Rogue Defenders Best Hero: All Six Heroes Compared

Choose your heroes screen with the Assassin, Warrior, Cleric and Engineer
Four of the six heroes in the lobby; the Assassin and the Engineer come with Pixaplay Pass.
In short
  • Rogue Defenders has six heroes: the Warrior, Mage, Archer and Cleric are free; the Engineer and the Assassin come with Pixaplay Pass.
  • There is no single best hero: a team wants a tank, a healer and damage, the same order bots fill seats.
  • The Warrior is the easiest start and the toughest hero; the Cleric revives twice as fast as anyone.
  • In Crystal Clash each hero is also a commander whose perks shape your whole army.

The best hero in Rogue Defenders is the one your team is missing. The Warrior is the toughest and easiest first pick, the Cleric keeps everyone alive, and the Mage and Archer melt crowds and bosses. The Engineer and the Assassin, with Pixaplay Pass, are the wildcards: turrets for planners, poison and blinks for show-offs.

Choosing a hero is choosing your job for the night. Do you want to be the wall everyone hides behind, the one who drops a meteor shower and gets the cheers, or the one who quietly drags three friends back from the floor? This page walks through all six so you can pick the one that sounds most fun. For the game as a whole, see the complete Rogue Defenders guide; for your first run, the beginner guide. The four free heroes are ready now: play Rogue Defenders.

How do the six heroes compare?

HeroRoleHealthTheir big momentAccess
Warrior, the ShieldbreakerTank, melee230, plus armourBladestorm: spin and drag the crowd inFree
Mage, the StarcallerBurst, area115Meteor Storm: 14 meteors on the crowdFree
Archer, the WindrunnerRanged damage135Ballista Shot: one bolt across the whole arenaFree
Cleric, the DawnkeeperSupport, healer150Dawnbreak: everyone back up, fully healedFree
Engineer, the GearwrightBuilder, melee185Overdrive: every turret goes into a frenzyPass
Assassin, the NightbladeAssassin, melee140Thousand Cuts: slice through up to 12 enemiesPass

Every hero also has a dash on a short cooldown and an ultimate that charges as you fight. Health tells you who can stand in front: the Warrior can take a beating, the Mage really can't.

So which Rogue Defenders hero is best?

Think in roles, not rankings. When bots fill empty seats on Auto, they pick a tank first, then a healer, then damage. That order works for friends too:

  • Two of you: Warrior and Cleric. The Warrior holds the line, the Cleric keeps the Warrior standing and revives in a flash.
  • Three of you: add the Mage for crowds, or the Archer for elites and bosses.
  • Four of you: Warrior, Cleric and two damage dealers, or swap one for the Engineer to hold a second side of the map with turrets.

How you play matters more than who. The Warrior and the Cleric forgive mistakes. The Mage hits hardest and falls over fastest. The Assassin rewards sharp play and punishes sloppy play.

Warrior: the wall everyone hides behind

The Warrior swings a big cleave and has the best tool in the game for edge kills: Shield Charge, a rush that knocks monsters back and stuns them. Point it at a river and watch the pack go swimming. War Cry taunts everything nearby and halves the damage the Warrior takes for a few seconds, so monsters forget the crystal and your squishy friends. The Iron Skin passive blocks a big chunk of hits from the front, so face the danger.

The Warrior's tree has six arms, from Juggernaut to Berserker to Ironclad. The Unbreakable keystone saves the Warrior once a wave from a killing blow, leaving them on 1 health and untouchable for a moment: the comeback starts there. Weapons are the Longsword, Greataxe, Warhammer and Spear, and the Greataxe's huge knockback is made for maps full of water and lava.

Mage: the one who gets the cheers

The Mage fires quick bolts, then lobs Fireballs that burst and set crowds burning, and every crit brings the next Fireball back sooner. Frost Nova freezes every monster nearby solid, which is exactly what you want when the crystal is swarmed. Meteor Storm drops 14 meteors in three seconds, and it never stops being satisfying.

The Mage's arms include Pyromancer, Cryomancer and Stormweaver, and the keystones go wild: Inferno doubles burn damage, Spell Echo sometimes lets a skill skip its cooldown entirely. The catch is health. The Mage needs a tank in front and a friend watching their back.

The Mage's full passive skill tree with six arms around the origin
Each tree has 120 nodes around its origin, and 75 points cover about 63% of it, so two Mages can build very differently.

Archer: the boss killer

The Archer shoots fast and from far away, and moves a little quicker than the rest. Fan of Arrows fires a spray of piercing arrows, Arrow Rain carpets an area, and Ballista Shot punches one enormous bolt across the whole arena: line up the boss behind its minions and hit them all. The Deadeye passive means more crits, and crits pierce an extra enemy.

The arms include Marksman, Trapper and Big Game. Gear pushes builds too: the Crossbow brings a rank of Big Game Hunter, for extra damage to elites and bosses. If you like being the one who finishes the boss, this is your hero.

Cleric: the one every team wants

The Cleric's Sunlance hits and heals at the same time. Sanctuary lays down holy ground that heals friends standing in it and burns monsters. Aegis puts a shield on every friend and on the crystal at once. The Mercy passive revives friends twice as fast as anyone else and heals the weakest friend every few seconds by itself. And Dawnbreak, the ultimate, brings every fallen friend back, fully heals the team and smites the monsters nearby.

Keep the Cleric alive and the Cleric will save the run. That gets truer as you climb: from Tier 3 a hero who isn't revived in time stays out until the wave ends, and from Tier 7 all healing is weaker. Up there, a Cleric isn't nice to have, they're the plan.

Engineer: the tower builder (Pixaplay Pass)

The Engineer is as close as Rogue Defenders gets to placing towers. Deploy Turret puts down a turret that shoots anything nearby, up to two at once, and monsters marching on the crystal stop to fight turrets in their way. Barricade throws up a wall for a few seconds that blocks monsters and their shots. Every swing of the Engineer's Wrench repairs nearby buildings, and the passive makes them tougher. Overdrive sends every turret into a firing frenzy and adds one more beyond the limit.

The Engineer's two turrets and a barricade beside the crystal on wave 3
Two turrets and a barricade hold the crystal's side while the Engineer walks out to a rift.

Perfect for players who like a plan: wall off one side, let the turrets hold it, and fight on the other.

Assassin: the hardest to master (Pixaplay Pass)

The Assassin is the fastest hero, dodges some hits outright and crits for huge damage. Twin Daggers stack poison with no limit, so the longer the Assassin works on a target, the faster it melts. Shadowstep blinks behind an enemy for a guaranteed crit and a moment of being untouchable. Venom Vial leaves a cloud of poison. With the right gear the Assassin's crit chance climbs higher than any other hero's, and a lone normal monster can't land a hit while no other enemy is close.

The Assassin and an ally stand on a seal during the Twin Seals objective
Objectives need every hero: Twin Seals only charges while both seals are held at once.

The Assassin shines picking off targets and slipping away, and is the wrong pick when the team needs someone to soak hits.

What does each hero do in Crystal Clash?

In Rogue Defenders' Crystal Clash your hero has two jobs. They're your commander, whose perks shape your whole army, and a free fighter you send into a lane, one at a time. The hero is ready a few seconds after the battle starts, uses their skill by themselves, gets stronger as you level up, and comes back a little while after falling, a bit longer each level.

HeroCommander perksOn the field
WarriorMelee units +15% damage; all units +10% healthTough brawler with War Cry
Mage+25% experience; spells 40% stronger; starts with a MeteorMagic splash, Frost Nova
ArcherRanged units +18% range and +12% damageLong-range shooter, Arrow Rain
ClericUnits heal 2% a second; all units +10% health; Clerics and Mages 25% strongerSturdy healer, Sanctuary
Engineer (Pass)Your team's towers and Crystal +25% health and damage; your units +30% to buildings; siege units 20% cheaperTower wrecker, builds turrets
Assassin (Pass)+15% crit for all units; +50% kill gold; +80 starting goldDives the back line, Shadow Step

In 2v2, a commander's perks only boost the units that player sends, not the partner's. The exception is the Engineer's boost to towers and the Crystal: those belong to the team, so both lanes get it.

Crystal Clash hero picker showing the Warrior's commander perks and War Cry skill
In Rogue Defenders' Crystal Clash your hero is your commander: the Warrior gives melee units +15% damage and all units +10% health.

Match your commander to your War Band: the Crystal Clash deck guide shows which bands suit which hero, and the 2v2 strategy guide covers pairing two commanders with a friend.

Questions people ask

Who is the best hero in Rogue Defenders for solo play?

With bots, play the hero you'd most enjoy and let them fill around you: bots on Auto bring a tank, then a healer, then damage, so a Warrior gets a Cleric and two damage dealers. Truly alone with no bots, the Warrior or the Cleric survive mistakes best.

Are the Engineer and Assassin worth getting?

They play nothing like the free four. The Engineer is the only hero who builds turrets and barricades, the closest thing to classic tower placement. The Assassin is the hardest to master, all poison, blinks and crits. Both come with Pixaplay Pass, in co-op and in Crystal Clash.

Do Rogue Defenders heroes level up separately?

Yes. Each hero earns their own experience across runs, up to level 75, with a skill point every level for their own big tree. Respec is free and each hero keeps three saved builds, so trying a new hero never costs your main anything.

Which Rogue Defenders hero is best in Crystal Clash?

It depends on your plan. The Engineer suits tower rushes and turtling, the Assassin a gold-hungry plan, the Mage a spell plan with a free Meteor at the start, and the Cleric a tough army that heals itself. The Warrior and Archer boost melee and shooters. There's no ranked ladder, so pick for fun.