Avatar Classes
Scope has four avatar classes: Knight, Wizard, Archer, and Rogue. You pick one during onboarding, and it's permanent. Each one is a distinct combat identity - not just a visual choice.
The Four at a Glance
| Class | Combat Shape | Vulnerable To |
|---|---|---|
| Knight | Absorbs hits, parries, outlasts fights | Magic burst, armor penetration |
| Wizard | Burns through magic defense with huge magic damage | Physical burst (low HP, no parry) |
| Archer | One-shot precision - crits through armor | Pure absorption tanks, evasion |
| Rogue | Constant evasion plus steady crits | Sustained pressure with no defenses |
Each class also has a set of signature perks that no other class gets - a parry, a magic damage multiplier, armor penetration, or a sky-high dodge floor. Build them up and you feel the class's identity on every turn.
Knight - The Disciplined Defender
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The tank. Knights stand in the line of fire and stay standing. Highest starting Armor and Vitality of any class, second-highest base HP. Their defining perks:
- A baseline physical damage reduction that compounds with any Armor they allocate.
- Parry - a second chance to deflect a physical hit even after the dodge roll fails. No other class has it.
- A small magic damage reduction on top of magic-defense math. Not a magic class, but not folding to the first fireball either.
Top real-life stats: Vitality, Strength, Clarity (for shoring up the magic gap).
Who picks Knight: users who identify as reliable, consistent, steady. Users who'd rather outlast a fight than win it quickly.
Wizard - The Arcane Mind
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The magical specialist. Trades survivability for raw magic and the ability to bypass physical defenses entirely. Highest starting Intelligence by a huge margin - almost every starting point is poured into the headline scaling stat.
- A bonus multiplier on all outgoing magic damage - the steepest scaling line in the game for builds that lean into Intelligence.
- A magic damage reduction floor that makes Wizards uniquely hard to burst with enemy magic.
- Fragility against physical is the explicit trade - lowest base HP, lowest starting Vitality, no armor perks, no parry.
Top real-life stats: Intelligence (the runaway winner), Clarity, Vitality.
Who picks Wizard: users drawn to learning, research, careful planning. Users who feel knowledge is their personal edge.
Archer - The Focused Marksman
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The precision damage dealer. Archers win fights by landing one devastating blow, not many small ones.
- Armor penetration - a fraction of enemy armor simply doesn't apply to arrows. Makes the Archer the natural counter to tanky enemies.
- The highest crit damage multiplier in the game - when an Archer crits, it hits for a lot more than anyone else's crit.
- A dodge floor from ranged positioning. Not as high as the Rogue's, but still meaningful.
- Highest starting Luck, which means crits land from level one, before you've even invested.
Top real-life stats: Strength (multiplies attack power, which crits multiply on top), Vitality (to survive the occasional hit).
Who picks Archer: goal-driven users, perfectionists, people who think one focused strike is worth ten unfocused ones.
Rogue - The Adaptable Improviser
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The speed-based generalist. Rogues dodge more than anyone else and land frequent (if smaller) crits.
- Highest base dodge chance of any class. With even modest Speed investment, a Rogue closes in on the dodge cap fast.
- Elevated crit damage - smaller than the Archer's but a real upgrade on the default. The Rogue's crits happen more often; the Archer's hit harder.
- Bonus starting Luck - enough to make crits feel routine from early on.
- First-mover advantage from Speed - highest starting Speed means the Rogue acts early in turn order, often landing a crit before the opponent has swung.
Top real-life stats: Strength (crits multiply attack power), Vitality (medium HP pool benefits from the multiplier).
Who picks Rogue: adaptable, resourceful users. Jack-of-all-trades who juggle multiple things and find shortcuts others miss.
The Classes Counter Each Other
The classes are designed to not be balanced as interchangeable picks. Each one has a combat lever the others don't, and those levers form a rough rock-paper-scissors:
- Knight absorbs and parries → Archer counters with armor penetration.
- Wizard burns magic-light opponents → Knight counters with built-in magic resistance + magic parry.
- Archer bursts a single target → Rogue counters by dodging the burst.
- Rogue wears opponents down with evasion → Wizard counters with magic that ignores physical defenses.
Class Is Permanent
Class selection happens during onboarding and can't be changed afterward. No swap, no respec, no "re-pick at level 10." The reasons:
- Class drives your baseline stat distribution and perks. Swapping would invalidate every build decision you've made.
- Class is what you've invested in - your equipment, your allocation, your leaderboard presence. Swapping cheaply would devalue all of that.
- The choice is supposed to mean something. Friction is part of the design.
If you genuinely need a different class, the only path is account reset from settings. That's deliberate.
Related Pages
- Class Perks - each class's signature moves in detail
- Identity Attributes - the six stats each class starts with
- Skill Points
- Real-Life Stats
