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100 Waves Later Classes Tier List: Every Class Ranked for Solo and Team Play
In 100 Waves Later, the strongest all-around class is the Juggernaut for solo runs and the Technomancer for coordinated teams, with the Shadowblade as the best pick for players who want high damage but can accept fragile survivability. This tier list ranks every class across damage, survivability, utility, upgrade priorities, and late-wave performance so you can pick the right one for how you actually play.
Rankings assume the current live balance patch. Where a class straddles two tiers, the deciding factor is usually how well it scales past wave 70, when enemy density and elite spawn rates rise sharply.
Quick Comparison: Top Picks at a Glance
| Class | Tier | Best For | Key Strength | Main Trade-Off | Upgrade Priority |
|---|---|---|---|---|---|
| Juggernaut | S | Solo play, beginners | Highest effective HP, self-sustain | Low mobility, slow clear speed | Armor → Health regen → AoE |
| Technomancer | S | Team play, support | Team-wide buffs and turret scaling | Weak alone, needs positioning | Turret dmg → Buff radius → Cooldowns |
| Shadowblade | A | Burst damage, experienced players | Highest single-target DPS | Fragile, punishing mistakes | Crit → Attack speed → Evasion |
| Warden | A | Hybrid solo/team | Balanced stats, reliable scaling | No standout strength | Damage → Sustain → Utility |
| Pyromancer | B | Crowd clearing | Wide AoE burn damage | Weak single-target, mana-hungry | AoE radius → Burn duration → Mana |
| Ranger | B | Mid-range kiting | Safe range, consistent chip damage | Falls off late without gear | Attack speed → Crit → Range |
| Necromancer | C | Off-meta experimentation | Minion soak, passive damage | Minions die fast late, high micro | Minion HP → Count → Damage |
| Berserker | C | Risk-reward brawling | Damage rises as HP drops | Dies before payoff without support | Lifesteal → Damage → HP threshold |
Price and gear note: unlike retail categories, classes in 100 Waves Later are not bought — they are unlocked via progression or the in-game cosmetic store, so “budget” here means early-game investment cost in upgrade materials, not real money.
S-Tier: The Classes That Carry Runs
Juggernaut — Best Overall for Solo
The Juggernaut is the safest solo pick because it survives the wave 40–60 difficulty spike without needing a team to peel enemies off it. Its armor scaling, according to the game’s class tooltips, converts a percentage of incoming damage into a flat reduction that compounds with health regen upgrades, making it the only class that comfortably tanks multiple elites at once. The trade-off is speed: clearing a wave takes roughly 20–30% longer than with a Shadowblade, and low mobility means you cannot reposition quickly if a ranged elite spawns behind you. It suits beginners and players who value consistency over clear speed.
Technomancer — Best for Team Play
In coordinated groups, the Technomancer multiplies everyone else’s output. Its turrets provide supplementary damage while its buff aura boosts nearby allies’ attack and cooldown rates — a force multiplier that makes a three-person team hit noticeably harder than three solo players combined. Alone, however, it is one of the weaker classes: turrets need time to ramp, and its own direct damage is modest. Pick it if you play with a fixed group or enjoy support roles. Upgrade turret damage and buff radius first; cooldown reduction is a distant third priority until wave 80+.
A-Tier: Strong, Situational Picks
Shadowblade — Best Burst Damage, Highest Risk
The Shadowblade deletes single targets faster than any other class, with crit-focused builds reaching the top of the DPS charts in single-target encounters. The catch is survivability: it has the lowest base HP of any class, and one misread wave layout can end the run. Experienced players who can kite and time evasion windows will find it the most rewarding class in the game. New players should treat it as a stretch pick, not a starting class.
Warden — Best Balanced Hybrid
The Warden does everything reasonably well and nothing exceptionally. It has enough sustain to solo, enough utility to contribute to teams, and a scaling curve that stays relevant well past wave 100. If you want one class you can play in every mode without relearning mechanics, this is it. The trade-off is that it never carries — in a well-built team, a Warden is usually the second- or third-highest contributor, not the star.
B-Tier: Viable With the Right Build
Pyromancer — Best Crowd Clearing
The Pyromancer’s AoE burn damage is unmatched when waves spawn in dense clusters, which happens frequently from wave 50 onward. Against single bosses, its damage output drops sharply, and its mana consumption forces careful resource management. Pair it with a Juggernaut or Warden to hold the front line while the burn ticks.
Ranger — Safe but Gear-Dependent
The Ranger kites from mid-range, staying out of melee danger while chipping enemies down. It performs well through wave 60 but falls off late unless heavily invested in attack speed and crit gear. It is a solid comfort pick for players who dislike melee positioning, not a top-tier carry.
C-Tier: Off-Meta and Niche
Necromancer — High Micro, Modest Payoff
Minions soak damage and deal passive damage, which sounds strong until late waves, where enemy damage scales faster than minion HP. Maintaining a full minion count requires constant attention, and the payoff rarely justifies the effort. Playable, but not recommended for competitive wave pushing.
Berserker — All Risk, Conditional Reward
The Berserker’s damage increases as its health drops, creating a high-risk high-reward loop. Without a healer or a Juggernaut drawing aggro, it usually dies before the damage bonus matters. In coordinated teams built around protecting it, it can spike surprisingly hard — but it is the most team-dependent class in the game.
How to Choose Your Class
Use this decision matrix to match your situation to a pick:
| Your Situation | Recommended Class | Why |
|---|---|---|
| New player, playing solo | Juggernaut | Forgiving, self-sustaining, no team required |
| New player, playing with friends | Warden | Flexible role, contributes without mastering a niche |
| Experienced, wants max damage | Shadowblade | Top single-target DPS with correct evasion timing |
| Fixed three-player group | Technomancer | Buffs compound across the whole team |
| Struggling past wave 70 | Juggernaut or Warden | Best late-wave survivability and scaling |
| Wants an off-meta challenge | Necromancer or Berserker | Viable but requires build-specific investment |
Upgrade Priority by Tier
- S-tier: Invest in the class’s core scaling stat first (armor for Juggernaut, turret damage for Technomancer) — these compound and pay off by wave 60.
- A-tier: Split investment between offense and one defensive stat; A-tier classes punish single-stat builds after wave 80.
- B-tier: Requires a decided build to stay viable; spreading upgrades across every stat leaves these classes underpowered by wave 90.
- C-tier: Only invest if you enjoy the playstyle — the resource cost per wave of progress is roughly 30–40% higher than S-tier classes.
Late-Wave Performance Realities
Past wave 70, enemy density and elite frequency rise, and several classes show their limits. Survivability matters more than raw damage because dying ends the run regardless of how fast you were clearing. This is why Juggernaut and Warden, which have reliable defensive scaling, outrank higher-damage classes like the Shadowblade in a strict tier evaluation — though in a skilled player’s hands, the Shadowblade can outperform both. Consumables and repair costs also accumulate: expect recurring upkeep investment rather than a one-time upgrade cost, and budget materials accordingly.
Frequently Asked Questions
What is the best class in 100 Waves Later?
The Juggernaut is the best all-around class, especially for solo play, due to its durable scaling and self-sustain. The Technomancer is the best for team play because its buffs multiply allies’ output. Your best choice depends on whether you play alone or in a coordinated group.
Which class is best for solo play?
Juggernaut leads solo play thanks to its survivability and lack of dependence on teammates. Warden is a strong second choice if you want more damage flexibility. Avoid Shadowblade and Berserker solo until you are comfortable with wave mechanics and positioning.
Does the tier list change with patches?
Yes. Balance patches adjust damage numbers, cooldowns, and scaling curves, which can move a class a tier or two. This ranking reflects the current live patch, so check the official patch notes after major updates before committing upgrade materials.
Is the Necromancer viable at high waves?
The Necromancer is viable but requires heavy investment and constant minion management. Its minions die quickly once enemy damage scales, so it falls behind S- and A-tier classes past wave 80. It is best treated as a fun off-meta pick rather than a competitive option.
Should I upgrade damage or survivability first?
For most classes, prioritize one core scaling stat — usually the one tied to the class’s main strength — and pair it with a single defensive upgrade. Pure damage builds clear faster early but collapse around wave 70 when elites spawn more frequently.
How long does it take to unlock all classes?
Unlock time varies by class and progression path, with starter classes available immediately and others requiring wave milestones or in-game currency. Expect a meaningful time investment of several sessions before you can field-test every class yourself.
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