HERO REFERENCE / PIXEL LINEAGE

Pixel Lineage Classes: All Six Starting Roles

Your base class sets the attacks you repeat and the Super family you can enter later. Choose the battle rhythm first; your race and talent are separate passives.

Source review: October 13, 2026· Independent fan guide
Official Pixel Lineage artwork showing Warrior, Thief, Mage, Fist, Bard and Archer
Official Roblox promotional artwork: six base classes and eighteen Super classes.
On this page
The six base classesWhich should you choose first?Base passives that affect a turnCosts that change your everyday turnClass, race and talent are separateWhat follows your base choiceAll eighteen Super branch kits

The six base classes

ClassWeapon / styleGood starting reasonSuper branches
WarriorSword; durable meleeStraightforward timing while learningBerserk · Sentinel · Greatsword
ThiefDagger; critical attacksA critical-hit attack styleRogue · Assassin · Beast Tamer
MageStaff; magical skillsSpell-focused turns and Magic gearCleric · Hexer · Summoner
FistUnarmed multi-hit techniquesRepeated physical techniquesMonk · Brawler · Oni
BardLute; healing and songsParty support and recoveryMinstrel · Siren · Pianist
ArcherBow; ranged attacksArrow attacks and critical pressureRanger · Deadeye · Corsair

Which should you choose first?

Warrior is the recommended first experiment in OyO’s beginner walkthrough. The recommendation is about an easier timing prompt, not a measured damage advantage over every other class.

For a spell-oriented hero, Mage pairs naturally with a Magic passive such as Vesper. For a group that needs healing, compare Bard’s songs. Fist, Thief and Archer change the action rhythm; try the class on a fresh hero before spending scarce progression items.

Base passives that affect a turn

These are community-reference base rules reviewed on October 13. Read the current skill panel after balance changes.

ClassReported ruleDecision it changes
WarriorReinforced adds 50% Defense against the first direct hit; dodges and damage over time do not consume itAn opening defense benefit, not protection against every later attack.
BardEncore restores 1 Energy when a heal succeedsSuccessful recovery can contribute to the next action.
MageGuard costs 1 Energy and creates a barrier scaled by held EnergyCheck the resource before choosing Guard; it differs from an ordinary defensive action.
ArcherBasic arrows ignore a small amount of enemy DefenseThe passive applies to basic arrows; do not assign an unpublished penetration percentage.
Thief / FistNo starting passive in the reviewed base referenceChoose for the technique kit rather than an assumed passive bonus.

Costs that change your everyday turn

Community-reference examples are dated before the equipment-power patch. Read the current Skills tab for changes and scaling.

MoveReported cost or conditionDecision
Warrior: Shoulder Bash1 Energy · cooldown 3An accessible action between larger skills.
Fist: Flurry2 Energy · cooldown 2; four hit/crit rollsSeveral hits are separate outcomes.
Mage: Fireball / Meteor3 / 7 EnergySave resources for the larger spell.
Thief: Speed UpCrit +25 percentage points for three turnsA crit setup; it does not change turn order.
Thief: Back StabLanded hits crit; the enemy can still dodgeCritical on a landed hit is not guaranteed accuracy.

Class, race and talent are separate

ChoiceWhat it changes
Base classWeapon identity, action kit and available Super branches.
RaceA rolled passive, with race evolution added in the recent update.
TalentA different rolled passive for survival, combat, growth or rewards.

What follows your base choice

The official promotional art advertises six classes and eighteen Super classes. Community references name three branches per base; confirm the shrine’s live skill descriptions before selecting one.

A Super class is chosen at a shrine. Ultra progression then uses a matching Sigil, and additional Ultra skills need Tomes in the creator’s walkthrough. These are progression items, not extra base-class rolls.

All eighteen Super branch kits

Compare the branch’s direction and moves within your base family. These are reported community kit names; the shrine is the live confirmation before a permanent choice.

BaseSuperDirectionReported moves I / II / III
WarriorBerserkInjury / swordRending Cross, Ruin, Bloodbath
WarriorSentinelCounters / guard breakOathbreaker, Counter Stance, Falling Judgment
WarriorGreatswordWide physical attacksGreat Cleave, Earthsplitter, Whirlwind
ThiefRogueTraps / knivesTripwire, Deadfall, Knife Storm
ThiefAssassinMarked single targetShadow Cuts, Death Mark, Last Rites
ThiefBeast TamerAnimal skillsWolf Pack, Viper Strike, Bear Maul
MageClericHoly / recoverySmite, Mending Light, Judgment
MageHexerEnemy controlHex Bind, Hex Bolt, Doom
MageSummonerCombat summonsArcane Familiar, Stone Guardian, Phoenix Call
FistMonkChi / palm strikesChi Palm, Hundred Fists, Heaven's Palm
FistBrawlerHeavy punch / guard breakHaymaker, Guard Break, Knockout
FistOniDemonic physical skillsDemon Mask, Demonfire Palm, Kanabo Smash
BardMinstrelHealing / sleepSoothing Hymn, Lullaby, Verse of Renewal
BardSirenDamage / drain songsShriek, Echo, Crescendo
BardPianistPiano attacksStaccato, Moonlight Sonata, Grand Finale
ArcherRangerFalcon / snares / arrowsFalcon Dive, Briar Snare, Arrow Storm
ArcherDeadeyePrecision / penetrationHeadshot, Piercing Line, Kill Shot
ArcherCorsairFirearms / explosivesFlintlock Parley, Powder Keg, Cannon Barrage

Sources and review notes

Reviewed October 13, 2026. Creator and community details are attributed reports; live tooltips and later developer updates take precedence.

Class balance and shrine skills can change; compare the live branch descriptions before spending a Sigil.