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: Lesser Angel for broad survivability; Lesser Demon for physical-damage potential. Dark Elf and Elf are excellent caster alternatives.
- Best grimoires: Light for versatility and healing, Wind for aerial control and efficient casting, Time for control and reactive recovery.
- 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 provisional recommendations based on known effects, weapon stats, and gameplay showcases. They do not establish a complete PvP matchup chart, guaranteed combos, or measured boss DPS. Where healing, control, or damage calculations remain unclear, the explanations below keep those limits separate from the ranking judgment.
Best Races in Clover RPG
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. Demon's stacking physical bonus matters much less if your fights rarely include melee hits; Elf's cheaper spells matter less if you mostly use weapons.
| Tier | Races and Best Uses |
|---|---|
| S | Lesser Angel: Broad survival value 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. Follow-up damage still matters. Lesser Demon: Wrath Unbound adds 2.5% physical damage per melee hit without being hit, up to 10 stacks for a 25% ceiling. Also grants +5% Physical Resistance, +20 Health, faster Devil Contract progression, and longer Devil Mode duration. Best suited to disciplined weapon pressure. |
| 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 spell kit associated with each magic attribute, rather than separate grimoire upgrades or cosmetic variants. Light, Wind, and Time are S tier; Beast, Lightning, and Flame are A tier; Shadow is B tier. There are no C-tier placements.
| Tier | Grimoires and Best Uses |
|---|---|
| S | Light: The broadest all-round recommendation. Divine Light heals you, Divine Field adds an ally-healing cast option, and Blindstrike applies blindness on a seven-second cooldown. Rush, aerial, and ranged attacks round out the kit. The base heal's 60-second cooldown limits how often you can rely on it. Wind: Seven skills built around aerial movement, launches, and knockback. Aerial Efficiency cuts airborne Wind spell Mana costs by 30%; Blade Storm adds two blades to the RMB Tempest Blade cast. Strong synergy, provided your knockback does not put the target beyond your follow-up. Time: Rewind reverses recent damage on a 16-second cooldown, backed by bubble traps, Slow Zone, Time Stop, and Warping Blitz. Chrono Surge adds a mana-consuming reposition. Orb capacity and discounted orb-enhanced casts add potential, but the orb rules and exact recovery limits remain unclear. |
| A | Beast: Holy Hunting and Feral Impact help close distance, Howling Slash launches and slams, and Vicious Assault attacks nearby enemies. Savage Maul completes the six-skill kit. A strong pursuit pick with 9–13-second cooldowns, but no current magic passives or explicit self-heal. Lightning: Mixed-range offense with an M1 payoff: Stormcaller's Respite has a 40% chance after a Lightning ability lands to imbue basic attacks with thunder for 10 seconds. Lightning Shroud adds a transformation, though its buffs and empowered dodge effects still need clarification. Flame: Binding Flame and Fire Stomp add a bind and stun to a kit with explosive ranged attacks and Fiery Grapple's forward grab. Amplified Wrath rewards M1s against burning targets. The 45-Energy, 18-second Binding Flame is a substantial commitment, so setup accuracy matters. |
| B | Shadow: Shadow Annihilation sends three delayed homing orbs toward the enemy; Void Beam fires on recast and has a focused alternate shot. Tendril slows and tethers, but its 50-second cooldown limits repeated setups. Nighttime damage is useful when available, not a permanent bonus. |
| 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 moves into S because its fuller kit now supports a clear recovery-and-control role. Rewind reverses recent damage rather than acting as an unspecified healing effect, and Chrono Surge adds another repositioning option. The exact lookback window, orb mechanics, and boss-control interactions remain unresolved.
Flame moves into A because its bind and Fire Stomp stun give its burn-assisted weapon pressure more setup. This placement does not depend on Shattering Ember being active: an earlier description marked that passive unimplemented, and the newer description does not independently confirm that it works.
For general PvE, Light is my safest all-round recommendation, with Wind offering airborne efficiency and Flame offering explosive attacks plus M1 synergy. For PvP, Time, Wind, and Light lead the overall recommendations, while Beast is a strong close-range pursuit option. A specialist that suits your timing can be a better personal pick than the highest-ranked generalist.
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 table covers a selected combat and progression shortlist. An S-tier trait is a high priority for the activity or build named alongside it, not a recommendation to divert every character into its stat requirements.
| Tier | Traits 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 option requiring Level 20, 10 Intelligence, four Points, and 50 Marks. 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 at Level 5. Excellent early progression value; it loses its purpose 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. Requires Level 20, six Points, and 50 Marks. Its value depends on connecting your weapon's aerial attack; it does not automatically change grimoire spells. 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. Useful protection, but each costs six Points and has an unlock quest; Tempered Body also requires 20 Vitality. |
| B | Rapid Recovery / Strong Core: Faster recovery after being knocked out, or brief resistance after a block break. Rapid Recovery is also a prerequisite for Iron Rebound; its benefit should not be treated as a blanket reduction to 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%. Worth considering when consumables regularly support your fights. Hyper Adrenaline / Survivor's Fury: Provide 10% damage reduction or 10% more damage below 25% Health. Useful fallback bonuses, but staying near death to keep them active is a risky plan. |
| 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. Iron Rebound needs Rapid Recovery, and Unyielding Bastion follows Iron Rebound. Their final benefit costs more than the last trait alone. Likewise, a useful six-Point defensive trait may delay several cheaper options. Plan the stats and Points together.
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. Speed has not been converted into attacks per second or DPS. Weapon-specific attacks, recovery, and hitboxes can still change the practical order, especially between close alternatives.
| 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 are a close comparison. Elderthorne trades one point of damage for a higher Speed value, so their actual attack timings could change the order. Eldrean Sickle's unusually low range value of 4 also needs confirmation. Matching stats on color variants are not proof that every move behaves identically.
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.
The tutorial warns that changing the chosen weapon type requires wiping the slot. Do not pick Medium purely for an early range advantage if you actually want to develop a Heavy build. Rustic Spear's C-tier placement against later equipment does not contradict its usefulness as a starter.
Race, Grimoire, and Trait Combinations Worth Building Around
Caster: Dark Elf or Elf with Wind, Light, or Time
Choose Dark Elf for direct spell damage and regeneration, or Elf when spell costs leave you dry. Arcane Rebound adds Mana recovery through defensive play. Wind's airborne discount supports the same resource-focused plan, but Elf's 15% reduction and Wind's 30% reduction do not establish a combined 45% discount. Dark Elf's Mana Regen also does not automatically increase Arcane Rebound's restoration.
Weapon Hybrid: Lesser Demon with Flame or Lightning
Flame rewards M1s against burning targets; Lightning can imbue M1s after a spell hits. Those give a weapon-heavy build reasons to alternate spells and melee pressure. Lesser Demon supports the physical side, while Graceful Escape is worth considering if your stat plan reaches 25 Agility. Exact bonus stacking and qualifying hits still need testing. Beast's melee-looking spells are not automatically physical damage or Demon stack generators.
Survival: Lesser Angel with Light or Time
Angel provides lethal-damage protection; Light and Time provide separate recovery tools. Divine Light heals you, while Rewind reverses recent damage. This gives the build several ways to survive, but Divine Retribution does not guarantee invulnerability or enough time to cast afterward. Nor do Light's healing and Time's Rewind establish stronger healing simply because Dark Elf increases spell damage.
Progression: Keep a Useful Roll and Invest in the Build
Weapons Expert and Mob Slayer can offer clearer early value than repeated rerolls. Learn the grimoire passives that support your playstyle, improve your weapon proficiency, and pick traits you can actually use. Elf on a caster and Eldritch on a physical build are sensible keeps. Human can still turn spare loot into extra money while you decide whether a combat-focused replacement is worth the cost.
Clover RPG Tier List FAQ
Lesser Angel is the broadest survival recommendation. Lesser Demon shares S tier for its physical-damage ceiling when you maintain melee hits without being hit. Dark Elf and Elf are excellent choices for a dedicated caster.
Light, Wind, and Time are S tier. Light combines offense with healing, Wind supports aerial control and cheaper airborne casting, and Time offers control, recent-damage recovery, and repositioning. Beast, Lightning, and Flame are A tier; Shadow is B tier.
Weapons Expert is a useful Level 5 purchase for weapon proficiency. Mob Slayer becomes a strong PvE option after 150 NPC kills. Arcane Rebound and Graceful Escape are later priorities for suitable caster and Agility builds, not traits every fresh character can immediately unlock.
There is no confirmed universal winner. Clover Gauntlets, Bloodthorne, and Luminous Thorn lead the Light tier. Balmung and both Widowbanes lead Medium; Mournblade, Ceremonial Greataxe, and Bone Reaper lead Heavy. These category rankings are provisional until movesets and attack timings are fully tested.
No. Shadow has delayed homing attacks and a slow-and-tether setup, Eldritch offers steady physical damage and extra Resolve, and Dryad has recovery potential. Judge whether the option fits your character before spending on another random roll. Flame is now A tier.
Rustic Spear is my default recommendation for the Medium path because it has more reach than Novice Blade with equal base damage and scaling. Choose Gauntlets for the Light path or Longsword for Heavy if those are the categories you want to develop.
No. A racial bonus needs to support the damage and resources your character uses. Time is S tier for its kit, not its 1% chance, and Elf is a strong caster race despite being more common than several alternatives.
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.
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