Hello everyone! Now that LHC has been out for a while and is gaining popularity thanks to the excellent exp gain and all the smegas of people winning CS, WS, Taru Totems from the etc. exchange, I thought it would be fun for everyone to rank the classes on their effectiveness in LHC! I am basing this on my own experiences of many LHC runs and analysis of class data. This is obviously by no means perfect, but I hope I can share some insight on the strengths and weaknesses of all the classes here! Brief Introduction of Lionheart Castle (LHC): LHC is a 1 hour full party exp grind which basically involves pushing/pulling 3-6 monsters into one spot then efficiently destroying them primarily with strong multi-target abilities. The bonus party exp is absolutely incredible: with a 6-person party, you can get up to 406,400 bonus exp per kill for Blood Reindeer, and 512,000 exp for Bearwolf. As of now, there are two main grinding maps: Blood Reindeers (Under The Castle Walls 3) and Bearwolves (Under the Castle Walls 4). Due to the differences, I have made two separate tier lists. Note that classes with strong multi-target abilities shine here. Blood Reindeers are weak to Ice while Bearwolves are weak to Fire. For Official Overview: https://royals.ms/forum/threads/content-release-lionheart-castle.193626/ For level, maps, exp: https://royals.ms/forum/threads/lhc-grinding-party-exp-hr.193861/ Tier Rank Explanations: S - Top tier. Should even stack six of these. A - High Tier. Offers either strong damage, strong utility, or a combination of both. Some of these classes will make or break an LHC party. B - Solid. These classes are reliable and deal consistently great damage. Any class in B-Tier and above have an easier time joining parties. C - Average. Can still contribute decently but are outclassed. These classes are harder to get into parties. D - Below Average. Extremely outclassed. 6/1/22 Update: Revised Blood Reindeer Tier List: - Moved Bishop D -> C Tier because can still output okay damage and mob control with Gen and HS can somewhat mitigate some of the lower dps compared to the archmages. Revised Bearwolf Tier List: - Moved Fire/Poison Archmage C -> S Tier because of the massive dps buff with Bearwolves becoming weak to fire; they are now the counterpart to I/L in Blood Reindeer. - Moved DK S -> A Tier because of F/P Mages taking the throne - Moved Bishop D -> C Tier - Moved Bowmaster D -> Top of C Tier because of the modest dps buff to Inferno. Phoenix is still very weak and controversial because of uncontrollably disrupting mob rushes but they should be more respectable picks even if still inferior to MM in AoE damage and range. Blood Reindeer Tier List: Spoiler: S-Tier Ice/Lightning Archmage: I/Ls can nuke the entire map with Blizzard, dealing insane damage (ex: 170k+) to all mobs while pulling them closer to the middle. I/Ls are so strong that you can have a full party of them to farm a ton of totems for gach. They are also not reliant on party buffs compared to warriors that need SI. Spoiler: A-Tier Dark Knight: The quintessential warrior. DrKs boast some of the strongest multi-target DPS with Dragon Crusher (3 targets), can rush mobs to the middle, and has Hyper Body which is great to reduce the odds of unexpected deaths. Unlike late game bosses they have minimal issue hitting their max DPS here. Having strong utility, best range and consistency, and benefitting the most from SE puts DrKs over the other warriors. Buccaneer: One of these is essential for most LHC parties because of Speed Infusion alone. Buccaneers are decent mobbers as well, with Snatch + DS combo (6 targets), and they can pin/pull mobs with ease. Marksman: An excellent "one of" to have. Sharp Eyes is an incredible buff + Piercing Arrow (6 targets) can easily break damage cap (over 200k). Blind can be somewhat useful as well. Shadower: Strong mobber with Boomerang Step (4 targets), on top of carrying Haste and Smokes. 4 mob groups are usually the most common in LHC so they often hit their max DPS. Spoiler: B-Tier Paladin: Like with I/L Mages, Paladins shine due to Ice Charge. Some also carry Heaven's Hammer which is an occasional map-wide nuke. Hero: Extremely solid and reliable DPS with Brandish. Can Rush mobs like all warriors. Only downside is that Brandish only hits 3 targets, otherwise you cannot go wrong with this pick. Corsair: Decent damage with Battleship Torpedo, which hits 6 mobs. It is very easy to stay in ship as you can fire from a safe distance. Some are currently experimenting with EB as well, which offers a more fluid playstyle with possibly comparable damage to torpedo spam. Can switch to their incredible single-target DPS to finish off weak mobs. Downside is that they otherwise lack any special utility like Rush or SE and are ranged which requires more positioning, so they are lower on the priority list. Spoiler: C-Tier Fire/Poison Mage: Basically a much weaker I/L Mage for this map. Can still help aggro mobs to the center, but overall DPS is a lot weaker. Bearwolf however... Bishop: Their DPS is inferior to the archmages but Holy Symbol can slightly mitigate some of the reduced exp. They still offer okay damage and mob control with Genesis and can hit all mobs in the map. Bowmaster: Basically an SE mule that is outclassed by MM because of their lack of decent mob skills for reindeer. Many prefer to take another Melee over a BM. They are still viable picks if just for SE alone. Spoiler: D-Tier Night Lord: Least popular picks for LHC for their lack of decent multi-target abilities and require SE. They still carry Haste if the party lacks a Shadower and they boast among the highest single-target DPS in the game, making them great at finishing off the last weakened mob while the party moves to the next platform. Bearwolf Tier List: Spoiler: S-Tier Fire/Poison Archmage: With bearwolves now being weak to fire, F/P mages receive a massive dps boost that now makes them the counterpart to I/Ls in blood reindeer. Spoiler: A-Tier Dark Knight: The quintessential warrior. DrKs boast some of the strongest multi-target DPS with Dragon Crusher (3 targets), can rush like other warriors, and has Hyper Body which is great to reduce the odds of unexpected deaths. Unlike late game bosses, DrKs have no issue with keeping Berserk Up the whole time. Their consistency, range, and benefitting most from SE puts them above the other warriors. Buccaneer: This class will make or break LHC parties b/c of Speed Infusion. One bucc is essential because of this buff alone. Buccaneers are decent mobbers as well, with Snatch + DS combo (6 targets), and they can pin/pull mobs with ease. Marksman: Another excellent "one of" to have. While not as mandatory as Buccs, MMs carry Sharp Eyes on top of having Piercing Arrow (6 targets) which can easily break damage cap (over 200k). Blind can be somewhat useful as well. Shadower: Strong mobber with Boomerang Step (4 targets), on top of carrying Haste and Smokes. Spoiler: B-Tier Paladin: Can exploit fire weakness and can also rush like the other warriors. Can also use Heaven's Hammer as a map-wide nuke. Hero: Extremely solid and reliable DPS with Brandish (3 targets) and can rush. They fall behind the other warriors because of lack other utility like HB or Hammer . Corsair: Decent damage with Battleship Torpedo (6 targets) or use their incredible single-target DPS to finish off weak mobs. Downside is that they otherwise lack any special utility like Rush or SE and are ranged which requires more positioning, so they are lower on the priority list Spoiler: C-Tier Bowmaster: With bearwolves now becoming weak to fire, Inferno has received a modest DPS buff that makes them more viable putting them at the top of C Tier. Phoenix is controversial because of disrupting rush and damage is still extremely weak despite the fire attribute change. MMs are still far superior with Piercing Arrow having much stronger damage and range than Inferno, but BMs should hopefully be less of an automatic rejection. Ice/Lightning Archmage: Basically a weaker F/P Mage here. Reindeer however... Bishop: Their DPS is inferior to the archmages, but HS can somewhat make up for that and they can still have decent mob control and okay damage. Spoiler: D-Tier Night Lord: Least popular picks for LHC for their lack of decent multi-target abilities. They still carry Haste if the party lacks a Shadower and they boast among the highest single-target DPS in the game, making them great at finishing off the last weakened mob while the party moves to the next platform. Feel free to make your own tier list based on your own experiences! https://tiermaker.com/create/lhc-blood-reindeer-mapleroyal-class-tier-list-1367446 https://tiermaker.com/create/lhc-bearwolf-mapleroyal-class-tier-list-1367446 Please note that just because a class is in a certain Tier doesn't mean that they are not viable for LHC. All classes are viable and all have their strengths. For example: - Night Lords still have top tier single target DPS and can easily finish off the one weak mob. - Mages without the element advantage still have good map-wide nuke and mob control. - Bowmasters still have SE which is enough of a reason to take them. Please let me know if there is anything I need to fix and please share your experiences as well! Thank you!
nice compilation! seems like a comprehensive list, but no one is commenting. I have not ran LHC yet but personally, i would put BM slightly higher at D as i have seen lots of party still running with BM and SE is a pretty valuable skill to both DK and Heroes.
SE is indeed powerful but a far superior SE class exists with an actual strong mob skill. I’ve noticed a rise in MM popularity which is likely due to LHC so MMs have been easier to find these days.
This just shows why Heroes need an urgent buff. F tier at bossing and B tier at most at grinding. WHAT IS OUR PURPOSE?
commenting three months later dw about it Funny, I had a very similar idea with making an LHC tier list. Though, there are definitely some things I would change. I never did Reindeers so I won't give any input on that. However, I ran a ton of Bearwolves. While I understand that Rush is a great utility, I feel like DrKs/Heroes aren't the best melee class at LHC. I think Buccs deserve that spot; SI helps out literally all staple LHC classes (except shads), they can rush/pull, and hit 6 mobs consistently. For a make or break class, it seems weird that they wouldn't be the top of the list. Warriors are still great, but I would absolutely put Bucc as #1. Apart from that, I'd probably put Sairs above paladins, mainly because playing a Paladin without being able to take advantage of any elemental weakness is... sad. Finally, I'd probably move BMs to the bottom of B tier. Weirdly enough, a BM with SI spamming arrow bomb can do some decent damage (due to arrow bomb's weird crit mechanics.) Wouldn't call it great by any means, but I'd take a BM over any of the other classes in C or D tier. oh yeah one more thing MM is best class ty
well while i agree buccs play a huge role at buffing almost every usefull class at bears i disagree u can say they higher than drks/heroes mainly because u only need 1 bucc. a dk with pole arm will hit 6 target and better dps overall
Not wrong, but I've never seen a DrK use a polearm at LHC. Don't doubt it happens, but I've never seen anyone actually do that.
What Bearwolf tier would place Fire Poison Arch Mage and Paladin now that Update 79 has the following change? Bearwolf in Lionheart Castle is now weak to Fire attribute attacks.
- F/P should get a huge bump even to S tier potentially with the new change. - Paladins should be at least A tier. - BMs should be more viable but need to see Inferno's damage first and Phoenix is still discouraged because of how summons can screw up mob rushing. I do hope this change will at least allow parties to be more welcoming of BMs. SI + Booster + Inferno Spam should do decent damage Let the testing begin!
Would it be possible to expand this post to Golems? :< Everybody is saying how NLs + BMs are good at golems but never seen anybody recruiting or testing their actual exp p/h.
I wish I could join :< but firstly I really gotta go to bed or I relapse into sleepness nights, and secondly I'm at Bears right now and don't know how far is that from the Golems. Enjoy it for me <3
It wasn't bad. Roughly ~200m xp in an hour. For Marksmemes and other mobbers, Bwolves would probably still be better, but 200m xp for a party of NLs and BMs still ain't bad. Only roughly ~70 totems, however. All of this done on the 25% bonus for the weekend, and with gizers/stoppers for most of the party.
This is how a LHC 3NL + 1MM + 1BM + 1SHAD look like, we were not 100% synced, KB was killing us and only the other members can tell about exp, anyway was cool. @Matt thanks for host
I'm willing to test any bearwolf runs with my 167 bm! I just need to get caught up on the pres on her though I'm currently using my DK atm
I'm really glad the GMs have added fire elemental weakness to Bearwolves, giving Paladins and F/P Mage (and maybe BM too) an edge to grind there. But i do hope the Royals community are accepting to recruit other classes to LHC. When LHC was first introduced, everyone was open to trying out different party composition. But now i tend to see people recruiting only melees to Bearwolves. With the recent bonus exp & drop rate, i started to run LHC Reindeers again with my I/L. The party is not the usual melee team but i would say the exp is still as great. I believe a F/P Mage in Bearwolves would be as great as any melee in the team (or maybe even better).