Solo Hunters Tier List – Class/Weapon/Power/Gear [RAID]

solo hunters tier list and guide

Updated on February 23, 2026: Added all the newest Weapons, Armor, Rings and crafting materials up until the last update.

Making the best build in Solo Hunters is all about picking out the best class, weapon, powers, armor set and rings. Below I’ll go into each category separately and rank them all with individual ranking explanations, drop locations and stats. Here’s my complete Solo Hunters tier list.

Solo Hunters Class Tier List

Classes in Solo Hunters are just bonuses to stats and you can currently only get them via Class Rerolls which you can get from Super Red Gates, buy for Robux or get from codes (all codes linked at the end of the article). The best class is Tank for a Strength/Weapons build and Mage for a Magic/Power/Rune build. Below I’ll explain all class stat bonuses and each class individually.

You can get your class in the Stats menu in the top right.

S-Tier Classes

S-Tier Ranking Explanation Class Stats

Tank Class
Legendary
• The best class for a Weapon build and overall the best class in the game
• This is because weapons give you more reliable DPS and less reliance on cooldowns
• Also the highest HP bonus
• Check out the best Weapons to use below in their tier list
+40% Health
+20% M1 Damage

Mage Class
Legendary
• The best class for a Power/Rune build
• Tank/Weapon builds are more reliable since for Power/Rune builds you have to farm mastery for moves to be effective whereas Weapons always have M1s
• Still Mage can be quite decent with all moves and mastery farmed but it’s more for late game where AOE is more important
• Check out the best Powers/Runes to use below in their tier list
+40% Magic Damage

A-Tier Classes

A-Tier Ranking Explanation Notes

Assassin
Mythic
• Second-best melee class after Tank
• You get the flexibility of having both single target DPS with weapons and AOE DPS with Powers/Runes
• If you’re going for a hybrid Strength/Magic stat build then Assassin is your best option
+20% M1 Damage
+20% Magic Damage
+20% Health

Knight
Rare
• Just a weaker version of Assassin
• Still a better option to go for Knight and a weapon build than Elf or Summoner for a Mage build
• Only good for beginner weapon builds if you cannot get Knight or Assassin
+10% M1 Damage
+10% Health
+10% Magic Damage

B-Tier Classes

B-Tier Ranking Explanation Notes

Elf
Epic
• Both Elf and Summoner are for Magic/Power/Rune builds
• Elf just gives 5% more damage but doesn’t get HP
• So it’s only a matter if you value that 5% more DPS over HP but overall Summoner is slightly better solo due to the HP boost
• That said Magic builds are generally weaker than weapon builds so if you want to go for Magic you should only go for it with Mage
+25% Magic Damage

Summoner
Epic
• See Elf +20% Health
+20% Magic Damage

Solo Hunters Weapon Tier List

The best weapons in Solo Hunters are the Thunder Axe for farming and Shadow Scythe and Dual Dagger for end-game. I prefer the Thunder Axe since the R skill Stormcall Throw is god-tier for AOE farming at all stages of the game. That said the other two outdamage it eventually. Below I’ll dive into each weapon individually and their drop locations.

Combine with maxing Strength, Commander/Serpent/Venomspike set and the Tank class for the best DPS.

S-Tier Weapons

S-Tier Notes

Shadow Scythe
Only available at the Summon Power NPC

• Arguably the best late-game weapon in the game
• This is because of the long-range skills and mobility in the skill tree allowing you to kite end-game raids
• Cannot be grinded in dungeons since you can only get it through luck at the Summon Power station
• Deals the best damage and has two iFrame skills to clear end game gates while staying safe


Dual Dagger
Drops in Spider Cave or get from Summon Power NPC

• High S along with Scythe for end-game boss-killing
• A really flexible and fast weapon with some of the best skills in the game
• You can even pull mobs to set up for AOE damage with Powers or for your teammates
• Immortals is also a great defensive skill


Thunder Axe
Drops in Jungle

• The best weapon for farming even though it falls behind the Shadow Scythe and Daggers in the late-game
• The R is one of the best skills in the game and amazing for grinding and gives you both a ranged and an AOE option
• That said R falls off later when it can no longer one shot mobs so the Axe loses its effectiveness and falls behind Scythe and Daggers

A-Tier Weapons

A-Tier Notes

Venom Fang
Drops in Subway

• Easy to grind while having great skills and the skill tree is the same as your starting weapon
• C deals massive damage but it’s short range
• Overall the damage here is great but with quite low range which is why it’s A-Tier


Carmsei Katana
Drops in Desert

• I’ve been playing more with Carmsei and it’s much better than I originally thought
• That said it’s the opposite of Venom Fang having high range but lower PDS
• On par with Venom Fang and Thunder Axe in terms of raw DPS
• That said the Thunder Axe has better moves for farming


Knight’s Edge
Drops from Cursed Commander Raid in the top right of the map among the hills/mountains

• It’s all about the charge skill with this one where it deals S-Tier damage to anything it passes through
• Plus the move has invincibility frames to dodge attacks
• That said, that’s the only skill so this is A-Tier instead of S-Tier

B-Tier Weapons

B-Tier Notes

King’s Trident
King’s Trident drops in Snow Forest

• Great range and fast cooldowns but a bit awkward to use
• That said for beginners the F skill deals a lot of damage despite its small hitbox

C-Tier Weapons

C-Tier Ranking Explanation

Link Sword
Drops in Cave

• Weakest weapon in the tier list but stronger than Demon King Daggers and Diamond Dagger

Solo Hunters Power Tier List

Overall Powers/Runes are weaker than weapons. Still, some have good damage like Werewolf or make up for DPS in long range for group raids (They’re not good solo though). The best powers in Solo Hunters are Werewolf, Divine Blade and Goliath for late-game but you have to farm their mastery. Whatever power you pick, always go for the boss-killer skill first so you can farm mastery for it. Go for skills like Sword of Destiny for DB, Blackhole Crash for Goliath, Ghoulstorm Mine for Dark, etc. Let’s analyze all Powers/Runes individually and see which ones are the best.

Tip #1: I recommend farming Jungle boss for mastery.

Tip #2: Max Magic Power stat, get Mage class and Astral Set for the best Power/Rune DPS.

S-Tier Powers

S-Tier Ranking Explanation

Werewolf
• The best AOE and DPS in the game with Rage up and transformation
• You have plenty of iFrame skills to dodge damage
• You even have M1s when transformed for stable DPS, canceling the usual weakness for Powers
• Overall the best Power in the game beating out Divine Blade due to M1 damage

Divine Blade
Mythic
• The best Power/Rune in terms of quick burst damage
• Sword of Destiny is a DPS nuke dealing massive damage on bosses
• The range is a bit short but the damage is god-tier
• You even get invincibility frames on all skills so you can dodge damage while DPS-ing

Goliath
Legendary
• Also short ranged like Divine Blade and less AOE but still does really impressive damage
• The best boss killer in the game after DB and WW
• You also have 2 iFrame skills to dodge boss telegraphs
• Also buffs M1s on weapons with one skill so it’s a good support for a weapon build
• Overall tied for the second best Power in the game with DB

Light
Legendary
• Less DPS than the three above but it’s long-ranged and does excellent AOE damage
• That said it doesn’t have iFrame moves not good single-target damage so it’s great for farming
• Plus it’s really fast which some Powers lack

A-Tier Powers

A-Tier Ranking Explanation

Darkness
Epic
• Really strong for an Epic despite not having iFrames
• Ghoulstorm Mine is a boss killer for farming
• Plus, unlike BE and Goliath you have huge range and AOE so it’s much safer in teams

Crimson
Legendary
• Great beginner Power
• Good damage even though it has low range and AOE
• Great for early farming and has an iFrame skill

B-Tier Powers

B-Tier Ranking Explanation

Nature
Epic
• One of the best beginner Powers for farming bosses and mastery
• Great damage, range and AOE for its rarity
• The first skill does the best damage with R being a close second for boss-killing
• That said it’s outdamaged by higher tiers

C-Tier Powers

C-Tier Ranking Explanation

Lightning
Rare
• Wide AOE attacks but abysmally low DPS
• I wouldn’t use this
• No iFrames so you can get damaged during channeling moves

Vines
Rare
• A weaker version of Lightning

Solo Hunters Armor Set Tier List

The best armor in Solo Hunters depends on if you want Melee or Magic damage. There are a bunch of options for Melee armor sets with the best ones being Cursed Commander/Serpent and Venomspike. For Magic builds the Astral set is the best. You can check out all of them, their ranking notes, stats and drop locations below.

S-Tier Armor Sets

S-Tier Ranking Explanation Stats & Drop Location

Cursed Commander Set
• The best armor set in the game with the highest melee damage and Health bonus
• Also has a Burn passive with 3 pieces for added DPS
• Get from Cursed Commander Raid in the top right of the map in the hills/mountains
2 Piece Bonus: Gain 30% Melee damage
3 Piece Bonus: Burn Passive

Drops from Cursed Commander Raid

S-Tier Armor Sets

S-Tier Ranking Explanation Stats & Drop Location

Serpent Armor Set
• The best melee damage bonus in the game with slightly higher HP than Venomspike
• This makes Serpent the best armor set in the game
• Otherwise the melee damage bonus is the same as Venomspike so you can use either if you don’t care about HP
2 Piece Bonus: Gain 12% extra HP
3 Piece Bonus: +25% Melee Damage

Drops from Subway


Astral Armor Set
• The best armor in the game for Magic Power builds
• Combine with Divine Blade or Goliath Power for the best DPS
2 Piece Bonus: Gain 14% extra HP
3 Piece Bonus: +20% Magic Damage

Drops from Snow Forest


Venomspike Armor Set
• Same as Serpent except you get a bit less HP
• Otherwise just as good for optimal melee DPS
2 Piece Bonus: Gain 10% extra HP
3 Piece Bonus: +25% Melee Damage

Drops from Caves

A-Tier Armor Sets

A-Tier Ranking Explanation Stats & Drop Location

Bloodsteel Armor Set
• Both Bloodsteel and Sunforge are great alternatives to S-Tier
• It’s just slightly lower stats but they’re still great armor sets for melee builds
2 Piece Bonus: Gain 8% extra HP
3 Piece Bonus: +20% Melee Damage

Drops from Jungle


Sunforge Armor Set
• Same as Bloodsteel but more HP 2 Piece Bonus: Gain 15% extra HP
3 Piece Bonus: +20% Melee Damage

Drops from Spider Cave

B-Tier Armor Sets

B-Tier Ranking Explanation Stats & Drop Location

Oathkeeper Armor Set
• Massive Health boost here which is nice
• That said I would prefer the damage boost more so I put it lower in B-Tier
• The passive Burn damage is nice for beginners but in mid-to-late game the melee damage bonus gets you much more DPS
2 Piece Bonus: Gain 18% extra HP
3 Piece Bonus: Burn Passive

Drops from Desert


Iron Armor Set
• Used to be the best once it gave 50% melee damage but now it’s okay for beginners after the shadow nerf
• Basically the same as all the other melee bonus sets except you don’t get the HP
3 Piece Bonus: Deal 20% more melee damage

Drops from all Gates

Best Rings in Solo Hunters

The best ring in Solo Hunters like many other gear pieces depends on if you’re going for a Weapon or Magic build. Here are the best rings for each build with respective drop locations and stats. Note that each ring has a Shiny version with much better stats.

Tip: Even though there is a Defense-oriented Ring category, the S-Tier best options are the damage ones for either Weapons (Strength build) or Abilities (Magic Power build).

Crafting Materials: For the craftable Rings I’ll list the necessary materials below each ring with locations where you can find that material.

Best Ring for Each Category S-Tier Rings A-Tier Rings
Best Melee DPS Rings Shadowfang Ring (Craftable)
+18% Melee Damage
+15% more damage to all non-boss enemies

Caves

Spider Cave

Bloodmoon

Conqueror’s Ring (Craftable)
+20% Melee Damage
+10% Mastery EXP Boost

Desert

Caves

Black Iron Ring
+20% Melee Damage
Drops in Desert

Wanwood Ring
+20% Melee Damage
Drops in Jungle

Best Ability DPS Rings Deathwing Ring
+18% Ability Damage
+10% Boss Damage

Desert

Subway

Subway
Dark Heart Ring
+22% Ability Damage
Drops in Snow Forest

Ring of Fire V2
+21% Ability Damage
Drops in Spider Cave

Ring of Fire
+20% Ability Damage
Drops in Caves

Best Defense Rings Guardian’s Ring
+20% HP
+5% more damage to all non-boss enemies

Spider Cave

Jungle
Serpent Ring
+20% Health
Drops in Subway

Solo Hunters Best Build

The best build in Solo Hunters depends on whether you’re going for a Weapon/Strength loadout or Power/Magic. Both are good in the late game but Weapons are generally more reliable with M1s while Powers are great for AOE clearing. Here’s everything you need for both builds.

Best Weapon Build Best Magic Build
Weapon: Shadow Scythe or Thunder Axe
Armor: Serpent Set or Venomspike
Ring: Shadowfang or Wanwood/Black Iron
Class: Tank
Stats: Strength 1000, Defense 600, Agility 400
Agility is a great tertiary stat for doging boss telegraphs
Power/Rune: Werewolf or Divine Blade
Armor: Astral Set
Ring: Deathwing Ring or Dark Heart Ring
Class: Mage
Stats: Magic Power 1000, Defense 500, Energy 100, Agility 400
Agility is a great tertiary stat for dodging boss telegraphs

Solo Hunters FAQ

What is the best class, weapon, power, armor and ring in Solo Hunters:

Class: Tank (Melee) or Mage (Magic)
Weapon: Shadow Scythe/Dual Dagger
Power: Werewolf
Armor: Serpent Set (Melee) or Astral Set (Magic)
Ring: Wanwood/Black Iron (Melee) or Dark Heart Ring (Magic)

What do all the stats do in Solo Hunters?

Magic Power: Increases damage from Powers/Runes
Strength: Increases damage from Weapons
Defense: Increases Max HP
Energy: Increases Max Energy/Mana
Agility: Increases movement speed

How to get class in Solo Hunters?

Go to Stats and then click on the Reroll in the top right. You can reroll your class here or get one if you have no class. You get class rerolls from either Super Red Gates, Codes or Robux by purchasing them here.

Where is the Codes NPC in Solo Hunters?

Follow our guide in our SH Codes article to find the Codes NPC at the bottom of the map at the bay past Titles.

What are the level/power requirements for each Gate/Dungeon in Solo Hunters?

L 0+/P 0 for Subway
L 20+/P 2600 for Caves
L 80+/P 11.000 for Jungle
L 200+/P 32.000 for Desert
L 300+/P 80.000 for Snow Forest
L 380+/P 145.000 for Spider Cave

That’s it for my Solo Hunters tier list of weapons, classes, powers, armor and my best build guide. Check out our Solo Hunters codes for free goodies like Class Rerolls.

The post Solo Hunters Tier List – Class/Weapon/Power/Gear [RAID] appeared first on Destructoid.

Ships fighting one another in Star Trek Voyager

Star Trek Voyager: Across the Unknown has seven different endings you can access, but most of them are locked behind certain prerequisites.

The ending you reach depends on the decisions you make. This guide will help you figure out all the endings that you can reach.

How to reach all endings in Star Trek Voyager: Across the Unknown

Before we deep dive into the ending, it’s crucial to keep your ship and crew in good shape. To do so, it’s best to create a manual backup file that will be helpful if something goes wrong.

  • Manage your ship manually to prevent it from getting destroyed. It should be the obvious thing to do if you’re in a combat.
  • Make sure to get a maxed-out warp core before you hit Sector 9.
  • You’ll have to use the Vidiian medical device in Faces, but you’ll also need the same device in Sector 6 later. Hence, you’ll want to make sure not to burn the device on B’Elanna (assuming you want to go for the canonical ending).
  • If you merge Tuvok and Neelix into Tuvix in the side mission titled Tuvic, you’ll lose the former permanently. This will automatically rule out the canonical ending.

With that out of the way, let’s now look at all the endings. Once you reach Sector 11, you have to decide what happens to Ralik. At this point, create a manual save. If you ally with Ralik, you open up five endings. However, the cost of the paths is extremely high. You have to enter Sector 12 with either 100 Ex-Borg crew and 35 Science Technology, or with a flat 400 pure combat power.

Save Ralik

During your run through Sector 12, choose to disagree with Ralik’s sacrifice to keep him alive. Once you’re past the point of no return, enter the nebula and engage the Borg Cube. From there, you can branch out to the following choices.

  • Home, Hub and Holdfast: Don’t destroy the hub, and enter the aperture. Once inside, retreat after changing your mind, and agree to take over the hub with your forces.
  • Welcome Home, Voyager: Reject the shortcut and plan to destroy the hub. Reject all crew sacrifices and collect the Borg Vinclum. This will allow you to develop the pathogen that destroys the hub.
  • The Calm Before the Storm: For the third branch, follow all the steps as the one that destroys the hub. However, don’t try to save all your crew, and pick someone to die. Then, grab the Vinculum, and give up at the last second. The autopilot will fly you into the aperture, where you’ll be saved by Admiral Janeway (but the mission fails).

Don’t Save Ralik (For the Greater Good)

If you choose to sacrifice Ralik, you have to engage the cube then and plan to destroy the hub. Pick a crew member to sacrifice themselves, and then develop the pathogen. You’ll have to pass three skill checks to defy Admiral Janeway and reject her plans. If you don’t have the necessary stats, you’ll automatically fail the skill checks. If you succeed, you’ll destroy the hub, but leave the Voyager permanently stranded in the Delta Quadrant.

Universal Endings

There are two endings you can reach, irrespective of what you did with Ralik in Sector 11. To reach either ending, you need to get to Sector 12’s point of no return.

  • The Long Road Continues: When you face the Borg nebula, refuse to enter it. Tell your crew that another way home has to be found, and fly your ship in the opposite direction. While it does add 15 more years of journey, you can avoid the Borg confrontation.
  • Was It Worth It?: For this, you need to enter the nebula and decide not to destroy the hub. You’ll have to fight and defeat the Borg Queen before you reach home.

Conditional Endings

There are two conditional endings that require you to complete specific tasks. One of the two endings can be considered the true conclusion of the story if you’re following the canon.

  • The Starfleet Way: Complete the final sector without depending on Borg architecture. Load your save before hitting the point of no return in Sector 12, and delete all Borg rooms from the ship’s layout. Complete all the return home paths with a clean vessel.
  • The Canon: You reach Earth with the help of any successful path while ensuring the survival of Tom Paris, Chakotay, Tuvok, Harry Kim, B’Elanna Torres, The Doctor, Seven of Nine, and Icheb.

Incidentally, there’s a hilarious ending in the form of the Stick to the Prime Directive. This is the quickest ending you can reach during Sector 1. If you choose to use the Caretaker’s Array to warp back to the Alpha quadrant immediately, you’ll find the credits rolling as the game ends immediately.

The post All endings in Star Trek Voyager: Across the Unknown appeared first on Destructoid.

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