Clover RPG Tier List – Best Magics, Races, Traits & Weapons

A rare race, a flashy grimoire, and a massive sword still need to work together. Check out our ultimate Clover RPG Tier List.

Updated on October 27: Reassessed Time and Beast after their new evolution ultimates and balance changes, added Flame's implemented Shattering Ember passive, and updated the ranked restrictions. Race passives no longer work in ranked, although stat buffs still apply. The guide also reflects the level-80 conversion, multiplicative resistances, and new reset options.

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This Clover RPG tier list brings the best races, grimoires, traits, and weapons into one guide, with the pairings that make those choices useful. Lesser Angel and Lesser Demon lead the races; Light, Wind, and Time lead the grimoires. Your weapon category and trait investment decide how the rest comes together.

Clover RPG Tier List TL;DR

  • Best races outside ranked: Lesser Angel for broad survivability; Lesser Demon for physical-damage potential. Dark Elf and Elf are excellent caster alternatives. Ranked keeps racial stat buffs but disables race passives.
  • Best grimoires overall: Light for versatility and healing, Wind for aerial control and efficient casting, Time for control and reactive recovery. Time's improved evolution reinforces S tier; Beast's PvE scaling buff makes it a stronger A-tier contender.
  • High-priority traits: Mob Slayer for PvE, Arcane Rebound for casters, Graceful Escape for Agility builds, and Weapons Expert for early weapon progression.
  • Leading weapon picks: Clover Gauntlets among Light weapons; Balmung and Widowbane among Medium weapons; Mournblade, Ceremonial Greataxe, and Bone Reaper among Heavy weapons.

Each table ranks options within its own system. S marks standout picks or strong specialist potential; A marks excellent alternatives; B marks useful but more conditional choices; C marks lower combat priority or equipment to replace as you progress. Same-tier entries are not a strict best-to-worst order. Weapon ranks are relative to their Light, Medium, or Heavy category.

These are overall recommendations for PvE and modes where the listed passives are active, informed by known effects, weapon stats, gameplay showcases, and the post-release balance changes. Clover Colosseum now disables passives, so these are not standalone ranked loadout tables. Damage numbers, control durations, and complete matchup testing are still missing for some tools.

Best Races in Clover RPG

Outside ranked, Lesser Angel is the broadest recommendation, while Lesser Demon has the highest physical-damage ceiling. Dark Elf and Elf can be better offensive fits for a dedicated caster. In ranked, Divine Retribution and Wrath Unbound cannot carry those recommendations because race passives are disabled; racial stat buffs still apply. Some race passives now display an unimplemented warning, so check your in-game description before building around one.

NOTE: Overall race packages outside ranked. Race passives are disabled in ranked; stat buffs remain. Ignore any perk marked unimplemented in-game.

TierRaces and Best Uses
S

Lesser Angel: Broad survival value outside ranked through Divine Retribution, which regenerates 15% health instead of taking lethal damage once per life. Also grants +10% Magic Resistance, +40 Energy, faster Spirit Contract progression, and longer Spirit Dive duration. Ranked disables the passive, and resistance bonuses now stack multiplicatively.

Lesser Demon: Wrath Unbound adds 2.5% physical damage per melee hit without being hit, up to a 25% ceiling at 10 stacks. Also grants +5% Physical Resistance, +20 Health, and Devil progression and duration bonuses. Strong outside-ranked physical potential; Wrath Unbound is disabled in ranked.

A

Dark Elf: Adds 5% spell damage, 10% Mana Regen, and +10 Energy. A reliable offensive caster choice with no weather or hit-streak requirement. The damage perk does not establish stronger healing or longer control effects.

Elf: Spells cost 15% less Mana, alongside +20 Energy. A strong keep when casting costs limit your fights. If you usually wait on cooldowns with Mana to spare, Dark Elf's damage bonus is more relevant.

B

Eldritch: Adds 2.5% physical damage without a streak, +10 Health, and +2 Max Resolve. A steady physical-build option whose final value depends partly on what the extra Resolve changes in combat.

Dryad: Nature's Grace briefly improves health regeneration when wounded, alongside +10 Energy. Healing amount, duration, activation rules, and cooldown remain unresolved, so its sustain ranking is provisional.

C

Human: Sells items for 15% more and improves NPC negotiation and persuasion. Useful for earning money from spare loot, but it has no direct combat bonus. The selling perk is not a universal purchase discount.

Race chances are Human 50%, Elf 20%, Dark Elf 10%, Eldritch 10%, Dryad 6%, Lesser Demon 2%, and Lesser Angel 2%. The rarity does not change how well a perk fits your build. In particular, keeping a useful Elf is a perfectly sensible choice for a caster.

RELATED: Clover RPG Race Tier List: All Perks and Best Builds

Best Grimoires in Clover RPG

This Clover RPG grimoire tier list ranks the overall spell kits, including evolution tools whose effects are known. Light, Wind, and Time remain S tier; Beast, Lightning, and Flame remain A tier; Shadow remains B tier. Evolution ultimates now deal more damage, but a fresh grimoire does not give you an evolved kit. Passive-dependent benefits also need to be separated from Clover Colosseum performance.

NOTE: Overall grimoire kits, including known evolution tools. Passive benefits do not apply in Clover Colosseum; these are not ranked-only placements.

TierGrimoires and Best Uses
S

Light: A broad mix of rush, aerial, and ranged attacks with Divine Light's self-healing. Divine Field and Blindstrike add support and disruption where passives are active, but should not be counted in Clover Colosseum. Slashes of Light now correctly grants mastery. The base heal's 60-second cooldown still limits repeated recovery.

Wind: Seven base skills built around aerial movement, launches, and knockback. Aerial Efficiency cuts airborne Wind spell Mana costs by 30%, while Blade Storm adds two blades to the alternate Tempest Blade cast. These passive benefits sit outside Colosseum. Forward air dash now follows vertical camera aim, adding positioning flexibility without proving new guaranteed combos.

Time: Rewind, bubble control, Slow Zone, and repositioning keep Time in S. Its new evolution ultimate now deals more damage, puts the hit enemy in a time bubble, and gives a bigger speed boost. That strengthens its evolved control kit, although exact durations and recovery limits still need testing.

A

Beast: Holy Hunting and Feral Impact support pursuit, with Howling Slash, Vicious Assault, and Savage Maul supplying close-range offense. Beast now has a new ultimate and increased PvE scaling, strengthening its A-tier placement. The ultimate uses C and correctly requires an evolved grimoire; the six base skills are no longer the entire endgame kit.

Lightning: Mixed-range attacks plus Lightning Shroud, with Stormcaller's Respite rewarding spell-to-M1 pressure where passives are active. Lightning Barrage now correctly grants mastery. Shock damage now counts toward kills and boss rewards, but that fix does not establish that every Lightning attack applies Shock. Shroud's exact buffs still need clarification.

Flame: Binding Flame and Fire Stomp provide setup for explosive attacks and burn-assisted M1s. Shattering Ember is now implemented, adding an explosion when Flame breaks a guard, with damage, burning, and nearby knockback on a 60-second cooldown. Burn kills now correctly count toward rewards. These changes strengthen A tier without establishing a damage lead over S-tier kits.

B

Shadow: Delayed homing orbs and Void Beam's recast support planned pressure, while Tendril slows and tethers on a 50-second cooldown. Void Beam's auto-cast now correctly triggers its cooldown, so it should be judged as a normal rotation tool. Nighttime damage and Focused Beam add value outside Colosseum, where passives remain available.

C

None currently. No grimoire has enough demonstrated weaknesses to justify a C-tier placement. Lower overall placement does not mean a kit cannot suit a particular player.

Time's evolution changes reinforce its S-tier placement. The extra damage, on-hit time bubble, and larger speed boost give its evolved kit a stronger combination of offense and control. Beast also benefits from its new ultimate and a specific PvE scaling buff. I am keeping it in A overall until the new damage and uptime can be compared properly, rather than treating an unspecified buff as proof it overtakes every S-tier option.

Shattering Ember now contributes to Flame's A-tier case. It rewards a Flame guard break with an explosion that scales with Magic Power, burns, and knocks back nearby enemies. That gives guard pressure a payoff beyond the opening itself, although the knockback can also move targets out of M1 range. The burn reward fix makes farming more reliable; it is not a damage buff. Shadow's Void Beam cooldown fix similarly closes a bug rather than adding a new advantage.

For general PvE, Light remains my safest all-round recommendation, with Wind offering aerial control, Flame offering explosive pressure, and Beast becoming more attractive after its PvE scaling buff. For PvP outside Colosseum, Time, Wind, and Light remain my leading overall picks. Colosseum needs separate evaluation: passives are disabled, and bandages and Mana Pots have been removed. Do not carry a passive-heavy build recommendation straight into ranked.

Grimoire roll chances are Flame 22%, Light 22%, Wind 20%, Lightning 15%, Shadow 15%, Beast 5%, and Time 1%. Passives are learned from the Grimoire Echo in the Inner Realm, so a fresh roll may be missing the very interaction that earns its place here.

RELATED: Clover RPG Magic Tier List: Full Grimoire Breakdowns

Clover RPG Trait Tier List

Traits are purchases for a build, not random rolls to rank by rarity. This remains a selected shortlist for content where those effects are active. The max level is now 80, with level-based progression scaled to match, and existing characters received a Stat/Skill Point reset. Old level gates should not guide a new build: hover over learned traits to check their current requirements. The new weight-based traits need full effects before they can be ranked here.

Selected traits for modes where their effects are active, not a Colosseum tier list. Check current requirements after the level-80 conversion.
TierTraits and Best Uses
S

Mob Slayer: Adds 10% damage to mobs. A PvE priority after 150 NPC kills, costing three Points. Whether every boss qualifies still needs confirmation.

Arcane Rebound: Restores 5% Mana on a successful parry or dodge. A strong defensive caster choice outside passive-disabled modes. Check its current level gate after the level-80 conversion; the earlier Level 20 requirement is no longer reliable.

Graceful Escape: Adds 10% dodge frames. A broadly useful defensive investment for 25 Agility and three Points, especially when avoiding hits supports the rest of your build.

A

Weapons Expert: Grants 50% faster weapon proficiency gain for one Point once its current requirements are met. Still useful early, but training dummies no longer award proficiency, so the bonus needs a valid progression source. Its value fades once the relevant proficiency progression is finished.

Liver Shot / Follow Through / Deceptive Momentum: Misdirect options for 20% more Misdirect damage, a movement boost, or another roll, respectively. Pick the effect your weapon play actually uses rather than buying the whole package by default.

Critical Aerial: Makes aerial M2 a block-breaking tool. Its value depends on connecting your weapon's aerial attack; it does not automatically change grimoire spells. Check its current requirements after the level conversion, rather than using the old Level 20 gate.

Iron Rebound / Unyielding Bastion: Reduce ragdoll duration by 15%, then gain temporary ragdoll immunity after recovering through the follow-up trait. Include prerequisite costs. Ragdoll immunity is not damage immunity.

Mana Skin / Tempered Body: Reduce magical or physical damage by 5%, respectively. Resistance stacking is now multiplicative and was nerfed, so do not add these directly to racial or gear resistance. Still useful where their effects are active, but their six-Point cost deserves more scrutiny in resistance-heavy builds.

B

Rapid Recovery / Strong Core: Faster recovery after being knocked out, or brief resistance after a block break. Strong Core must be evaluated under the new multiplicative resistance rules. Rapid Recovery also unlocks Iron Rebound; it does not shorten every ragdoll.

Crippling Fakeout: Adds a slow to Misdirect with a 15-second cooldown. Useful pressure potential, although the slow's duration and severity remain important unknowns.

Dirty Casting / Glass Cannon: Specialist caster tools for an opening spell bonus or magic penetration. Their value depends on the out-of-combat setup, stat allocation, and damage calculations rather than simply owning a high-tier grimoire.

Potion Savant / Mad Alchemist: Improve potion effectiveness by 20% or drinking speed by 25%. Useful only where the relevant consumables are available. Clover Colosseum now removes bandages and Mana Pots and disables passives, so these are not ranked picks.

Hyper Adrenaline / Survivor's Fury: Provide 10% damage reduction or 10% more damage below 25% Health. Useful fallback effects outside passive-disabled modes. Do not assume the defensive bonus stacks additively with other resistance, or stay near death just to preserve the offensive bonus.

C

Superiority Complex: Adds 5% damage against opponents with the same magic. Low general purchase priority because it depends on mirror matchups; it becomes more relevant if those matchups are common in the content you play.

Budget the entire prerequisite chain and check the current requirements. Iron Rebound needs Rapid Recovery, and Unyielding Bastion follows Iron Rebound. Their final benefit costs more than the last trait alone. Resistances now stack multiplicatively, so a defensive stack cannot be valued by simply adding its percentages. Strength also increases carrying capacity per point, but that extra utility alone is not a reason to divert a caster's stats.

Utility traits sit outside this combat shortlist. Lucky Miner supports mining, Bargain Master improves selling prices, Tailwind speeds up broom travel, and Pick-Me-Up reduces item losses on death. Human and Bargain Master both improve sale income, but their stacking formula is unverified.

Bounty Hunter is not a casual leveling purchase: its description includes a permanent PvE experience penalty, while the benefit remains too unclear for a confident recommendation. Resolve-related traits also stay outside the ranking until their meter interactions are better established.

RELATED: Best Clover RPG Traits: Requirements and Build Advice

Best Weapons in Clover RPG

The Clover RPG weapon tier list below includes all 53 weapons, grouped by category inside each tier. Clover Gauntlets stand out among Light weapons; Balmung and both Widowbane variants lead the Medium recommendations. Mournblade, Ceremonial Greataxe, and Bone Reaper offer different strengths for Heavy builds.

These placements compare damage, range, scaling, and the available Speed values. Heavy weapons now face a bigger punishment when parried, while the shorter parry cooldown makes missed attempts slightly less punishing for defenders. Commit to those big swings carefully. NPCs also keep a little more distance, giving reach and approach timing more practical importance.

Tier Weapons by Category
S

Light Clover Gauntlets, Bloodthorne, Luminous Thorn

Medium Balmung, Purple Widowbane, Red Widowbane

Heavy Mournblade, Ceremonial Greataxe, Bone Reaper

A

Light Elderthorne

Medium Blue Mystbloom Staff, Pink Mystbloom Staff, Dragnipur, Skullspire Blade, Wayfarer's Scimitar, Cinderblade, Purple Hachiman, Red Hachiman

Heavy Elkstrider, Wanderer's Edge, Primeval Battleaxe, Executioner's Axe, Highland Axe

B

Light Arachne's Venom Fang, Skullsplitter, Winding Thorn, Bronze Ironclad Gauntlets, Rose Ironclad Gauntlets, Eldrean Sickle

Medium Katana, Gold Trishula, Silver Trishula, Vulcan's Spear, Kamo Spear, Vulcan's Cutlass, Assembly Blade, Eldritch Staff

Heavy Carnage Cleaver, Splinterspike, Buster Sword, Vulcan's Greatsword, Mourning Edge, Claymore

C

Light Assembly Fang, Vulcan's Knife, Vulcan's Rapier, Dull Dagger, Dull Gauntlets, Dull Rapier

Medium Legendary Kata, Novice Blade, Rustic Spear

Heavy Dull Longsword

  • Clover Gauntlets: 18 damage and 7 scaling at proficiency requirement 5. They have the same 8.25 range and 0.85 Speed value as the two Ironclad Gauntlets, with higher damage and scaling.
  • Balmung: 17 damage, the highest Medium base damage in this roster, with 6 scaling and 8.5 range.
  • Purple and Red Widowbane: 14 damage, 9.5 range, and 7 scaling. Their reach gives them a strong case when spacing is more valuable than maximizing the base hit.
  • Ceremonial Greataxe: 23 damage, the highest base damage here, with 7 scaling and 9.5 range.
  • Mournblade: 22 damage with the same scaling and range as Ceremonial Greataxe, but a higher Speed value of 0.55 versus 0.52.
  • Bone Reaper: 19 damage, 10 range, and the highest Heavy Speed value at 0.625. A promising reach-and-timing alternative, not a proven DPS winner.

Elderthorne and Luminous Thorn remain a close comparison. Elderthorne trades one damage for a higher Speed value, but Speed has not been converted into attacks per second or DPS. Eldrean Sickle's range value of 4 still needs confirmation. The latest changes do not establish a new weapon order, so the placements remain based on those stat comparisons.

RELATED: Clover RPG Weapon Tier List: Full Rankings and Comparisons

Best Starter Weapon in Clover RPG

Rustic Spear is my default starter recommendation if you want the Medium weapon path. It has 9.5 range versus Novice Blade's 8.5, with both at 6 damage and 3 scaling. That extra reach is a useful reason to prefer it, although their movesets and timing still matter.

After speaking to Chief Farris in Kamo Village, Vulcan offers four starter rewards: Gauntlets, Novice Blade, Longsword, or Rustic Spear. Gauntlets suit the Light path, Longsword the Heavy path, and Novice Blade or Rustic Spear the Medium path. Choose the category you want to develop first; the starter item itself is temporary.

Percival's harder repeatable spar now has a 5% chance per win to drop a full Proficiency Reset. The reset also forgets weapon skills and refunds their Skill Points. Check that option before deciding on a full wipe; the older tutorial's wipe-only guidance is no longer enough to plan a respec. This does not establish that every weapon-class restriction disappears. Rustic Spear remains a useful starter even though later equipment places it in C tier overall.

Race, Grimoire, and Trait Combinations Worth Building Around

Caster: Dark Elf or Elf with Wind, Light, or Time

Choose Dark Elf for spell damage and regeneration, or Elf when spell costs leave you dry, in modes where their full perks work. Arcane Rebound adds Mana recovery through defensive play, and Wind's airborne discount supports the same plan. Their stacking formulas remain unverified. This is not a Colosseum build recommendation: ranked disables race passives, and Colosseum disables passives more broadly.

Weapon Hybrid: Lesser Demon with Flame or Lightning

Outside Colosseum, Flame and Lightning still give weapon-heavy builds reasons to alternate spells and M1s. Flame now adds Shattering Ember's guard-break explosion, while Lesser Demon supports the physical side if you maintain its hit streak. Avoid giving the opponent a free parry, especially with a Heavy weapon. Wrath Unbound is disabled in ranked, and Beast's melee-looking spells are still not confirmed to generate Demon stacks.

Survival: Lesser Angel with Light or Time

Outside ranked, Angel's lethal-damage protection can complement Light's healing or Time's Rewind. It still does not guarantee an invulnerability window or time to cast afterward. In ranked, Divine Retribution is disabled, so judge the race by its remaining stat buffs instead. The resistance changes also mean layered defenses must be evaluated multiplicatively.

Progression: Keep a Useful Roll and Invest in the Build

Weapons Expert and Mob Slayer remain practical progression picks, but weapon proficiency must now come from valid sources rather than training dummies. Magic Mastery is remembered separately for each magic, so rolling back into one you previously used restores that mastery. A Magic Mastery Reset has a 5% chance per Grimoire Evolution trial clear and refunds spent Mastery Points when used from your inventory. That gives you a way to reconsider point allocation without assuming a different grimoire is the only answer.

Clover RPG Tier List FAQ

What is the best race in Clover RPG?

Lesser Angel remains my broadest recommendation outside ranked, while Lesser Demon leads physical-damage potential. Race passives no longer work in ranked, although stat buffs remain, so their overall S-tier placements are not automatic ranked recommendations.

What is the best grimoire in Clover RPG?

Light, Wind, and Time remain S tier overall. Time's evolution now deals more damage, puts a hit enemy in a time bubble, and gives a bigger speed boost. Beast, Lightning, and Flame remain A; Shadow remains B. Beast's PvE buff and Flame's implemented Shattering Ember strengthen their positions. Colosseum disables passives, so mode-specific performance differs.

What are the best traits for beginners?

Weapons Expert supports early weapon proficiency, and Mob Slayer helps PvE after its kill requirement. Training dummies no longer give proficiency. The cap is now 80 and level-based progression was rescaled, so check current requirements rather than old level gates. These recommendations do not assume passives work in Colosseum.

What is the best weapon in Clover RPG?

Clover Gauntlets, Bloodthorne, and Luminous Thorn lead Light; Balmung and both Widowbanes lead Medium; Mournblade, Ceremonial Greataxe, and Bone Reaper lead Heavy. The latest notes do not establish a new order within those categories, but longer parry stun makes getting parried with Heavy weapons especially costly.

Should you reroll every B-tier race or grimoire?

No. Shadow still offers delayed homing attacks and a slow-and-tether setup; Eldritch and Dryad can suit particular builds outside ranked. Magic Mastery is now remembered per magic when you roll back to it, but rerolling still gives a random result rather than a guaranteed upgrade.

What is the best starter weapon in Clover RPG?

Rustic Spear remains my default Medium starter for its extra reach over Novice Blade. Choose Gauntlets for Light or Longsword for Heavy if that is your intended path. Percival's harder repeatable spar now has a 5% chance to drop a full Proficiency Reset, which also refunds weapon Skill Points.

Does a rare race or grimoire always make a better build?

No. A racial bonus has to support the character you play and be active in the mode you enter. Ranked disables race passives while retaining stat buffs. Time earns S from its control, recovery, and evolution tools, not its 1% chance.

Use these rankings to build around a playstyle, then use the individual guides to choose the finer details. For more help with progression and character choices, visit our Clover RPG guides and Roblox tier lists.

RELATED: Clover RPG Codes


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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