ADFK Blogs
AP’s Fight Klub Tier Lists
Good evening and welcome to an article by AP [ADFK] deep beneath the dungeons of Fight Klub!
As more and more people continue to gravitate toward the amazing DFK minigame Fight Klub, many have asked how do I structure my 3 hero team to best compete against both the AI and actual players. While balance changes and new hero introductions will continue to shift the meta, I put together my perspective of class and subclass tier lists for each Fight Klub Weight Class for today’s snapshot in time.
As a quick beginner overview, here are info graphics on stat calculations and element impacts:
Methodology
In my proposed tiers, I considered both fight club hero statistics of hit points, damage, speed and charge in addition to skill utility. I’ll spare the complexity that is the dark cloud between my ears, but add some commentary for each weight class.
Across all weight classes, a general structure, while not mandatory, does frequently take shape:
Frontline: Tank (high HP, high auto attack Damage).
Midline: Support (skills that boost the frontline or impact the game directly; high speed and/or enough HP to survive a few shots from specific skills)
Backline: Closer (a mix to support the midline when the frontline goes down, swap with the frontline as an alternate tank, or worst case clean up when the front two heroes go down).
I could get into playstyles, however I’ll leave that for another blog post. Let’s get into the tiers:
Baby Weight
Baby Weight Main Class
Baby Weight Sub Class
When playing with only lvl 1 heroes, Stat RNG is 100% controllable. Rarity & stones make a big difference, but so do class baselines and in fight klub elements (see calculations in the above infographics). The casters at 100-110 baseline health fall too quickly to archer aimed shot skills and sage lightning strike skills. This is true, even if these midline HP levels are buffed with water or ice elements.
Dragoons and warriors are the tanks of choice. Dragoons and pirates can reposition pieces on the board while delivering damage. Dreads are damage and HP kings, however pretty rare in the klub (if not restricted in tournaments).
Sages and archers are the midlines of choice to rain down damage.
Closers are often either Warriors for the game wrecking cleave skill or dark knights as the high HP, high Damage kings.
For subclasses static damage is the name of the game. Archers, sages, pirates, & thieves, all deliver more damage than most frontline tanks auto attack if not fierce attacks. The warrior’s cleave plus auto attack has the potential to hit all three heroes for significant damage and is the most dangerous skill in babycup. That being said, it does practically require a successful interrupt to accrue enough meter to cast.
Light Weight
Light Weight Main Class
Light Weight Sub Class
Probably the most balanced weight class with hero level combinations of 4,3,1; 3,3,2; 4,2,2; there are numerous combinations of tanks and support across most classes that make this weight class one of the most fun to play.
While the babycup tanks of choice remain, Berserkers and Paladins are more viable due to their auto attack damage and high HP respectively.
Baby cup midlines remain the key support here as well. However, other casters begin to have their place as high HP RNG rolls can lead to beefier lvl 2 & 3 heroes. Wizards and Seers can have significant damage dealing impact.
Closers now also feature ninjas and shapeshifters. Fast high damage heroes with significant battle altering skills are often either Warriors for the game wrecking cleave skill or dark knights as the high HP, high Damage kings.
For subclasses static damage remains the name of the game. However, due to the scaling of burning and the combination with poison, wizard and ninjas become amazing compliments to those front line tanks and closers.
Middle Weight
Middle Weight Main Class
Middle Weight Sub Class
As hero level spreads widen, titans begin to emerge. These weight class max hero level centerpieces take a while to bring down, and with the support from the mid and backline can last the entire game while wrecking the other team entirely. Pump support emerges as the dominant strategy in this weight class. Priests’ life tap, berserkers, battle cry, pirates, plunder and dark knights’ dark pact all see significant usage.
Dark Knights and Pirates take the lead as the tank of choice to self pump.
Midlines Focus on priests and berserkers, but wizards and ninja’s have their place to poison and burn from a distance. The static damage sages, bards, archers and thieves begin to wain as this flat damage is no longer as significant vs the higher titan tank HP levels.
Closers now fill either a balanced approach of the second tank to backfill the upfront titan, or to backfill the midline as an alternate pump supporter. Both strategies are effective and both need to be prepared for. This makes the closer the broadest spectrum of classes.
For subclasses static damage falls away. Now, priests become necessary to keep that titan alive. The alternate dominant strategy is to utilize knights/dragoons/pirates to maneuver heroes forward and back.
Light Heavy Weight
Light Heavy Weight Main Class
Light Heavy Weight Sub Class
The easiest portion of this post to write. Light Heavyweight is identical to Middle weight, except Having 2 titans instead of one. Mostly the tank and closer utilize these titans with a priest in the midline.
Heavy Weight
Heavy Weight Main Class
Heavy Weight Sub Class
Heavyweight is truly a different animal. Every player brings their best heroes from a stats perspective and most classes have their place. The pump strategy of middle and light heavyweight is still dominant, however dragoons are a necessity as skewer is the only high level percentage based skill. Paladin’s retribution can also be used, but is more predictable and can be countered with speedy knights shield slam, or dark knight’s decaying blade. Charge is built much quicker, so all greater than 0 meter skills are in play.
Dread’s are still the tank of choice with their huge stats and amazing skills. While Dark Knights and Pirates remain to self pump.
Midlines retain priests and berserkers, but wizards and ninja’s have their place to poison and burn from a distance. This is also an ideal spot for a paladin or dragoon to wait for that big damage play.
Closers need to pack a punch with speed. High dex archers, or big beefy dark knights pumped with dark pacts fill this bill.
Priests remain necessary to keep that titan alive. The wizard scaling burning is also a plus. The alternate strategy to utilize knights/dragoons/pirates to maneuver heroes forward and back also remains.
Conclusion
Please keep in mind that the above tier lists are from my own perspective and experience in Fight Klub at this moment in time. Undoubtedly, the meta will shift and/or skills will be balanced. Nothing is ever set in stone.
I’d like to thank both Bob Nothing and Tad Fex for contributing their perspectives in the current meta. And of course thank you to Conix for building such an enjoyable game.
Until next time, Keep Klubbing!
AP
[Feb. 1, 2023]