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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

ClassCombat ShapeVulnerable To
KnightAbsorbs hits, parries, outlasts fightsMagic burst, armor penetration
WizardBurns through magic defense with huge magic damagePhysical burst (low HP, no parry)
ArcherOne-shot precision - crits through armorPure absorption tanks, evasion
RogueConstant evasion plus steady critsSustained 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

Knight

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

Wizard

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

Archer

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

Rogue

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.