| Dragonkin | SS | All endgame builds — melee, ranged, magic | 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. | You have a legendary variant of Demons or Angels and prefer their specific playstyle. Even then, Dragonkin is still arguably better. | 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 | Magic damage builds, skill-focused builds, group play | 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. | You are playing a pure physical build and want Demons' Physical DMG scaling instead. Magic-only focus means mixed damage builds lose value. | Keep Seraphim (2%) and Dominion Angel (23%). Reroll Winged Servant (80%) unless you are early-game and need a temporary race. |
| Demons | A | Physical damage builds, aggressive burst playstyles, boss DPS | 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. | You prefer magic builds or ranged DPS with staff/bow. Demons' Physical DMG focus is wasted on Wisdom-scaling or magic builds. | Keep Abyssal Lord and Greater Demon. Reroll Lesser Imp (80%) if you have Lanterns to spare. |
| Mechanoids | B | Skill-spam magic builds, cooldown-focused builds | 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. | You want top-tier endgame boss DPS. Mechanoids lack the raw damage scaling of Dragonkin, Demons, or Angels in late-game content. | Keep Dimensional Core. Reroll Construct (80%) immediately. Mech Trooper (23%) is okay as a placeholder. |
| Beastmen | B | Attack speed stacking builds, consistent damage over time | King of Beasts (2%) offers Attack Speed +6% and infinite Attack scaling through Roar stacks. Fierce Beast provides good farming speed with Frenzy stacks. | You need burst damage for boss fights rather than sustained DPS. Beastmen's ramp-up time makes them less effective against short encounters. | Keep King of Beasts. Fierce Beast is a solid B-tier placeholder. Reroll Rodent Beast (80%). |
| Elves | C | Early-game magic builds, cooldown reduction builds, group support | Primordial Elf (2%) gives Skill Cooldown -6% and Enhanced Attacks that convert to magic damage. Elven Priest provides ally buffs for group play. | You need competitive endgame damage. Elves scale poorly compared to Dragonkin or Demons in late-game Hell content. | Keep Primordial Elf only. Reroll everything else. |
| Dwarves | C | Tank builds, beginners who die often, survival-focused play | 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. | You are past the early game and need damage. Dwarves' defensive focus becomes a liability when you need to clear content quickly. | Keep Dwarf King. Reroll Dwarf (80%) as soon as you can. Rune Master is a temporary placeholder at best. |