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 November 2: Reassessed the rankings after the October 28–November 1 patches, including Light's sword rework, Wind's slower casts, Beast and Flame balance changes, and the new failed-parry recovery. Updated Misdirect, weapon, and reset advice, and clarified that Grimoire Evolution powers cannot be used in Colosseum. Overall tiers remain unchanged, but several picks now demand more careful timing.

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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. Light now has recastable hovering swords; Wind needs more careful setup after its windup increases and Tempest Blade fixes.
  • 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 perks are active, informed by known effects, weapon stats, gameplay showcases, and balance changes. Clover Colosseum disables passives and Grimoire Evolution powers, including Beast Rage. These are not standalone ranked loadout tables. Exact damage, control durations, and several matchups still need testing.

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 compares complete kits, including known evolution tools outside Colosseum. Light, Wind, and Time remain S tier; Beast, Lightning, and Flame remain A tier; Shadow remains B tier. The latest changes make Wind less forgiving and give Beast a mix of stronger damage and riskier engagement. Neither an unspecified buff nor a bug fix automatically earns a promotion.

NOTE: Overall grimoire kits, including known evolution tools. Passives and Grimoire Evolution powers are unavailable in Clover Colosseum, so these are not ranked-only placements.

TierGrimoires and Best Uses
S

Light: A versatile mix of attacks and healing. Swords of Conviction now summons three hovering swords that you launch by activating the ability again. Falling Lance has faster projectiles and less endlag, while Blinding Rush no longer stops inside its target. Divine Light's 60-second cooldown now starts when the ability ends, making repeat healing less frequent than the old cast-start timer allowed.

Wind: Aerial movement, launches, and knockback still give it an S-tier case, with a 30% airborne Mana discount where Aerial Efficiency works. Gale Updraft and Tempest Blade now have longer windups. Tempest Blade's unintended multi-hits and triple-shot parry bypass are fixed, so those cannot carry its damage or pressure. It needs cleaner casting windows than before.

Time: Rewind, bubble control, and Slow Zone keep its base kit valuable. Slow Zone's alternate-cast slow now follows the zone correctly, and Palm Thrust's stun was fixed without a stated duration change. Its evolution adds damage, a time bubble, and a speed boost outside Colosseum; that power cannot support a ranked recommendation.

A

Beast: Strong pursuit and close-range offense, with Vicious Assault gaining damage on top of the earlier PvE scaling buff. Feral Impact now starts more slowly and has endlag when it misses, making a careless engage easier to punish. Beast Rage requires evolution and is explicitly banned in Colosseum. A strong A-tier PvE pick, with a more demanding approach game.

Lightning: Mixed-range attacks and spell-to-M1 pressure where Stormcaller's Respite is active. Thunder Strike now slams toward the position aimed at on launch, with its client/server position mismatch fixed. That improves control over the landing without adding homing or a confirmed damage buff. Shroud's exact bonuses still need clarification.

Flame: Binding Flame and Fire Stomp support explosive attacks and burn-assisted M1s. Binding Flame's duration was nerfed and its stun fixed, so old follow-up timings need retesting. Shattering Ember still rewards Flame guard breaks with an explosion, burning, and knockback on a 60-second cooldown where passives work. Strong A-tier utility, but less time to capitalize on the bind.

B

Shadow: Delayed homing orbs and Void Beam's recast support planned pressure, while Tendril slows and tethers on a 50-second cooldown. Dark Haste's oversized hitbox was fixed, so spacing should be judged against its corrected coverage. Void Beam also uses its proper auto-cast cooldown. Still a B-tier specialist rather than a kit to judge by its old bugs.

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.

Light remains my safest all-round pick, but its changes cut both ways. Summoning Swords of Conviction and choosing when to launch them creates timing options; it does not prove a guaranteed combo. Falling Lance is quicker to reach its target and recover from, while Divine Light now waits until the ability ends to begin its cooldown. The Light evolution spirit's separate sword cooldown increase from 9 to 14 seconds applies to the trial opponent, not your spell.

Wind keeps S tier for its movement and control, with a narrower margin after these changes. Longer windups on Updraft and Tempest Blade make setup more important, and the corrected multi-hits and parry interaction remove unintended advantages. Beast's stronger Vicious Assault is offset by Feral Impact's slower start and whiff recovery. Flame still has useful control, but Binding Flame's shorter duration means an old combo route may no longer fit. None of those changes comes with enough timing or damage data to justify a confident tier reshuffle yet.

For general PvE, Light remains my safest recommendation, with Wind offering aerial control, Flame explosive pressure, and Beast aggressive close-range damage. The mob anti-gank change limits skills and grabs to one mob at a time; it does not make you safe from a pack. For Colosseum, compare the base kits: passives, evolution powers, bandages, and Mana Pots are unavailable. Beast Rage is no longer an exception. Outside those restrictions, Time, Wind, and Light remain my leading overall PvP picks.

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 where passives work. Still a strong caster choice, but missed parries now briefly prevent attacks and abilities, so fishing for a proc carries more risk. Successful parries are unaffected. Check the current level requirement after the level-80 conversion.

Graceful Escape: Adds 10% dodge frames for 25 Agility and three Points. Useful where active, but do not assume it restores invulnerability to a roll performed during Misdirect: those rolls specifically have no i-frames. Its value comes from properly timed eligible dodges.

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. You can no longer block or parry during Misdirect, and rolling during it has no invulnerability frames. These remain A-tier specialist tools, but the movement option is not a free defensive escape.

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, but the slow must justify committing to an action during which you cannot block or parry. Its duration and severity remain important unknowns.

Dirty Casting / Glass Cannon: Specialist caster tools for an opening spell bonus or magic penetration. Glass Cannon's buffs now display correctly in character stats; that is a display fix, not an announced increase in power. Both still depend on setup, stat allocation, and the actual damage calculation.

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 current requirements. Iron Rebound needs Rapid Recovery, and Unyielding Bastion follows Iron Rebound. Resistances stack multiplicatively, so do not simply add defensive percentages. Stat resets now preserve the quest traits Tempered Body, Spellguard, Bombmaker's Manifesto, and Tailwind. That makes adjusting your stats less disruptive without proving that all prerequisites or trait costs disappear.

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. Missed parries now have endlag that briefly prevents attacks and abilities, although you can still roll normally. Successful parries are unaffected by that change. The earlier longer parry stun still makes getting parried with Heavy weapons costly, but defenders can no longer immediately attack or cast after every failed attempt. Jumping after swinging also has slight fatigue, so repeated jumps are less forgiving.

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.

Rapier criticals now have less endlag, while Primeval Battleaxe and Heavy Axe criticals no longer receive their hyper armor too early. Running attacks only retain knockback on Heavy weapons, changing how each category leaves a target positioned for the next hit. These moveset changes matter, but do not establish a new order among all 53 weapons. Elderthorne versus Luminous Thorn still hinges partly on Speed, which has not been converted into measured DPS; Eldrean Sickle's range value of 4 also needs confirmation.

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. Wind's airborne discount supports the same plan, although its slower casts now need better setup. Arcane Rebound rewards successful defense; a missed parry locks out attacks and spells briefly, so it is not a safe Mana-farming button. These passive-dependent pairings do not apply in Colosseum.

Weapon Hybrid: Lesser Demon with Flame or Lightning

Outside Colosseum, Flame and Lightning give weapon-heavy builds reasons to alternate spells and M1s. Lesser Demon rewards maintaining the physical hit streak, but Flame's shorter bind gives you less time to follow up. Non-Heavy running attacks no longer knock targets away, which may help maintain contact without proving a guaranteed combo. Misdirect cannot be covered by blocking or parrying during the action. Wrath Unbound remains disabled in ranked.

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 guarantees neither invulnerability nor time to cast. Divine Light now starts its cooldown on completion, so plan around the longer interval between heals. Mana Shield follows the same end-of-ability cooldown rule if you use it in the build. Ranked disables Divine Retribution, and layered resistances still stack multiplicatively.

Progression: Keep a Useful Roll and Invest in the Build

Keep a useful roll and fix the allocation before starting over. Magic Mastery is remembered per magic, and a Magic Mastery Reset drops at a 5% chance per Grimoire Evolution trial clear to refund spent Mastery Points. For augments, Assistant Pitou now offers a Marks-and-Insight reset that returns fused augments as items: 5,000 Marks + 100 Insight for one, 15,000 + 200 for two, or 25,000 + 300 for three. This is a separate reset from mastery or weapon proficiency.

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; Beast, Lightning, and Flame remain A; Shadow remains B. Light gains recastable hovering swords, but its healing cooldown now starts on completion. Wind has slower casts and corrected Tempest Blade interactions. Colosseum disables passives and evolution powers, including Beast Rage, so the overall ranks are not ranked-only recommendations.

What are the best traits for beginners?

Weapons Expert supports early weapon proficiency, and Mob Slayer helps PvE after its kill requirement. Arcane Rebound rewards successful defense, but failed parries now briefly lock attacks and abilities. Check current level requirements after the level-80 conversion. Stat resets now preserve Tempered Body, Spellguard, Bombmaker's Manifesto, and Tailwind.

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. Rapier criticals recover faster, Primeval Battleaxe and Heavy Axe criticals lose their prematurely starting hyper armor, and only Heavy running attacks retain knockback. Those changes affect handling without establishing a new full weapon order.

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. Bonuses must support your build and work in your chosen mode. Ranked disables race passives while retaining stat buffs, and Colosseum also excludes Grimoire Evolution powers. Time earns its overall S tier from its control and recovery, with evolution benefits counted only where available, not from its 1% roll 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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