air

Disadvantages

  • 3 - Slow mana regeneration
  • 2 - Movement during splash is very slow
  • 2 - Tornado can be blocked or broken (if turtlenado is not used)

Mage

  • Anemomancer

C Rank

These characters are the baseline that serves as the middleground of comparison. These are the characters that aren't good or bad, but just are. They'll pull through at least 7 times out of 10.

Beekeeper

15) Killer Beekeeper

25 Points (C+)

Advantages

  • 7 - Drastically reduces time needed to defeat airborne bosses
  • 7 - Splash hits enemies in the air regardless of height
  • 6 - Splash is very quick
  • 5 - Splash is easy to align on beefies
  • 3 - Splash does full damage when it hits regular enemies in the air

Disadvantages

  • 2 - Splash has reduced knockback
  • 1 - One splash segment can't hit the same enemy(s) twice

Mage

  • Apimancer
Barbarian

20) Barbarian

20 Points (C)

Advantages

  • 6 - Splash is very quick
  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 4 - Splash hits with two segments at a time (confusing in PvP and is good for crowd control)

Disadvantages

  • None

Mage

  • Traumatomancer
Necromancer1

19) Necromancer

20 Points (C)

Advantages

  • 6 - Downwards air projectile has infinite range
  • 5 - Splash is GREAT for starting juggles
  • 4 - Splash is quick
  • 6 - Splash can start juggles easily before magic has even been upgraded
  • 3 - Splash is good for dealing with the Industrial Machine's hand
  • 3 - Projectile moves very quick

Disadvantages

  • 2 - Less hits on bosses
  • 5 - Splash hitbox is only effective during its animation despite staying out longer than normal

Mage

  • Necromancer
As

21) Skeleton

17 Points (C-)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Splash can easily be used while enemy is down to hit as soon as it stands up again
  • 4 - Splash is quick
  • 3 - Splash is good for dealing with the Industrial Machine's hand

Disadvantages

  • None

Mage

  • Demonomancer
Cult minion

21) Cult Minion

17 Points (C-)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay
  • 5 - Splash can easily be used while enemy is down to hit as soon as it stands up again
  • 4 - Splash is quick
  • 3 - Splash is good for dealing with the Industrial Machine's hand

Disadvantages

  • None

Mage

  • Achluomancer

D Rank

D Rank is where we start to dive into the horrible characters. To be fair, King is MUCH more useful than what he gets credit for here, because in multiplayer, the more his disadvantages start to disappear, and the more valuable his advantages become; either way all eight characters in this rank are playable. In the end though, it can and does get much worse from here.

Es

18) Green Knight

15 Points (D+)

Advantages

  • 7 - Poison damage over time on all magic
  • 5 - Splash is easy to align on beefies
  • 4 - Splash is quick
  • 3 - Projectile is very damaging when used in juggles
  • 3 - DoT lasts for three hits

Disadvantages

  • 7 - Gimped heavy attack speed

Mage

Iomancer

Screen shot 2011-02-25 at 19.30.03

23) Thief

7 Points (D)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Kleptomancer
Peasant

23) Peasant

7 Points (D)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay

Disadvantages

  • 3 - Splash has medium delay.

Mage

  • Farmamancer
Civilian

23) Civilian

7 Points (D)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Farmamancer
ImagesCAGBX1QC

23) Stove Face

7 Points (D)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Selenomancer
Open faced gray knight

23) Open Faced Gray Knight

7 Points (D)

Advantages

  • 5 - Splash is GREAT for starting juggles
  • 5 - Splash is good for starting juggles on beefies while keeping large crowds at bay

Disadvantages

  • 3 - Splash has medium delay

Mage

  • Ommetamancer
King

28) King

1 Point (D-)

Advantages

  • 15 - Splash heals allies

Disadvantages

  • 7 - No true splash attack
  • 7 - Worst crowd control

Mage

  • Tyrranomancer

Notes

  • In multiplayer, he's roughly equal to Red/Orange Knight.
  • At max potential, King's splash can heal every player in his party for the equivalent of 2.83 pieces of fruit EACH.

E Rank

These are the only characters that are truly horrible. A common theme shared between these characters is that they both seem great at first sight (Alien and Hatty are from other behemoth games and have lots of hype because of it), but the truth is that really neither one of them are even close to actually being special. It's almost as if the Behemoth thought that they could get away with really lazy design on these characters and still have people play as them... And obviously it worked.

Alien

29) Alien

-2 Points (E+)

Advantages

  • 7 - Splash has infinite range
  • 7 - Can use magic to create explosions
  • 6 - Explosion can make all weight groups take fall damage
  • 6 - Splash is good for spreading out large crowds
  • 5 - Has decent crowd control for thick crowds like Troll Boss and Necromancer fight
  • 4 - XXXY and splash do fire damage over time
  • 3 - Splash does double normal damage
  • 3 - Splash's knockback remains the same regardless of enemy weight groups
  • 3 - Casts splash and projectile 3x faster than normal

Disadvantages

  • 7 - Can only carry the Alien Gun (his starting weapon)
  • 7 - Each splash cast only does one hit on a boss/beefy
  • 7 - Unable to receive magic bonuses (can only ever have +4 at the most)
  • 6 - Splash only does 1 hit per cast
  • 4 - Casting splash and projectile fast wastes mana (Enemies can only be hit while standing.)
  • 4 - Air projectile has no kickback making spellweaving awkward or difficult
  • 3 - Ground projectile does drastically reduced damage
  • 3 - Explosion is hard to manipulate
  • 1 - Splash doesn't eliminate the need for storebought bombs
  • 1 - Splash can't break cracked walls

Mage

  • Xenomancer
Purple knight1

30) Blacksmith

-9 Points (E+)

Advantages

  • 6 - Splash ignores terrain and map boundaries
  • 5 - Air projectile hits multiple enemies
  • 4 - Splash is quick
  • 3 - Can use splash in air
  • 2 - Splash allows safe landing from juggles
  • 2 - Ground projectile does fire damage over time

Disadvantages

  • 7 - Significantly less hits on bosses
  • 7 - Splash only has 3 hits max on any enemy
  • 5 - Splash attack is weak against crowds
  • 5 - Unable to spellweave (use air projectile in juggles)
  • 4 - Air projectile does drastically reduced damage
  • 3 - Splash has no special effects making it somewhat useless in the air
  • 2 - Splash attack has reduced knockback

Mage

  • Batrachomancer
Hatty

31) Hatty Hattington

-26 Points (E-); -19 Points Maximum (E-)

Advantages

  • 7 - Air projectile falls at a steep angle, hitting enemies directly beneath him
  • 1 - Dynamic land/air projectile

Disadvantages

  • 7 - Splash has large delay
  • 7 - Splash delay is large enough to take damage from enemies before said enemies are hit by the splash
  • 7 - Only character that can DIE before splash hits enemies
  • 7 - splash attack has little to no ways of being used strategically, or even effectively
  • 6 - Second worst crowd control


Mage

  • Cetamancer

Other Tier Lists

Grading System

Advantages and disadvantages are ranked by relevancy on a scale from 1-5. 5 is the most relevant and 1 is the least relevant. The points will be added up (advantages will be positive, disadvantages will be negative), and the characters with higher scores will be ranked higher. If an aspect of a character is equally an advantage and a disadvantage, it will not be listed. This is the scale used:

  • 1 - Almost no relevancy
  • 2 - Low relevancy
  • 3 - Moderately relevant
  • 4 - High relevancy
  • 5 - Very relevant
  • 6 - Game changing
  • 7 - Game breaking
  • X - This is a value that is determined by the individual. Since in the right hands, this dis/advantage won't make an impact on gameplay, it's not counted for or against the character. It's up to the player to decide what they think it's worth, and from that they can subtract whatever value they insert for it onto the character's score. As such, all character's scores will show their default, minimum, and maximum possible scores.

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