Complete Race Database

All 7 Cursed Blade races, each with 3 variants, ranked and explained with full passive details

Cursed Blade has 7 races — Dragonkin, Angels, Demons, Mechanoids, Beastmen, Elves, and Dwarves — each with 3 variants (common, rare, legendary) that drop at different rates and provide unique passive abilities. Rolling a strong variant early can completely reshape your progression. This page covers every race variant's passives, drop rates, tier ranking, and how the reroll and refine system works.

Updated: June 12, 2026

Recommended Route

Races are one of the most impactful systems in Cursed Blade. Each race comes with exclusive passive abilities that scale as you invest Lanterns into upgrading. With 3 variants per race — common (80% drop chance), rare (23%), and legendary (2%) — the variant you land on matters as much as the race itself. A legendary variant of a lower-tier race can outperform a common variant of a top-tier race. This guide breaks down every race and all 21 variants so you know exactly what to roll for and what to keep.

Quick Read

Total Races
7
Total Variants
21
Drop Rates
80% / 23% / 2%
Top Tier Race
Dragonkin
Reroll Item
Lanterns
Last Updated
June 2026

Race Comparison

A quick overview of each race's overall power level, ideal playstyle match, and whether you should reroll or keep it.

Dragonkin

SS

Best For: All endgame builds — melee, ranged, magic

Strengths: Best overall scaling. Sky Wyrm's Dragon God Form is the single strongest passive in the game. Land Wyrm's Earth Spikes shred physical resistance. Strong at every progression stage.

Weaknesses: You have a legendary variant of Demons or Angels and prefer their specific playstyle. Even then, Dragonkin is still arguably better.

Reroll Priority: Top priority to keep if you roll any Dragonkin variant. Do not reroll unless you get a common Crawler and have many Lanterns saved.

Angels

A

Best For: Magic damage builds, skill-focused builds, group play

Strengths: Seraphim is one of the best legendary variants — massive HP sustain and AoE damage amp. Dominion Angel's Judgment converts all damage to magic, bypassing physical resistance. Holy Seal debuff is excellent for boss DPS.

Weaknesses: You are playing a pure physical build and want Demons' Physical DMG scaling instead. Magic-only focus means mixed damage builds lose value.

Reroll Priority: Keep Seraphim (2%) and Dominion Angel (23%). Reroll Winged Servant (80%) unless you are early-game and need a temporary race.

Demons

A

Best For: Physical damage builds, aggressive burst playstyles, boss DPS

Strengths: Abyssal Lord (2%) offers Physical DMG +15% with built-in sustain through Soul Devour. Greater Demon's random debuffs provide excellent uptime. Void Piercing talent bypasses physical resist on eroded enemies.

Weaknesses: You prefer magic builds or ranged DPS with staff/bow. Demons' Physical DMG focus is wasted on Wisdom-scaling or magic builds.

Reroll Priority: Keep Abyssal Lord and Greater Demon. Reroll Lesser Imp (80%) if you have Lanterns to spare.

Mechanoids

B

Best For: Skill-spam magic builds, cooldown-focused builds

Strengths: Dimensional Core (2%) is a strong S-tier legendary with cooldown reset potential that no other race offers. Decent for grinding and skill-based farming.

Weaknesses: You want top-tier endgame boss DPS. Mechanoids lack the raw damage scaling of Dragonkin, Demons, or Angels in late-game content.

Reroll Priority: Keep Dimensional Core. Reroll Construct (80%) immediately. Mech Trooper (23%) is okay as a placeholder.

Beastmen

B

Best For: Attack speed stacking builds, consistent damage over time

Strengths: King of Beasts (2%) offers Attack Speed +6% and infinite Attack scaling through Roar stacks. Fierce Beast provides good farming speed with Frenzy stacks.

Weaknesses: You need burst damage for boss fights rather than sustained DPS. Beastmen's ramp-up time makes them less effective against short encounters.

Reroll Priority: Keep King of Beasts. Fierce Beast is a solid B-tier placeholder. Reroll Rodent Beast (80%).

Elves

C

Best For: Early-game magic builds, cooldown reduction builds, group support

Strengths: Primordial Elf (2%) gives Skill Cooldown -6% and Enhanced Attacks that convert to magic damage. Elven Priest provides ally buffs for group play.

Weaknesses: You need competitive endgame damage. Elves scale poorly compared to Dragonkin or Demons in late-game Hell content.

Reroll Priority: Keep Primordial Elf only. Reroll everything else.

Dwarves

C

Best For: Tank builds, beginners who die often, survival-focused play

Strengths: Dwarf King (2%) offers Max HP +6% and Armor +11% plus stacking Mountain Will for Attack. Rune Master provides good survivability with damage upside through Rune stacks.

Weaknesses: You are past the early game and need damage. Dwarves' defensive focus becomes a liability when you need to clear content quickly.

Reroll Priority: Keep Dwarf King. Reroll Dwarf (80%) as soon as you can. Rune Master is a temporary placeholder at best.

Full Race Table

All 7 races with their 3 variants, passive abilities, drop rates, and tier rankings. Variants within each race are ordered from common (80%) to legendary (2%). Base passive values shown — these improve with Lantern upgrades.

Dragonkin

Variant: Crawler

Drop Rate: 80%

Tier: D

Passive Ability: Dragon Might

Effect Details: Armor +3.5%. Attacks have a 25% chance to apply Dragon Might, reducing enemy Movement Speed.

Dragonkin

Variant: Land Wyrm

Drop Rate: 23%

Tier: SS

Passive Ability: Earth Power

Effect Details: Armor +6%. 50% chance per attack to summon Earth Spikes, reducing enemy Movement Speed and increasing Physical DMG taken.

Dragonkin

Variant: Sky Wyrm

Drop Rate: 2%

Tier: SS

Passive Ability: Dragon God Descent

Effect Details: Armor +11%. Every 30s, enter Dragon God Form for 8s, increasing Attack, Attack Range, and inflicting Burn on enemies.

Angels

Variant: Winged Servant

Drop Rate: 80%

Tier: C

Passive Ability: Holy Light Blessing

Effect Details: Magic DMG +4%. Each attack inflicts Holy Seal, increasing damage taken by enemies by 15% temporarily.

Angels

Variant: Dominion Angel

Drop Rate: 23%

Tier: A

Passive Ability: Six-Wing Judgment

Effect Details: Magic DMG +6%. Every 6th attack activates Judgment, providing a DMG multiplier and converting all DMG to Magic DMG.

Angels

Variant: Seraphim

Drop Rate: 2%

Tier: S

Passive Ability: Seraphic Wrath

Effect Details: Magic DMG +11%. Defeating an enemy activates Seraph, replenishing 6% Max HP and inflicting Trial on nearby enemies (increases DMG taken).

Demons

Variant: Lesser Imp

Drop Rate: 80%

Tier: B

Passive Ability: Shadow Erosion

Effect Details: Physical DMG +4%. Each hit inflicts Erosion, reducing enemy Physical RES.

Demons

Variant: Greater Demon

Drop Rate: 23%

Tier: A

Passive Ability: Soul Reap

Effect Details: Physical DMG +11%. Demon Claw: each attack applies a random debuff to the target.

Demons

Variant: Abyssal Lord

Drop Rate: 2%

Tier: S

Passive Ability: Abyss Dominator

Effect Details: Physical DMG +15%. Soul Devour: every 10s, consume nearby debuffs to restore Max HP and increase Attack.

Mechanoids

Variant: Construct

Drop Rate: 80%

Tier: C

Passive Ability: Basic Circuit

Effect Details: Small Skill Speed and Magic DMG bonus. Least impactful Mechanoid variant — reroll priority.

Mechanoids

Variant: Mech Trooper

Drop Rate: 23%

Tier: B

Passive Ability: Tactical Override

Effect Details: Moderate Skill Speed and Magic DMG bonus. Reliable for skill-based grinding builds.

Mechanoids

Variant: Dimensional Core

Drop Rate: 2%

Tier: S

Passive Ability: Dimension Warp

Effect Details: Significant Skill Speed and Magic DMG bonus. Chance for a skill's cooldown to reset on each cast. Best Mechanoid variant by far.

Beastmen

Variant: Rodent Beast

Drop Rate: 80%

Tier: D

Passive Ability: Rending Fang

Effect Details: Attack Speed +2. Hitting the same target 5 times inflicts Rending (increased damage taken).

Beastmen

Variant: Fierce Beast

Drop Rate: 23%

Tier: C

Passive Ability: Hunting Frenzy

Effect Details: Attack Speed +3.5%. Each hit stacks Frenzy, temporarily increasing Attack Speed per stack.

Beastmen

Variant: King of Beasts

Drop Rate: 2%

Tier: A

Passive Ability: Beast King Roar

Effect Details: Attack Speed +6%. Defeating an enemy creates a Roar stack, increasing Attack per stack.

Elves

Variant: Wood Elf

Drop Rate: 80%

Tier: C

Passive Ability: Nature Arrow

Effect Details: Magic DMG +4%. Each attack stacks Nature's Layer, temporarily increasing Magic DMG.

Elves

Variant: Elven Priest

Drop Rate: 23%

Tier: B

Passive Ability: Spring of Life

Effect Details: Magic DMG +6%. Aura: nearby allies receive a temporary random buff every 5s. Stronger in group play.

Elves

Variant: Primordial Elf

Drop Rate: 2%

Tier: A

Passive Ability: Ancient Will

Effect Details: Skill Cooldown -6%. Next basic attack after casting converts to an Enhanced Attack dealing Magic DMG.

Dwarves

Variant: Dwarf

Drop Rate: 80%

Tier: D

Passive Ability: Dwarf Physique

Effect Details: Max HP +2, Armor +4. Heavy Armor: for each 1% of Armor, Max HP increases.

Dwarves

Variant: Rune Master

Drop Rate: 23%

Tier: B

Passive Ability: Rune Power

Effect Details: Max HP +4%, Armor +6%. Casting grants a Rune stack, increasing DMG per stack.

Dwarves

Variant: Dwarf King

Drop Rate: 2%

Tier: A

Passive Ability: Mountain Will

Effect Details: Max HP +6%, Armor +11%. Every 15s in combat gain 1 Mountain Will stack, increasing Attack.

Reroll & Refine System

How to reroll your race

Go to the Race Shrine in the main lobby area, near the leaderboards. You need Lanterns to roll. Mortal Lanterns (purple) are standard reroll currency. Fate Lanterns (orange/red) offer better luck for higher-tier variants. Both drop from Adventure Mode, Abyss [Hard], and Hell difficulty content. You can also get them as developer gifts during updates.

Refine instead of reroll

The 'Refine' option in the Race Menu lets you level up your current race's passive abilities without changing the race itself. This is the smarter play if you already have a good variant — upgrading passives improves the base values on your existing bonuses. Refine uses the same Lanterns as rerolling, so budget your Lanterns carefully.

When to reroll vs refine

If you have a common variant (80% tier) of any race, reroll unless you are extremely early-game. If you have a rare variant (23%) of a top-tier race like Dragonkin, Demons, or Angels, consider refining instead. Legendary variants (2%) should almost never be rerolled — always refine them. The general rule: only chase rerolls when you have at least 10-15 Lanterns saved, since the 2% drop rate on legendaries makes single-roll attempts unreliable.

Variant Drop Rates Explained

80% — Common Variant (Base Form)

The basic version of each race. Provides the weakest version of the race's passive. For Dragonkin, this is Crawler (Armor +3.5%, Dragon Might slow). Functional early on but falls off quickly. Most common variants are D-tier unless the race itself is already top-tier.

Rolling advice in the Beginner Guide

23% — Rare Variant

The intermediate variant with meaningfully stronger passives. Land Wyrm's Earth Spikes, Dominion Angel's Judgment, and Greater Demon's random debuffs are all significant power bumps over their common versions. A- or B-tier depending on the race. Worth keeping and refining for most races.

Compare with weapons that match these races

2% — Legendary Variant

The pinnacle roll for each race. These variants fundamentally change how the race plays — Sky Wyrm's Dragon God Form gives periodic bursts of massive power, Seraphim provides AoE sustain on kills, Abyssal Lord consumes debuffs for healing and damage. Always keep legendary variants regardless of race. Even a lower-tier race's legendary is worth keeping for specific niche builds.

Best Race Picks By Playstyle

Not sure which race to aim for? Pick your preferred playstyle and roll for the best match.

Best for any build (safe all-rounder)

You want the strongest race regardless of your weapon or build direction.

Best pick: Dragonkin (any variant)

Backup pick: Demons (Abyssal Lord or Greater Demon)

Dragonkin has no bad matchups. Even the common Crawler variant is viable through early and mid-game. The Sky Wyrm legendary is the single strongest passive in the game.

Best for magic / staff builds

You are using staff weapons and investing in Wisdom.

Best pick: Angels (Seraphim or Dominion Angel)

Backup pick: Mechanoids (Dimensional Core) or Elves (Primordial Elf)

Angels' magic damage scaling and Holy Seal debuff make them the natural choice for staff users. Dimensional Core's cooldown reset can enable spell-spam builds.

Best for physical / melee builds

You are using sword or bow weapons with Strength or Agility stats.

Best pick: Demons (Abyssal Lord or Greater Demon)

Backup pick: Dragonkin (Land Wyrm or Sky Wyrm)

Demons' Physical DMG scaling and debuff effects directly boost melee and ranged physical damage. Dragonkin is equally strong with universal scaling that benefits physical builds too.

Best for farming / speed clearing

You want to clear mobs and grind levels as fast as possible.

Best pick: Beastmen (King of Beasts or Fierce Beast)

Backup pick: Dragonkin (any variant)

Beastmen's attack speed stacking and infinite Attack scaling through Roar stacks make them excellent farming machines. The ramp-up time is less of an issue when you are killing mobs continuously.

Best for boss fights

You need maximum single-target burst damage for bosses.

Best pick: Dragonkin (Sky Wyrm or Land Wyrm)

Backup pick: Demons (Abyssal Lord)

Dragon God Form's periodic burst window is unmatched for boss DPS. Earth Spikes shred physical resistance for melee setups. Demons' debuff stacking is a close second.

Best for survivability / beginners

You die often and want to survive longer while learning the game.

Best pick: Dwarves (Dwarf King or Rune Master)

Backup pick: Angels (Seraphim)

Dwarves provide the best defensive passives. Dwarf King's Armor +11% and HP scaling make you significantly tankier. Seraphim's on-kill heal is also excellent sustain for new players.

FAQ

What is the best race in Cursed Blade?

Dragonkin is the strongest race overall, with S-tier scaling through Land Wyrm and Sky Wyrm evolutions. It works well with every weapon type and build. Angels and Demons are strong A-tier alternatives for magic and physical builds respectively.

What are the drop rates for race variants?

Each race has 3 variants: common (80% drop chance), rare (23%), and legendary (2%). The common variant gives the weakest version of the race's passive, while the legendary variant provides the strongest effects and often adds unique mechanics like Dragon God Form or Soul Devour.

How do I reroll my race?

Go to the Race Shrine in the main lobby (near the leaderboards) and spend Lanterns. Mortal Lanterns (purple) are for standard rolls. Fate Lanterns (orange/red) provide better luck for higher-tier variants. Lanterns drop from Adventure Mode, Abyss [Hard], and Hell.

What is the difference between reroll and refine?

Reroll completely replaces your current race with a random new one. Refine upgrades your current race's passive abilities without changing the race. Refine is better when you already have a good variant — it guarantees improvement without gambling on a new race.

Should I reroll a common variant?

Generally yes. Common variants (80% tier) of all races are significantly weaker than their rare and legendary versions. Save up 10-15 Lanterns first for a focused reroll session — single-roll attempts at the 2% legendary rate are unreliable.

Read the full Reroll Guide

Is a legendary variant of a low-tier race worth keeping?

Yes. A legendary variant of any race is worth keeping because the variant's ability effects are unique and powerful. Primordial Elf (Skill Cooldown -6%) or Dwarf King (High HP + Armor plus Mountain Will) can support specific niche builds that outperform a common Dragonkin.

Which race is best for magic builds?

Angels are the best magic race. Seraphim and Dominion Angel directly boost Magic DMG and convert damage to magic. Dimensional Core (Mechanoids) is also excellent for skill-spam magic builds with its cooldown reset mechanic.

Which race is best for physical/bow builds?

Demons offer the strongest physical damage scaling with Physical DMG +15% on Abyssal Lord and debuff stacking through Erosion. Dragonkin's universal scaling is also excellent for physical builds, especially Land Wyrm's Earth Spikes that bypass physical resistance.

Check the Best Builds guide for race-weapon combos

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