Best Race for Every Class
Find the Underkeep best race for every class, from Dwarf Warrior to Raven Thief, plus party slots, skill priorities, and race tradeoffs.
Why the Underkeep best race starts with your class
The Underkeep best race is not a single winner; it is the race that helps your chosen class do its job with fewer wasted turns. Character creation locks in your four heroes, and there is no going back later, so a race that fights the class becomes a tax for the whole run. This guide breaks down the Underkeep best race for each class, then shows how those picks fit a starting party, a skill plan, and front-row survival.
Race matters because it shapes starting stats and traits. Class matters because it defines the job: Warrior tanks, Voidcaller heals, Wizard blasts, and so on. The strongest build usually patches the class's weak spot instead of stacking its best stat twice. A high-damage race on a fragile back-row caster can work, but only if your front row can absorb the pressure. For a smoother first run, favor endurance, accuracy, and resource support over pure offense.
Each class has two specializations that guide your hero down a distinct path, so a race that fixes a class weakness is often stronger than a race that only piles on damage. That is also why two players can ask for the Underkeep best race and need different answers. A Dwarf Warrior and a Raven Thief solve different problems. Use the table below as a class-first decision tool, not a universal ranking.
Underkeep best race by class
The class roles and race pairings below assume a four-hero party with two front-row slots and two back-row slots. Put durability where enemies swing most often, then use the back row for damage and healing.
| Class | Main job | Best race | Why it works | Watch-out |
|---|---|---|---|---|
| Warrior | Front-line tank | Dwarf | High Strength and Endurance plus elemental resistance | Still needs taunt support from skills |
| Thief | Crit, bleed, and evasion damage | Raven | High Dexterity with enough Endurance to survive | Needs setup from bleed, poison, or negative traits |
| Paladin | Zeal-based fighter | Human | 10% XP boost accelerates a skill-hungry class | Must keep the Zeal rotation moving |
| Ranger | Ranged damage and debuffs | Elk | Supports an aggressive glass-cannon plan | Needs protection and healing |
| Voidcaller | Healer and support | Slugman | Plenty of Wisdom and Endurance for a living healer | Roll some Strength or Dexterity so it can contribute |
| Wizard | Elemental area damage | Slugman | Wisdom plus Endurance reduces easy deaths | Mana drains fast, so plan resources |
| Blood Mage | Curses, bleed, and off-tank damage | Stoneborn | High Strength and Endurance potential for the front row | Cannot equip body armor; Dwarf is the alternative |
For a Warrior, the Underkeep best race is Dwarf. Dwarf combines high Strength and Endurance with elemental resistance, which is exactly what a front-row tank wants. Put the Warrior in slot one, max Provoking Shout to pull attacks, then add The Flow of Life for health and resistance. If you play on Hard, the extra durability matters more than a flashy damage race.
For a Thief, the Underkeep best race is Raven. Raven brings high Dexterity and enough Endurance to keep a squishy damage dealer alive; on Hard, Dwarf is the safer endurance pick. Thieves thrive on critical hits, bleed, and evasion, but they need setup. Pair the Thief with a Ranger's mark or another source of bleeding and poison, then max Shadow Instinct and Nightshade Mastery so the payoff arrives faster.
For a Paladin, the Underkeep best race is Human. The Paladin depends heavily on skills, and the Human 10% XP boost gets those skills online sooner. Use Righteous Strike to generate extra Zeal, then spend it with Zealous Resolve for melee damage. Paladins are efficient against undead and demons, but they are not as plug-and-play as Warriors because you must keep the Zeal rotation moving.
For a Ranger, the Underkeep best race is Elk if you want a glass-cannon ranged build. Elk supports an all-in damage plan, but you must protect and heal the Ranger often. Raven or Human is the more balanced route. Max Hunter's Prey to mark targets for extra damage, then Cloak of Swiftness for ranged hit chance and critical hits. The Ranger's debuffs make every other damage dealer hit harder, so do not treat the class as pure solo DPS.
For a Voidcaller, the Underkeep best race is Slugman. Slugman provides plenty of Wisdom and Endurance, so the healer can focus on keeping the party alive without becoming an easy target. Try to roll at least four in Strength or Dexterity so the Voidcaller is not useless when no one needs healing. Max Void Mend first, then choose auras; Aura of the Void is a safe early defense boost, while Aura of Thorns reflects damage later.
The Wizard's best pick is usually Slugman, not Elk. Elk is tempting if you want to push Wisdom for damage and mana, but the Wizard already burns mana quickly and needs Endurance to avoid becoming the first casualty. Max Feel the Flow for maximum mana, then Dragon Arcana to boost elemental spell damage and effects. Keep the Wizard in the back row and plan mana potions or a Voidcaller aura to cover long fights.
The Blood Mage's best pick is Stoneborn because of high Strength and Endurance potential, which suits a curses-and-bleed fighter who can survive the front row. Dwarf is the alternative if you dislike that Stoneborn cannot equip body armor. Blood Mages use bones instead of mana, and they fall back on health when bones run out. Max Blood Pact to reflect damage, then Leechcraft so blood damage restores health and reduces the healing burden.
Best races for a starting party
The most efficient starting party is Warrior, Thief, Wizard, and Voidcaller. It is classic for a reason: Warrior and Voidcaller provide protection and healing, while Thief and Wizard supply single-target and area damage. The party is not the only way to win, but it is the easiest four-hero shell to build around when you are still learning enemy patterns.
| Slot | Best fit | Strong alternative | Race note |
|---|---|---|---|
| Front row 1 | Warrior | Paladin | Dwarf for Warrior; Human for Paladin |
| Front row 2 | Thief | Blood Mage | Raven for Thief; Stoneborn for Blood Mage |
| Back row 1 | Wizard | Ranger | Slugman for Wizard; Elk or Raven for Ranger |
| Back row 2 | Voidcaller | No direct replacement for cheap healing | Slugman by default; roll some Strength or Dexterity |
The two front-row characters take most of the beating, so do not put a low-Endurance caster there unless the build is designed to off-tank. Blood Mage is the exception: its curses and bleed tools make it a tougher front-row hybrid than its spell list suggests. If you use Paladin instead of Warrior, Human's XP boost helps the skill rotation come online, but you still need a reliable taunt or damage reduction plan.
A fun off-meta shell is Paladin, Blood Mage, Ranger, and Voidcaller. Paladin covers the front line, Blood Mage off-tanks and reflects damage with Blood Pact, Ranger debuffs enemies to increase the damage they receive, and Voidcaller patches the party's health drain. It asks more of your positioning and skill timing, but it is a good second run after you understand how enemies target your heroes.
You can choose premade characters, but custom builds give you control over race-class synergy. Because you cannot manually assign starting stats, reroll the spread until it supports the plan. A Voidcaller with some Strength or Dexterity is more useful than one with pure Wisdom and no backup action. A Warrior with low Endurance is a contradiction; reroll.
Skill priorities that make race choices work
Each level gives one skill point, and skills cap at five ranks. Do not spread points across every skill; max the two skills that define the class first. A great race cannot fix a scattered build, while a focused build can cover a merely average race. Some skills are synergy tools that boost each other, so read the pairings before spending points.
| Class | Max first | Max second | Why |
|---|---|---|---|
| Warrior | Provoking Shout | The Flow of Life | Taunt protects the party; health and resistance keep the tank standing |
| Thief | Shadow Instinct | Nightshade Mastery | Raises crit chance and armor bypass; improves negative-status damage and duration |
| Paladin | Righteous Strike | Zealous Resolve | Generates extra Zeal; turns Zeal into melee damage |
| Ranger | Hunter's Prey | Cloak of Swiftness | Marks targets for extra damage; improves ranged hit and crit chance |
| Voidcaller | Void Mend | Auras | Core healing removes debuffs when upgraded; auras support the whole party |
| Wizard | Feel the Flow | Dragon Arcana | Expands mana; boosts elemental spell damage and effects |
| Blood Mage | Blood Pact | Leechcraft | Reflects damage; restores health through blood damage |
For the Voidcaller, auras passively affect the whole party, and you can switch auras when you level up. Aura of the Void is a good early defense choice, while Aura of Thorns becomes more appealing once enemies hit harder and reflected damage adds up. Do not ignore the healer's own survivability; a dead Voidcaller cannot cast Void Mend.
For damage classes, the rule is simple: secure your resource or accuracy skill before chasing a big finisher. A Wizard without enough mana, a Ranger without hit chance, or a Thief without crit support will feel inconsistent even with a strong race. Fix the bottleneck first, then layer on damage.
Race tradeoffs and build notes
Race tradeoffs are about role compression. Dwarf gives a front-liner room for error. Raven gives a Dexterity class enough health to survive a stray hit. Human trades raw combat stats for faster skill growth. Elk pushes damage but demands protection. Slugman makes Wisdom classes sturdier. Stoneborn turns a Blood Mage into a front-row bruiser, with the body-armor restriction as the price.
| Race | Supported strengths | Best fit | Tradeoff |
|---|---|---|---|
| Dwarf | High Strength and Endurance; elemental resistance | Warrior; Hard-mode Thief | Defensive value first, not a universal damage answer |
| Raven | High Dexterity; enough Endurance to survive | Thief; balanced Ranger | Less raw staying power than Dwarf on Hard |
| Human | 10% XP boost | Paladin | Value is faster skill growth, not raw combat stats |
| Elk | Supports all-in damage builds | Ranger; damage-first Wizard | Needs protection and healing |
| Slugman | Plenty of Wisdom and Endurance | Voidcaller; Wizard | May need Strength or Dexterity rolls to contribute |
| Stoneborn | High Strength and Endurance potential | Blood Mage | Cannot equip body armor |
If you want the safest front row, start with Dwarf. If you want a skill-dependent class online sooner, start with Human. If you are building a back-row caster who must survive stray hits, Slugman is the sturdier Wisdom option. If you are chasing a glass-cannon ranged build, Elk is the aggressive pick, but plan to baby that character through rough fights.
FAQ
What is the Underkeep best race overall?
There is no single overall winner. Dwarf is the safest front-row default because it supports durability and elemental resistance, but Raven, Human, Slugman, Elk, and Stoneborn all win for specific classes.
Can I change my race after I start?
No. Character creation is locked in, so decide before you begin. You can reroll starting stats during creation, but you cannot manually assign them, and you cannot swap race later.
Which race is easiest for a beginner?
Dwarf Warrior and Human Paladin are forgiving. Dwarf adds durability to the front row; Human's 10% XP boost brings a skill-dependent Paladin online sooner. Avoid putting a fragile Elk caster in the front row.
Does race matter more than class?
Class decides the job; race supports it. A mismatched race can make a class clunky, but no race can turn a Warrior into a healer or a Voidcaller into a damage specialist. Build around the class first, then use race to patch weaknesses.
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