Solasta II builds on the original's faithful D&D 5th Edition rules implementation with an expanded 5.5e ruleset, larger dungeons, and full 4-player online co-op campaigns. Where Baldur's Gate 3 takes creative liberties with the ruleset, Solasta II stays closer to tabletop accuracy with proper reactions, opportunity attacks, and lighting mechanics. The game excels at tactical dungeon crawling where party composition and positioning matter as much as character builds. Early Access launched with the core campaign and dungeon maker, with additional classes and subclasses planned for full release.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness — factoring in damage, survivability, gear requirements, and how well they scale into endgame.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Fighter | S | Frontline melee, using Action Surge for burst damage and Battle Master maneuvers for battlefield control. | Greatsword +2, Plate Armor, Cloak of Protection |
| Wizard | S | Stay behind the frontline, control the battlefield with AoE spells, and save high-level slots for critical encounters. | Staff of Power, Robe of the Archmagi, Headband of Intellect |
| Cleric | S | Cast Spirit Guardians, wade into melee with heavy armor, heal allies with bonus action Healing Word. | Shield +2, Mace of Disruption, Plate Armor, Holy Symbol |
| Rogue | A | Position for Sneak Attack every turn using flanking or ally adjacency, use Cunning Action to escape retaliation. | Rapier +2, Studded Leather +2, Cloak of Elvenkind |
| Ranger | B | Open combat with Hunter's Mark and Gloom Stalker ambush, then maintain ranged pressure from backline. | Longbow +2, Studded Leather +1, Bracers of Archery |
S-Tier: Fighter
The most straightforward and consistently powerful class. Champion subclass crits on 19-20, Battle Master adds maneuver dice for control and burst damage. Action Surge for nova turns makes Fighter the king of boss fights.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Greatsword | 2d6 slashing damage makes it the most consistent two-handed melee weapon. |
| Core Gear | Greatsword +2, Plate Armor, Cloak of Protection | Maximizes build potential |
| Stat Priority | Strength, Constitution, Dexterity (for initiative) | Optimal scaling |
| Key Mechanic | D&D 5.5e rules | The game implements D&D 5. |
How to Play Fighter
Frontline melee, using Action Surge for burst damage and Battle Master maneuvers for battlefield control.
The most straightforward and consistently powerful class. Champion subclass crits on 19-20, Battle Master adds maneuver dice for control and burst damage. Action Surge for nova turns makes Fighter the king of boss fights.
What makes this build work: The synergy between Greatsword and D&D 5.5e rules creates a gameplay loop that outperforms other options. Core gear like Greatsword +2, Plate Armor, Cloak of Protection amplifies this further.
Pros:
- Highest overall performance
- Clear stat priority (Strength, Constitution, Dexterity (for initiative)) makes gearing straightforward
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
S-Tier: Wizard
Unmatched spell versatility with the largest spell list in the game. Evocation wizards can fireball without hitting allies. Abjuration wizards become incredibly tanky with their ward. Spell preparation lets you adapt to any dungeon.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Longbow | 1d8 piercing at 150/600 range. |
| Core Gear | Staff of Power, Robe of the Archmagi, Headband of Intellect | Maximizes build potential |
| Stat Priority | Intelligence, Constitution, Dexterity | Optimal scaling |
| Key Mechanic | dungeon crawling | Dungeons feature vertical exploration with climbing, flying, and teleportation between levels. |
How to Play Wizard
Stay behind the frontline, control the battlefield with AoE spells, and save high-level slots for critical encounters.
Unmatched spell versatility with the largest spell list in the game. Evocation wizards can fireball without hitting allies. Abjuration wizards become incredibly tanky with their ward. Spell preparation lets you adapt to any dungeon.
What makes this build work: The synergy between Longbow and dungeon crawling creates a gameplay loop that offers reliable performance. Core gear like Staff of Power, Robe of the Archmagi, Headband of Intellect amplifies this further.
Pros:
- Most versatile option
- Clear stat priority (Intelligence, Constitution, Dexterity) makes gearing straightforward
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
S-Tier: Cleric
Essential party member providing healing, buffs, and solid combat presence. Life domain is the strongest healer, Light domain brings powerful AoE damage. Spirit Guardians alone makes Cleric an S-tier pick.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Battleaxe | 1d8 slashing versatile (1d10 two-handed). |
| Core Gear | Shield +2, Mace of Disruption, Plate Armor, Holy Symbol | Maximizes build potential |
| Stat Priority | Wisdom, Constitution, Strength | Optimal scaling |
| Key Mechanic | crafting | Crafting uses recipes found in dungeon loot and merchant inventories. |
How to Play Cleric
Cast Spirit Guardians, wade into melee with heavy armor, heal allies with bonus action Healing Word.
Essential party member providing healing, buffs, and solid combat presence. Life domain is the strongest healer, Light domain brings powerful AoE damage. Spirit Guardians alone makes Cleric an S-tier pick.
What makes this build work: The synergy between Battleaxe and crafting creates a gameplay loop that offers reliable performance. Core gear like Shield +2, Mace of Disruption, Plate Armor, Holy Symbol amplifies this further.
Pros:
- Best survivability
- Clear stat priority (Wisdom, Constitution, Strength) makes gearing straightforward
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Rogue
Sneak Attack provides massive single-target damage once per turn. Cunning Action allows bonus action Dash, Disengage, or Hide every turn for unmatched mobility. Thief subclass gets a second bonus action for extra utility.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Rapier | 1d8 piercing finesse weapon, the highest damage one-handed finesse option. |
| Core Gear | Rapier +2, Studded Leather +2, Cloak of Elvenkind | Maximizes build potential |
| Stat Priority | Dexterity, Constitution, Intelligence (for Arcane Trickster) | Optimal scaling |
| Key Mechanic | co-op campaigns | Up to 4 players each control one party member through the full campaign. |
How to Play Rogue
Position for Sneak Attack every turn using flanking or ally adjacency, use Cunning Action to escape retaliation.
Sneak Attack provides massive single-target damage once per turn. Cunning Action allows bonus action Dash, Disengage, or Hide every turn for unmatched mobility. Thief subclass gets a second bonus action for extra utility.
What makes this build work: The synergy between Rapier and co-op campaigns creates a gameplay loop that provides a unique approach. Core gear like Rapier +2, Studded Leather +2, Cloak of Elvenkind amplifies this further.
Pros:
- Strong in group/team content
- Clear stat priority (Dexterity, Constitution, Intelligence (for Arcane Trickster)) makes gearing straightforward
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
B-Tier: Ranger
Decent ranged damage with Hunter's Mark and the Gloom Stalker subclass's ambush abilities. However, the class competes poorly with Fighter for martial damage and Rogue for utility. Gloom Stalker's extra first-round attack is excellent for alpha strikes.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Light Crossbow | 1d8 piercing ranged weapon usable by all classes. |
| Core Gear | Longbow +2, Studded Leather +1, Bracers of Archery | Maximizes build potential |
| Stat Priority | Dexterity, Wisdom, Constitution | Optimal scaling |
| Key Mechanic | character multiclassing | You can multiclass starting at level 2, taking levels in any class you meet the ability score prerequisites for. |
How to Play Ranger
Open combat with Hunter's Mark and Gloom Stalker ambush, then maintain ranged pressure from backline.
Decent ranged damage with Hunter's Mark and the Gloom Stalker subclass's ambush abilities. However, the class competes poorly with Fighter for martial damage and Rogue for utility. Gloom Stalker's extra first-round attack is excellent for alpha strikes.
What makes this build work: The synergy between Light Crossbow and character multiclassing creates a gameplay loop that provides a unique approach. Core gear like Longbow +2, Studded Leather +1, Bracers of Archery amplifies this further.
Pros:
- Unique, rewarding playstyle
- Clear stat priority (Dexterity, Wisdom, Constitution) makes gearing straightforward
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Wizard — the most forgiving option for learning the game
- Transition to Fighter once you understand core mechanics and have access to Greatsword
- Keep a Cleric setup for content that keeps killing you
- Try Ranger for a fresh experience once you've mastered the basics
Gearing Tips
- Invest in your primary equipment first — it gives the biggest power spike
- Lighting matters enormously. Attacking from darkness into light gives advantage; attacking from light into darkness gives disadvantage. Darkvision treats darkness as dim light, not bright.
- Short rests are free and unlimited in most dungeons. Use them after every 2-3 encounters to restore hit dice and Fighter/Warlock abilities.
- Don't spread upgrade resources across multiple builds until endgame
See our tier list for current meta rankings, or the beginner's guide if you're just getting started.



