| Aesir | S | Best universal endgame race for all weapon types and crit builds | The highest DPS race in the game. +75% Damage, +10% Crit Chance, +100% Crit Damage, and +5% Attack Speed stack into massive offensive output with no weapon restriction. | You cannot access Mythical rolls yet or prefer a weapon-specific Legendary race you already have duplicate stars for. | Top chase target for endgame. Keep immediately if you roll it. |
| Vanir | A | Katana builds and attack-speed focused setups | +75% Damage and +25% Katana Damage make Vanir nearly as strong as Aesir if you are committed to Katana weapons. | You use Buster or Sword weapons exclusively, or you roll Aesir. | High-value keep for Katana users. Reroll only if you need a universal race. |
| Nether | A | Buster builds and heavy burst damage setups | +75% Damage and +25% Buster Damage give Nether the highest Buster-specific output. Pairs perfectly with Dragon Slayer and endgame Buster builds. | You use Katana or Sword weapons, or you roll Aesir. | Mandatory keep for Buster users. Top priority if your route is Dragon Slayer. |
| Elf | A | Sword builds and balanced progression | +75% Damage and +25% Sword Damage make Elf the best race for Sword weapon users. Useful for beginners on the Nameless Blade path. | You use Buster or Katana weapons, or you roll Aesir. | Strong keep for Sword users. Reasonable hold while chasing Aesir. |
| Flame | B | Balanced progression with good survivability | +50% Damage and +50% Health provide a strong mix of offense and defense. The best realistic stopping point before Legendary rolls. | You already have a Legendary or Mythical race with better offensive scaling. | Excellent mid-tier keep. Do not burn rerolls trying to replace it immediately. |
| Frost | B | Safer bossing before Legendary rolls | +50% Damage and +20% Damage Reduction let you survive harder boss mechanics while still dealing solid damage. | You prefer the extra health from Flame or have access to Legendary races. | Good progression hold. Replace when you have enough survivability from other sources. |
| Giant | C | Early-game sustain and tanky builds | +10% Damage Reduction and +5% Life Steal provide genuine defensive value during early farming. Useful sustain before you have better options. | Your account is strong enough that survivability no longer limits your farming. | Acceptable early hold. Reroll once you have spare Race Rerolls. |
| Dwarves | C | Beginners who need extra survivability | +30% Health makes early-game survival easier. Easy to duplicate at Uncommon rarity. | You need offensive bonuses to progress faster, or you have better race options. | Temporary early hold. Replace at first opportunity. |
| Human | D | Starter race only | +10% Health is barely noticeable. Functions as the default starting race. | Almost always. It provides no offensive bonuses, no defensive scaling, and no weapon synergy. | First race to reroll when you get a Race Reroll item. |