Martial Artist
One of the two basic classes of the Human race. Possesses strong physical power and endurance, allowing the user to control their breathing to unleash powerful bursts. Primarily focused on close-range combat, but can also enhance their own body using energy and launch attacks. In teams, they serve as versatile melee attackers. Upon reaching level 30, they can specialize into either “Fighter” or “Swordsman”.
Main Weapon:Glove
Sub Weapon:None
Class Postion:Melee,Burst
Fighter
One of the two basic Martial Artist classes of the Human race. Successors of the resurgent Kame-style martial arts, they follow the true martial path by mastering strength and technique to defeat their enemies. They use staff-type weapons to perform wide-range melee attacks, and can reliably fulfill a supporting role in team battles.
Main Weapon:Gloves
Sub Weapon:Stick
Class Position:Melee, Burst
Swordsman
One of the two basic Martial Artist classes of the Human race. A new-generation swordsman who channels their emotions into sword attacks, using strength and various techniques to unleash powerful offensive moves. They wield a Qi-infused longsword, delivering strong attacks and excelling in one-on-one combat situations.
Main Weapon:Gloves
Sub Weapon:Sword
Class Postion:Melee, Knockdown
Spiritualist
One of the two basic classes of the Human race. Capable of effectively using Ki, allowing them to deal damage even at a distance from their opponent. They can perform well in ranged combat. Their weakness is low physical defense and stamina, but they make up for it with high damage through Ki techniques. Upon reaching level 30, they can specialize into either “Crane Hermit” or “Turtle Hermit”.
Main Weapon: Fingerless Ring Gloves
Sub Weapon: None
Class Position: Ranged, DoT, Soft Control
Crane Hermit
One of the two advanced classes of the Human Spiritualist. As a practitioner of the new Crane School lineage founded by Tien Shinhan, they aim to master rapid Ki-based attacks to suppress enemies from a distance. It is recommended to focus on the Crane School Soul path. They mainly use fans as weapons, and most of their skills rely on magic to deal continuous damage. In team battles, they act as stable long-range damage dealers.
Main Weapon: Fingerless Gloves
Sub Weapon: Fan
Class Position: Ranged, DoT, Debuff
Turtle Hermit
One of the two advanced classes of the Human Spiritualist. As a practitioner of the new Turtle Hermit School founded by Krillin, they specialize in unleashing the ultimate power of Ki, using various techniques and powerful skills to suppress opponents. They use short rods or magic wands as sub-weapons. This class emphasizes ranged and area-based attacks, playing the role of main damage dealer in team battles.
Main Weapon: Fingerless Gloves
Sub Weapon: Wand
Class Position: Ranged, AoE, Debuff
Warrior
One of the two basic classes of the Namekian race. Under the guidance of Piccolo, Namekians who pursue the Warrior path focus on both offense and defense. Due to their racial traits, they naturally possess high HP and defense, and while their offensive power is not as strong as other races, they serve as reliable frontline tanks in teams. Upon reaching level 30, they can specialize into either “Dark Warrior” or “Shadow Knight”.
Main Weapon: Fist
Sub Weapon: None
Class Position: Melee, Tank, Control
Dark Warrior
One of the two advanced classes of the Namekian Warrior. With a mindset focused on effective offense and full preparation to win battles, they possess the courage to take enemy attacks head-on. They use claws as their main weapons and rely on their physical strength and defensive techniques to fully utilize their defensive potential, making them the best choice for frontline tanking in battles.
Main Weapons: Fist, Fingerless Gloves
Sub Weapon: Claw
Class Position: Melee, Tank, Control
Shadow Knight
One of the two advanced classes of the Namekian Warrior. Inheriting the evil Ki from King Piccolo, these Namekians focus on enhancing their Ki-based attacks. Wielding axes to charge enemies, they slightly sacrifice defense but rely on their natural abilities to compensate, making them offensive-type tanks.
Main Weapons: Fist, Fingerless Gloves
Sub Weapon: Axe
Class Position: Melee, Tank, Debuff, Control
Dragon Clan
One of the two basic classes of the Namekian race. These Namekians, also known as the rare “Dragon Clan,” inherit mysterious powers from their ancestors, enabling them to channel magic to heal allies and enhance team capabilities. In team battles, they play the role of irreplaceable healers. Since most of their abilities are focused on healing, their offensive power is relatively weak. Upon reaching level 30, they can specialize into either “Dende Priest” or “Poko Priest”.
Main Weapon: Staff
Sub Weapon: None
Class Position: Ranged, Healing, Buff
Dende priest
One of the two advanced classes of the Namekian Dragon Clan. Regardless of Dende’s status, he is recognized as an outstanding healer in Namekian history. Compared to attacking enemies, the core of a Dende Priest lies in healing allies and keeping the team stable. They can use scrolls to channel magic, providing the best healing power, and are even capable of summoning dragons. In team battles, they are one of the best companions.
Main Weapon: Staff
Sub Weapon: Scroll
Class Position: Ranged, Healing, Buff
Poko Priest
One of the two advanced classes of the Namekian Dragon Clan. Not only can they reproduce a new generation using eggs, but they can also summon creatures to assist in battle — a unique trait exclusive to the Namekian Dragon Clan. They use magic stones to control magic, casting supportive spells and summoning spirit dragons to attack.
Main Weapon: Staff
Sub Weapon: Gem Stone
Class Position: Ranged, Healing, Summon, Buff
Mighty Majin
One of the two basic classes of the Majin race. With their soft bodies, they can effectively scatter enemy attacks. Born with a kind and cheerful nature, they are gifted with the ability to dispel bad luck. Even in battle, they enjoy having fun while continuously casting various support and healing spells. They belong to a versatile support type with healing and buffing abilities, though not highly specialized. Upon reaching level 30, they can specialize into either “Ultimate Majin” or “Chef Majin”.
Main Weapon: Fist
Sub Weapon: None
Class Position: Melee, Healing, Buff, Tank
Ultimate Majin
One of the two advanced classes of the Majin race. Fighting should also be fun! Those Majin who love to bring joy to the battlefield become Ultimate Majin. They happily support others and turn team battles into a performance. They use musical instruments to inspire allies and enhance their fighting capabilities, while also casting a variety of supportive spells.
Main Weapon: Fist
Sub Weapon: Instrument
Class Position: Melee, Healing, Buff, Debuff Cleanse
Chef Majin
One of the two advanced classes of the Majin race. Wonder Majins always fight with a smile, mocking their enemies through playful combat styles — even using food-like weapons. With their cheerful nature, they wield edible items as sub-weapons and have many defensive-type spells to help their teammates increase their defenses.
Main Weapon: Fist
Sub Weapon: Food
Class Position: Melee, Buff
Wonder Majin
One of the two basic classes of the Evil Majin race. These Majins were once corrupted by evil energy. Due to their strong evil genetic makeup, most of their techniques are offensive in nature, making them some of the strongest Ki attackers on Earth. They can also cast a few self-supporting spells, making them suitable for solo combat. Upon reaching level 30, they can specialize into either “Plasma Majin” or “Karma Majin”.
Main Weapon: Fingerless Gloves
Sub Weapon: None
Class Position: Ranged, Control, Knockdown
Plasma Majin
One of the two advanced classes of the WonderMajin. While most Wonder Majins seek fun, Plasma Majins in particular enjoy the harmony of nature. They resemble monks, fighting in sync with natural phenomena such as thunder and lightning. They use drums as sub-weapons to further enhance their attack power and unleash powerful Ki attacks and unusual abilities.
Main Weapon: Fingerless Gloves
Sub Weapon: Drum
Class Position: Ranged, AoE, Buff, Control
Karma Majin
One of the two advanced classes of the Wonder Majin. Wonder Majins were once corrupted by evil energy, and Karma Majins turn the pain and hardships they endured into their own strength. Disguised in tough costume skins, they excel in defense and agility, often striking from behind with precision.
Main Weapon: Fingerless Gloves
Sub Weapon: Mask
Class Position: Ranged, Control, Buff