Choosing the right class in QuestAway can make a big difference in how you approach combat. Some classes focus on dealing damage from a distance, while others specialize in close-range attacks, protecting teammates, or keeping the entire party alive. With 10 classes available, it is worth understanding what each one brings to the table before deciding which one suits your playstyle.
In this post, we will go through the complete QuestAway classes tier list, covering Warrior, Mage, Healer, Archer, Assassin, Engineer, Barbarian, Monk, Witch, and Paladin. I will compare their combat roles, starting skills, armor types, weapons, and base stats using the game’s version 1.0.1 class information.
One important thing to keep in mind is that the available information does not establish a definitive strongest-to-weakest ranking. Instead of pretending that one class is objectively better than another, I have organized the classes into practical recommendation tiers based on their documented roles and strengths. This will help you find a class that fits your preferred way of playing QuestAway.
QuestAway Classes Tier List – Best Classes Guide, Stats
The following tiers are based on the roles and mechanics documented in the supplied class database, not on unverified damage comparisons or endgame performance tests.
| Tier | Classes | Best suited for |
|---|---|---|
| S Tier | Warrior, Healer, Mage | Players who want a clear frontline, party-support, or ranged-caster role |
| A Tier | Paladin, Archer, Witch | Players interested in protection, precision damage, or enemy debuffs |
| B Tier | Barbarian, Assassin, Engineer, Monk | Players who prefer rage-based combat, poison, gadgets, or fast martial arts |
Important: These are role-based recommendation tiers, not a verified competitive ranking. The supplied data does not include enough comparative testing to establish which class has the highest overall damage, survivability, or endgame performance. The tiers are intended to help you choose a playstyle rather than suggest that a class in a lower tier is necessarily weaker.
S Tier Classes
1. Warrior
Role: Guardian
Combat: Melee
Armor: Heavy
Weapon: Blood Sword
Offhand: Bulwark Shield
Warrior is a straightforward choice if you enjoy fighting on the frontline and protecting your party. This class combines bleeding damage, heavy melee attacks, and defensive abilities, giving you a mixture of offense and durability.
Its starting skill, Bloody Cut, applies bleed damage to an enemy. At Rank 1, it deals 27 bleed damage per second for five seconds, with an eight-second cooldown. The skill can also affect a nearby enemy through the connection described in its tooltip.
Warrior’s starting stats include 1,100 health, 10 defense, 8 attack, and 10 bleed. Its heavy armor and shield-oriented equipment make it a natural option for players who want to stand in front of enemies rather than rely entirely on dodging.
The Blood Sword can roll attack, bleed, critical chance, penetration, lifesteal, and health. Meanwhile, the Bulwark Shield can roll block, thorns, health, elemental block, defense, and absorption.
2. Healer
Role: Warden
Combat: Ranged
Armor: Light
Weapon: Book of Mercies
Offhand: Pilgrim’s Cross
If you enjoy supporting teammates, Healer is the class to examine first. Its role focuses on healing, shields, and holy flame, making it different from classes built primarily around dealing damage.
The starting skill is Heal, which restores health to the whole party. At Rank 1, it heals 248 health instantly and has an eight-second cooldown. Its listed scaling stat is Regen.
Healer starts with 950 health, 6 defense, 6 attack, and 0.35% gold find. Although it wears light armor, its party-wide healing gives it a clear support identity.
The Book of Mercies can roll attack, healing done, health, elemental damage, penetration, and critical damage. The Pilgrim’s Cross can roll healing done, attack, health, elemental block, elemental damage, and absorption.
3. Mage
Role: Elementalist
Combat: Ranged
Armor: Light
Weapon: Prism Staff
Offhand: Focus Orb
Mage is the ranged caster option for players who enjoy elemental attacks. Its class overview highlights fire, lightning, burns, and shocks that can spread across groups of enemies.
Its starting ability, Fireball, deals direct fire damage to one enemy. At Rank 1, it adds 78 fire damage on impact and has a six-second cooldown. The skill scales with Fire Damage.
Mage’s base stats include 14 attack, 0.55% haste, 700 health, and 8% expose. It has less starting health than Warrior or Paladin, so its identity is more focused on ranged offense than frontline durability.
The Prism Staff can roll elemental damage, cast speed, elemental penetration, cooldown, critical chance, and critical damage. The Focus Orb offers a similar collection of offensive casting stats, including elemental penetration, cast speed, critical chance, and cooldown.
A Tier Classes
4. Paladin
Role: Guardian
Combat: Melee
Armor: Heavy
Weapon: Hammer of Light
Offhand: Consecrated Aegis
Paladin combines holy attacks with defensive mechanics and party blessings. Its class overview describes a melee holy knight that uses sacred strikes and retaliation while helping protect the group.
The starting ability is Holy Strike, which deals 150 holy damage as chaos on impact at Rank 1. It targets one enemy and has a six-second cooldown.
Paladin starts with 1,200 health, 10 defense, 11 attack, and 15 thorns. Among the supplied class base stats, it has the highest listed starting health, making it worth considering if you want a heavy-armored melee class with a defensive identity.
The Hammer of Light can roll attack, thorns, health, penetration, block, and elemental penetration. Its Consecrated Aegis offhand can roll block, absorption, health, elemental block, thorns, and chaos resistance.
5. Archer
Role: Elementalist
Combat: Ranged
Armor: Medium
Weapon: Trueshot Bow
Offhand: Barbed Quiver
Archer is built around precision, critical hits, multishot, and elemental arrows. If you prefer attacking from a distance and focusing on accurate hits, this class deserves a place on your shortlist.
Its starting ability, Sure Shot, deals direct attack damage to one enemy. At Rank 1, it adds 66 attack damage on impact, with a six-second cooldown. The skill also roots its target for 0.5 seconds.
Archer starts with 12 attack, 0.6% movement speed, 0.3% haste, and 700 health. These stats support its ranged identity, while the movement-speed bonus may appeal to players who prefer a more mobile combat style.
The Trueshot Bow can roll attack, critical chance, penetration, critical damage, haste, and movement speed. The Barbed Quiver can roll critical chance, penetration, haste, attack, bleed, and movement speed.
6. Witch
Role: Elementalist
Combat: Ranged
Armor: Light
Weapon: Scythe of Curses
Offhand: Cursed Lantern
Witch focuses on curses, decay, chaos, and weakening enemies. Rather than relying exclusively on direct damage, it has a toolkit designed around debuffs and damage-over-time effects.
Its starting skill is Curse, which increases the damage taken by one enemy. At Rank 1, the target takes 3.2% additional damage for six seconds, with a ten-second cooldown.
Witch’s base stats include 13 attack, 0.4% haste, 0.4% gold find, 700 health, 12 chaos damage, 10 decay, and 8% curse.
The Scythe of Curses can roll elemental damage, curse, cast speed, cooldown, decay, and weaken. The Cursed Lantern can roll curse, weaken, decay, expose, chaos damage, and elemental penetration.
B Tier Classes
7. Barbarian
Role: Guardian
Combat: Melee
Armor: Heavy
Weapon: Twinblade Axe
Offhand: Twin Hatchet
Barbarian is a melee brawler built around rage, brutality, and survival. It suits players who want a more aggressive close-range approach.
Its starting ability, Rising Fury, increases haste by 11.9% at Rank 1 for eight seconds. The ability has a 14-second cooldown, making timing important when you want to benefit from the buff.
Barbarian starts with 1,000 health, 10 attack, and 6% fury. Its heavy armor and melee equipment give it a different identity from ranged classes such as Mage and Archer.
The Twinblade Axe can roll attack, fury, health, bleed, penetration, and critical chance. The Twin Hatchet can roll attack, fury, bleed, health, regeneration, and penetration.
8. Assassin
Role: Elementalist
Combat: Melee
Armor: Medium
Weapon: Viper Fang
Offhand: Shadow Dirk
Assassin is a melee striker that combines poison, blades, shadow, and critical hits. Its class overview emphasizes fast attacks and striking enemies from behind.
Its starting ability, Poisoned Blade, applies poison damage over time. At Rank 1, it deals 27 poison damage per second for five seconds, with an eight-second cooldown.
Assassin starts with 13 attack, 2% critical chance, 0.4% haste, and 700 health. Its listed critical chance and haste make it an interesting option if you prefer a faster melee-oriented character.
The Viper Fang can roll attack, critical chance, poison, penetration, critical damage, and bleed. The Shadow Dirk can roll critical chance, penetration, attack, critical damage, poison, and dodge.
9. Engineer
Role: Elementalist
Combat: Ranged
Armor: Medium
Weapon: Hand Cannon
Offhand: Voltaic Wrench
Engineer takes a different approach to ranged combat through artillery, gadgets, and turrets. If you prefer a mechanical or technology-inspired fighting style, this class stands out from the other ranged options.
Its starting ability, Chain Shot, deals direct attack damage to one enemy. At Rank 1, it adds 72 attack damage on impact and has a six-second cooldown.
Engineer starts with 11 attack, 0.45% gold find, 0.35% haste, and 700 health. Its equipment supports several offensive stat combinations, including penetration, critical chance, critical damage, haste, and shock.
The Hand Cannon can roll attack, penetration, critical chance, critical damage, haste, and shock. The Voltaic Wrench can roll shock, attack, penetration, critical chance, haste, and expose.
10. Monk
Role: Warden
Combat: Melee
Armor: Medium
Weapon: Brawler’s Gauntlet
Offhand: Windward Gauntlet
Monk is a martial artist that uses fists, chi, and wind. Its class identity revolves around stuns, dodges, and speed, making it distinct from the weapon-heavy Warrior and Barbarian.
Its starting skill, Iron Palm, deals 108 attack damage on impact at Rank 1. It targets one enemy and has a six-second cooldown.
Monk starts with 0.5% gold find, 0.45% haste, 9 attack, and 700 health. Its medium armor and gauntlet equipment support its martial-arts identity.
The Brawler’s Gauntlet can roll attack, penetration, critical chance, dodge, haste, and movement speed. The Windward Gauntlet can roll attack, critical chance, penetration, dodge, critical damage, and movement speed.
QuestAway has 10 classes with distinct combat roles, weapons, armor types, and starting abilities. Warrior and Paladin are heavy-armored melee options, Mage and Archer specialize in ranged attacks, Healer focuses on party support, and Witch emphasizes debuffs. Assassin, Barbarian, Engineer, and Monk offer alternative styles built around poison, rage, gadgets, and martial arts.
I would choose your class based on the role you want to play rather than relying on a strict numerical ranking. If you want to protect the frontline, start by comparing Warrior and Paladin. If you prefer ranged damage, look at Mage, Archer, Witch, and Engineer. If you want to support your team, Healer is the clearest fit.
These recommendations use the supplied QuestAway version 1.0.1 information. Actual class performance can depend on equipment, passive skills, skill upgrades, character builds, and live balance changes. More comparative gameplay data would be needed to establish a definitive strongest-to-weakest tier list.