While the game is easy to pick up and play, there are many intricacies of Tiny Tina’s world that players may want to learn about. Key class types such as Scouts, Wizards, Knights, Scientists and Settlers will be covered in this guide.
“Tiny Tina’s Wonderlands: Class Basics Breakdown” is a guide that helps players get started in Tiny Tina’s. It includes an overview of the classes and their respective tier list.
Tiny has six courses. Tina’s Wonderlands takes a different approach to the primary premise of “shot gun, kill opponent.” Due to the large amount of loot and the variety of build possibilities available, no two characters or class combinations will play the same.
Some builds are better than others, and everyone has their own preferred playstyle, but this guide will help you learn the fundamentals of each class.
Tiny Tina’s Wonderlands: How Each Class Works
Your basic gameplay loop in Tiny Tina’s Wonderlands will be “shot gun, cast magic, kill opponent” until you reach the conclusion. The many talents of your classes add to that core trifecta. The main distinction between the six classes is how firearms, spells, and Action Skills affect the outcome of each fight.
Here’s a rundown of each class, their skills, and some basic suggestions on how to play them.
Class of Spellshot: Magic-Person, as well as Sheep
It’s all about casting spells and firing firearms in the Spellshot class. Spellweaving, one of its Feats, adds up to five stacks (eight with a Skill) that boost Spell damage by 10% every stack.
The capstone Skill grants a flat 15% chance after every Gun Critical to reset all Spell cooldowns, and one of the first accessible Skills boosts Spell Critical probability.
Many of Spellshot’s various abilities change how Spell and Gun damage interact, generally by lowering cooldowns, boosting damage to the other, or giving flat increases to Sell or Gun Damage per stack of Spellweaving.
- The Spellshot class has just one Action Skill: Polymorph, which transforms any non-boss opponent into a Skeep (floating, googly-eyed sheep), gaining Spellweaving stacks and giving the Spellshot a chance to perform a free spell everytime they do Gun damage.
- If the enemy is immune to Polymorph, which includes all bosses and certain mini-boss opponents, the ability still works, but instead of altering the monster, a free Spell is cast instead. If the ability does not transform anything into a Skeep, they acquire two Spellweaving stacks instantly.
Polymorph is the way to go for gamers that like the hilarity of converting adversaries into barely sentient farm animals, since it can eliminate strong non-boss threats for eight seconds or perform your favorite Spell at no cost.
The second Spellshot ability isn’t even an Action Skill. Ambi-Hextrous, on the other hand, substitutes the Action Skill trigger with a second Spell. Casting your second Spell puts your Gun aside for the duration of the spell and prevents you from activating any Enchantments that need Action Skills.
As the Gun should practically be an afterthought, Ambi-Hextrous is for a build that enhances Spell damage and minimizes its cooldown as much as feasible. Alternatively, the Gun might enhance the Spell’s impact.
The Darkest of Magic is the Graveborn Class.
The use and enhancement of Dark Magic and Dark Magic damage is at the heart of the Graveborn class kit. Every tick of Dark Magic harm heals the user, and boosting Dark Magic Efficiency merely boosts the amount of healing.
Every time you perform a spell, the Graveborn class comes with a Demi-Lich Companion that employs Dark Magic ranged attacks. You may summon additional temporary Dark Hydra Companions, which will increase your damage output as you have more on the field.
Combining Graveborn with Companion classes (such as Clawbringer or Spore Warden) might be entertaining, although Graveborn is primarily concerned with Dark Magic damage.
The Action Skills of the class contribute to the interaction between health loss and gain.
- Dire Sacrifice requires you to lose 40% of your current health to inflict Dark Magic damage and give adjacent opponents the Dark Magic status condition.
- This is a decent choice if you want to take out all of the garbage mobs in one fell swoop. It has no active effects, although it does have a quick cooldown. You can use Dire Sacrifice every ten seconds or less with the right setup, creating a reusable Dark Magic bomb. It’s entertaining, but it’s hardly the most effective method of command.
- For as long as the ability lasts, Reaper of Bones attacks you with steadily rising DoT damage and enhances all of your Dark Magic damage and Leech effectiveness. The ability lasts the same amount of time as your health bar. Because Dark Magic heals you, you may use Reaper of Bones for far longer than any other Action Skill in the game.
- The damage potential is obscene when you stack the increased damage from Reaper of Bones, the Enchantments, and the additional Dark Magic bonus from the Graveborn skill tree with the increased damage from Reaper of Bones, the Enchantments, and the additional Dark Magic bonus from the Graveborn skill tree. In Reaper of Bones, you recover 20% of your maximum health back and are invulnerable for 3 seconds even if you finally run out of health.
Because a few Skills on the Graveborn class tree effect Spell damage, you may add as many Dark Magic spells as you like to increase your output. On Spell cast, the Graveborn capstone skill triggers all of your character’s Kill Skills, allowing you to get three or four extra benefits from Kill Skills for the cost of a single Spell use.
You can keep your Kill Skills active forever and have Reaper of Bones up and ready at a moment’s notice if you can reduce your Spell and Action Skill cooldowns.
Gun Shrooms are the class of the Spore Warden.
With the Spore Warden class, you may go one of two ways: companion-focused or gun-damage-focused. Because most of the Spore Warden Skills change your weapon in some manner, gun damage is arguably the most constant of them all. Even when compared to other classes, boosting your Gun damage with universal or Gun damage enchantments might result in a flawed build.
There’s even a movement speed Kill Skill that, when paired with one from either the Stabbomancer or Brr-Zerker classes, can enable you run a mile a minute while evading assaults and doing monstrous amounts of damage.
The Spore Warden’s Action Skills are very beneficial for enhancing all types of damage.
- A spirit bow with seven arrows knocked is summoned by Barrage. Before the ability goes on cooldown, you may fire the arrows three times, and whatever Gun damage you apply to your weapons also applies to Barrage. Start Enchantments with Action Skill, then use Barrage once before heading to town.
- Blizzard is an excellent choice for Cryomancer builds since it summons three frost cyclones that seek out surrounding adversaries. Blizzard is a fantastic encounter opener that provides a bit additional oomph and area control if you have means to boost Frost damage with Spells and weapons like Liquid Cooling.
Aside from the Gun damage skills, which take up over half of the Spore Warden’s skill tree, the class also contains damage boosts for companions and abilities. Because the Mushroom Companion of the Spore Warden gives Poison Damage, you may combine it with any of the other Companion Classes to create a build that focuses on at least two Elements. Companions enhance your character’s damage with your mates in most classes with companions.
Your best chance is to go all in if you add some extra Companion Skills to your Spore Warden kit. There aren’t enough Skill points to fully invest in both Gun and Companion setups, but there are plenty of Enchantments and gear items that can help your small companions out.
If you fall down, your Companion may try to revive you with the Medicinal Mushroom Skill, and if it succeeds, it receives enhanced damage. This is especially useful in tougher boss encounters or ones with fewer mobs.
With all of the other Companion boosts that come with a buddy build, surrendering your Mushroom friend’s damage for a short period of time won’t be too costly.
Fire and Lightning Lizards belong to the Clawbringer class.
The Clawbringer is an elemental build’s greatest buddy, since it is equally focused on delivering Fire and Lighting damage or strengthening its Wyvern Companion. Whereas other courses focus on only one aspect, you have access to two in this subject. As a result of multiclassing, your build will be effective against up to three different types of Elemental damage.
When augmenting the Wyvern’s damage, most of Clawbringer’s class Skills also benefit your character’s damage, generally as an increase to Gun or Elemental damage. Only one Skill — “Awe,” found on the tree’s final branch — boosts Critical damage or probability. Because Clawbringer skills don’t depend on Criticals, Awe isn’t required until you spec into a crit-heavy class like Stabbomancer.
The most important decision you’ll have to make early on in a Clawbringer game is whether you desire Fire or Lightning damage, as well as melee or ranged fighting, since the Action Skills available favor one or the other.
- You must bash a huge hammer down to create a Fire damage explosion in Cleansing Flames. This is your Action Skill Start Enchantment Melee damage ability. Cleansing Flames has a little longer cooldown than the other Action Skill, but it’s the way to go if you want quick burst damage that’s all about melting away red health bars.
- You hurl a massive hammer at your foes in Storm Dragon’s Judgement, causing Melee damage and producing a sphere of continuous Lightning damage. You may also return the hammer to your hand to reclaim part of the cooldown.
- This ability, in comparison to Cleansing Flames, has a greater overall value. However, while Lightning damage isn’t as beneficial as, say, Fire or Frost, one of its strongest use is as a catalyst for Action Skill Enchantments. You’ll be back in business in no time if you stack some Action Skill cooldown boosts.
When you combine the capstone Skill from Clawbringer with your Action Skill, you’ll deliver both Fire and Lightning damage to adjacent foes. In Tiny Tina’s Wonderlands, Elemental damage reigns supreme, and Clawbringer may be the monarch of raw Elemental damage. It isn’t as specialized as the Brr-Zerker or Spore Warden classes, but it does provide a lot of extra possibilities.
Class: Brr-Zerker Extremely Cold
Brr-Zerker seems to be a strong choice among the classes for a Frost build (and it is), but its Skill tree has a lot of versatility that fits for practically any configuration. It has a little bit of everything: increased movement speed, increased health regeneration, increased straight damage, and increased resistance bonuses.
That isn’t even taking into account the class’s hefty Frost damage boosts. With all of Wonderlands’ powerful Frost damage spells, weapons, and abilities, it’s difficult to argue against including a little Brr-Zerker into any build you design with another class.
One caveat: the Brr-Zerker class is focused on getting as close to your opponent as possible. This class does not excel in ranged combat, as both of its Action Skills place you right in the middle of the action.
- You whirl for six seconds in Dreadwind, swinging your Melee weapon furiously in a circle. Use a Frost Melee weapon to take use of all the buffs on the class skill tree, and any gear that boosts Ability and Melee damage may make this Action Skill incredibly lethal. Even in only six seconds, the devastation potential is unfathomable.
- Feral Surge causes you to leap at your opponent and smash your Melee weapon down, delivering Frost damage in a burst all around you.
- Any non-Boss opponent slain by the slam immediately resets the cooldown, allowing you to slam as many times as you like as long as there are foes to kill. This ability pairs well with any Action Skill Start Enchantments, as well as builds that emphasize burst damage and ability spam.
As a Brr-Zerker, using an Action Skill also causes you to enter the Enraged state, which enhances your Frost damage and doubles the effects of some Skills.
If you can keep your Action Skills up nearly continually by shortening their cooldowns, you can keep Enrage up as well, enhancing your damage, movement speed, and health regeneration eternally. Even if you can’t remain Enraged indefinitely, the Brr-Zerker class’s passive stat bonuses are more than enough to suggest it.
Crits, Stabbomancer. You’ll take care of them.
The Class Feat of the Stabbomancer is nothing exceptional. Its function is straightforward: it increases Critical Hit Chance by 30%. Except for Dark Magic, life regen, and Elemental damage, it then buffs practically everything else you may perform in the game. It’s everything there: gun damage, movement speed, melee damage, status damage, and critical damage.
If your second class also lacks health regen, it may be a huge disadvantage, but ideally, you should kill everything before it becomes an issue. Both Actions Skills are beneficial in the situation.
- Ghost Blade conjures a ghost blade that spins in position and does Melee damage to any opponent caught within it. If your target moves too much, you may expend 5% of the Action Skill time to realign the blade.
- This ability will appeal to melee damage builds, as well as those looking for a longer-lasting Action Skill. Because Ghost Blade has a 16-second duration, any Action Skill Active Enchantments will suffice.
- From the Shadows, as wonderful as Ghost Blade is, may be superior in nearly every regard. When you use it, your character enters Stealth for 8 seconds and every tick of damage you do becomes a Critical hit.
- You lose 25% of your Critical damage, but with a few Enchantments and some of the other Skills on the Stabbomancer tree, you may swiftly regain it all and more. You’ll definitely notice some damage reduction, but compared to the number of methods to boost Gun, Melee, and Elemental damage, 25% is nothing.
Elusive, which enables you to fire while running, is another essential talent in the Stabbomancer class tree. Elusive may be used in conjunction with Swift Death, which boosts your damage as you travel faster, and any other Movement Speed perk from Brr-Zerker to boost your output even more.
Because Stabbomancer boosts Status damage, anytime one of your Elemental weapons does DoT damage, the DPS potential of a correct Stabbomancer build is difficult to comprehend unless you see it.
There are a thousand additional intricacies to all of the classes in Tiny Tina’s Wonderlands, but these are some of the most important ones to keep in mind while creating a character or switching classes mid-game.
To make the procedure even simpler, use some of the other suggestions in our Wonderlands guidelines area. You’re in excellent condition to start going into Chaos Mode and fine-tuning your design with only this information.
The “tiny tina’s wonderlands skill trees calculator” is a tool that can help players find the best skills to use for their characters. The tool also includes information about how each of the classes work and what they are capable of doing.
Frequently Asked Questions
How many classes are in Tiny Tinas Wonderland?
A: There are 18 playable classes in Tiny Tinas Wonderland.
How does multiclassing work in Tiny Tinas Wonderlands?
A: If you have a character that has access to classes, then they get a level of each class at the same time. For example, if your Bard has levels in Druid and Wizard, those levels would stack together. Class restrictions still apply when multiclassing (you cannot be both an Assassin and Warrior).
How many classes are in wonderlands?
A: There are currently two classes in wonderlands, The Archer and the Mage.
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