In the tactical RPG realm, Divinity: Original Sin 2 remains a heavyweight champion even in 2026. Its complex combat system, steep learning curve, and endless theory-crafting keep players coming back for more. But with 14 starting classes, choosing the right one can feel like navigating a minefield. A classic community ranking from 2021 still holds water today, offering a worst-to-best breakdown of the base classes. Here's the lowdown on the first ten, from the humble Fighter to the mind-bending Metamorph.

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It's worth noting that any class can eventually use any skill, weapon, or armor if players train for it. But starting classes give you a leg up with innate dispositions and early-game synergy. The following ranking, based on extensive community testing, highlights each class's strengths and weaknesses. Remember, the top four classes (not detailed here) are considered the cream of the crop, but these ten are no slouches either.

The Ranking: 14 to 5

14. Fighter ⚔️

Pros: Straightforward, melee and tanky, great for beginners. Excels in close combat and deals tons of physical damage to armor. Perfect for killing mages or enemies with low physical armor. Stylish armor selection.

Cons: Not great against enemies tanky in physical armor. Limited range. The shield is a bit unnecessary.

The Fighter is your traditional Knight with a twist—they also dabble in Geomancer magic. This gives them buffs and physical damage spells, making them vicious against spell-casting enemies. But overall, they're a bit niche. If you want a no-nonsense melee bruiser, though, the Fighter is a solid pick.

13. Wayfarer 🏹

Pros: Ranged attacker with decent damage output. Good balance between spellcaster and bow user. Can utilize a variety of arrow types for magic and physical attacks. Has Geomancy.

Cons: Geomancy conflicts with ranger playstyle. Glass cannon—can get killed easily by melee characters. Enemies have tons of countermeasures for single-target ranged attacks.

The Wayfarer is a spiced-up ranger with elemental magic. Masters of survival, they use Intelligence rather than Wits. Their default Geomancer spells like Fossil Strike and Contamination are area-of-effect, making them great for setting up plays. But they're not the most versatile or the best at raw damage.

12. Witch 🧙‍♀️

Pros: Fairly high health for a spellcaster. Can buff themselves. Primary damage outlets include poisoning and debuffing with Necromancy. Good tactical disruptors.

Cons: Glass cannon—gets killed fast by melee physical damage. Some of her most damaging skills require her to get close. Not good for beginners.

The Witch is a hybrid of Scoundrel and Necromancer, wielding daggers and powerful spells. Abilities like Rupture Tendons can really carry a fight, but only with a tank and healer backing her up. She's a difficult class to master early on, so newbies should steer clear.

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11. Enchanter ❄️

Pros: Great for elemental reactions and terrain manipulation. Tons of elemental skills. Devastating against enemies weak in magic armor. Can stun and incapacitate several enemies. Versatile—can become a healer later.

Cons: Glass cannon—can't do much when pinned down by melee units. Elemental skills require proper placement or they'll hurt allies. Not for beginners unfamiliar with elemental interactions.

The Enchanter is the opposite of the Wizard, specializing in Aerotheurge and Hydrosophist (water and air). Spells like Rain can douse huge fire surfaces, and Hail Strike is fantastic against clumped-up enemies. With room to grow into a part-healer, the Enchanter can effectively replace the Cleric.

10. Shadowblade 🗡️

Pros: Deals high damage and remains evasive. Has a variety of magical skills for versatility. Good for ambushing and flanking.

Cons: Glass cannon—dies easily if caught in the open. Too dependent on other party members.

The Shadowblade is a rogue with mage skills, built for offing the biggest threats on-screen. Their magic only augments high-damage assassination skills, so you can build them as a rogue with Polymorph or a mage with physical damage. The lack of healing and armor makes them a classic glass cannon.

9. Cleric ✨

Pros: Healer class with good elemental abilities. Can wear heavy armor (stylish attire). Can wield melee weapons and be tanky with a shield. Many roles thanks to Necromancy alignment.

Cons: Party suffers a lot if the Cleric dies. Low magic armor depending on gear.

You can't go wrong with a healer in a party-based RPG. The Cleric has a high aptitude for Hydrosophist healing spells, plus Necromancy for crafty damage-dealing that also heals. They're the glue that holds the team together in dangerous encounters.

8. Wizard 🔮

Pros: Large variety of elemental and magical skills. Lots of possible builds. Versatile enough to adjust specialization. Can deal high damage if you know each skill's niche. Can lock several party members out of combat.

Cons: Glass cannon—can't do much against melee fighters up close. Also struggles against enemies with high magic armor.

The Wizard is a staple for maximum damage from long range. When not nuking, they bring devastating crowd control that can deny enemies their turn. With Aerotheurge and Hydrosophist skills covering large areas, the Wizard is a strategic must-have.

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7. Battlemage ⚡

Pros: More flexible than a Wizard when it comes to damage types. Can be made tanky. Can wield melee weapons and be a frontline combatant. Good single-target damage.

Cons: Struggles with controlling the battlefield unlike other spellcasters. Easy to mess up builds since they're jack-of-all-trades. Not recommended for newbies.

The Battlemage is for players who can't decide between blade and lightning. Treat them as a close-ranged jack-of-all-trades. They lack the blanket nuking skills of the Wizard but make up for it with higher survivability and physical Warrior skills.

6. Knight 🛡️

Pros: Better than the Fighter for a melee-focused start. Can start with a two-handed weapon. Heavy armor is stylish. Easy enough for beginners. Good variety of physical crowd-control skills.

Cons: Not as tanky as the Fighter. Has trouble dealing with enemies with high physical armor.

For those who want to be the biggest dude with the biggest weapon on the battlefield, the Knight is straightforward. Their skills let you cripple, knockdown, or deal devastating melee physical damage. Against dispersed enemies they're not so good, but you can build them to be near unkillable against physical damage.

5. Metamorph 🐔

Pros: Awesome combination of skills great at disrupting enemies. Wears heavy armor. Can wield two-handed weapons at the start. Becomes powerful if you know how to handle them. Good mobility thanks to flight skill.

Cons: Most complex starting class out of all. Not for newbies.

The Metamorph is perhaps the weirdest base class—a warrior-type with Polymorph skills that let them sprout wings for repositioning or cast hexes that turn enemies into chickens. Their potential is huge later on, but newer players should refrain from picking them first. If you're familiar with the game's dynamics, though, you can take advantage of their weird but powerful dispositions.

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Quick Summary Table

Rank Class Role Difficulty
14 Fighter Melee Tank Beginner
13 Wayfarer Ranged Hybrid Intermediate
12 Witch Debuff/Assassin Advanced
11 Enchanter Elemental Support Advanced
10 Shadowblade Rogue/Mage Intermediate
9 Cleric Healer/Support Beginner
8 Wizard Elemental Nuker Intermediate
7 Battlemage Hybrid Warrior Advanced
6 Knight Melee Bruiser Beginner
5 Metamorph Disruptor/Warrior Expert

So there you have it—the bottom ten of the class hierarchy. Whether you're a newcomer or a seasoned adventurer, this ranking should help you avoid frustration and build a party that synergizes like a well-oiled machine. And remember, in Divinity: Original Sin 2, creativity is king, but efficiency is queen. Choose wisely, and may your enemies tremble at your theory-crafted might! 🎮