Classes / PIXEL LINEAGE
Pixel Lineage Super Classes: All 18
Find all 18 Pixel Lineage Super classes by base family. Follow the Act 2 Forgotten Dojo route and compare Mage's Cleric, Hexer and Summoner paths.
A Pixel Lineage super class specializes one of the six starting classes. There are 18 Super branches in total, with three choices for each base class. To choose yours, clear Act 1 and continue into Act 2, The Dungeon. Look for the Forgotten Dojo route card labeled Trainer’s Shrine. Open the shrine, browse your base class’s three branches, and read their move lists before choosing. The warning is clear: one path, for good. This is a permanent choice for that hero.
Start with your current base class in the table below. Then compare the abilities you want to use and when those abilities become available.
All Super classes by base class
| Your base class | Its three Super branches |
|---|---|
| Warrior | Berserk · Sentinel · Greatsword |
| Mage | Cleric · Hexer · Summoner |
| Thief | Rogue · Assassin · Beast Tamer |
| Fist | Monk · Brawler · Oni |
| Bard | Minstrel · Siren · Pianist |
| Archer | Ranger · Deadeye · Corsair |
Choose a Pixel Lineage super class from the family your hero started with. For example, Summoner belongs to Mage, and Beast Tamer belongs to Thief. Use the six-class comparison to read each starting kit, or the best class guide to choose one for your next goal.
How to choose a Pixel Lineage super class
- Finish Act 1. Defeat its boss and continue into The Dungeon.
- Read the route cards. Look for Forgotten Dojo and choose its route card; the Trainer’s Shrine label identifies the class event. The card also leads into a battle, so check your health and supplies before continuing.
- Browse every branch. Use the arrows or the displayed browse controls. Read the path description and the moves panel for each choice.
- Separate immediate moves from later unlocks. A move displayed at a later level does not become an opening ability just because you select that branch.
- Confirm the path you want to keep. The shrine has a Later button while you are comparing. Select the Become button only after choosing your branch.
- Learn the new action in combat. Read its Energy cost and effect before spending a turn. Keep improving the equipment that supports your skills.
Mage example: healing, control, or summons
Mage’s three branches show why the path description matters. Each produces a different set of decisions during your turns.
| Branch | Choose it for | Available on selection | Level 10 move | Level 14 move |
|---|---|---|---|---|
| Cleric | Burst healing, party protection and holy attacks | Smite | Mending Light | Judgment |
| Hexer | Binding and weakening enemies | Hex Bind | Hex Bolt | Doom |
| Summoner | Calling a familiar, stone guardian and phoenix | Arcane Familiar | Stone Guardian | Phoenix Call |
For a support role, compare Cleric’s healing and protection path. For enemy control, read Hexer’s binding and weakening tools. For a companion-led kit, inspect Summoner’s calls and the turns on which they act.
Cleric: plan the healing unlock
Cleric opens with Smite, while Mending Light and Judgment sit later in its move list. Choose it when you want holy attacks alongside a route toward healing and protection; check which recovery move is available at your current level before treating the branch as your party’s answer to incoming damage.
Hexer: bind and weaken
Hexer starts with Hex Bind, then adds Hex Bolt and Doom. It is the Mage route to compare when binding and weakening opponents is the job you want to take. Read the selected move’s target and status conditions before planning around it, particularly when a boss turn would punish a failed control attempt.
Summoner: continuing summon attacks
Summoner’s Arcane Familiar gives a concrete example: it costs 2 Energy, scales with Arcane, and combines an initial attack with a familiar that attacks after your turns for three turns. Plan around the continuing effect instead of treating the cast as only its first hit. Read the other move descriptions before assuming they share its cost, scaling or duration.
Warrior branches: combos, counters and heavy swings
Warrior’s three paths offer different ways to spend a sword turn. Compare their starting move with the later unlocks before choosing the style you intend to keep.
Berserk
Berserk’s path emphasizes sword combos and attacks that grow stronger as you take damage. The preview places Bloodbath at level 14, so compare the opening move before committing to that later payoff. Keep enough HP and healing resources to stay in the fight while using that aggressive style.
Sentinel
Sentinel focuses on defense-breaking attacks and counters. Its preview places a counter stance at level 10, followed by another attacking move at level 14. Choose it when those interactions fit the Warrior role you want to play, then read the active move’s target and timing before deciding which incoming turn to answer.
Greatsword
Greatsword’s path centers on wide cleaves, ground slams and whirlwinds. Its preview lists an immediate attack, a second move at level 10 and Whirlwind at level 14. Compare what you can cast now with the later move you want, and inspect each skill’s target before spending Energy against a group.
The Berserk, Sentinel and Greatsword shrine screenshots show these path descriptions and unlock labels.
Fist example: Oni’s buff and follow-up
Oni’s skill menu pairs Demon Mask with Demonfire Palm and Kanabo Smash. Demon Mask grants the user Inspired; keep enough Energy to attack on a following turn when choosing to spend an action on the buff. BlueVenum’s Halloween gameplay from 0:56 shows the Mask setup and the Palm and Kanabo attacks across separate encounters.
Before you press Become
| Decision | What to compare |
|---|---|
| What do I want my turns to accomplish? | Damage, recovery, protection, control, or continuing summon actions in the branch’s own description. |
| What can I use immediately? | The first move and your current Energy, alongside the later-level moves. |
| Does my equipment support the ability? | Read the skill’s scaling and effects before spending upgrade materials. |
| What does my group need? | Discuss the job you want to take before locking your hero’s permanent branch. |
Mistakes to avoid
- Picking by name alone. Read all three descriptions and their move lists first.
- Expecting every move immediately. Check the level label beside each ability; the Mage examples above split their moves across selection, level 10 and level 14.
- Assuming all 18 are available to one hero. Find your base family and compare its three branches.
- Confusing Super with Ultra. The shrine makes the Super choice. The Mage previews list a later Ultra form awakened with an Ultra Sigil: Cleric→Seraph, Hexer→Doomcaller and Summoner→Archon.
- Spending everything before understanding the new kit. Keep resources available until you have read how the branch’s skills work with your equipment.
Watch the shrine choice
Deepshaken’s progression video, from the Dungeon route card shows Forgotten Dojo followed by the Cleric, Hexer and Summoner previews. Pause on each menu to compare its role, unlock levels and permanent-choice warning.
Questions about Super classes
How many Super classes are there?
There are 18 listed branches: three for each of Warrior, Mage, Thief, Fist, Bard and Archer.
Where do I choose one?
A Pixel Lineage super class is chosen at the Trainer’s Shrine. Continue into Act 2, The Dungeon, and look for Forgotten Dojo with that shrine label on the route card.
Can my Mage choose Beast Tamer?
Beast Tamer is a Thief branch. Mage’s three branches are Cleric, Hexer and Summoner.
Does choosing a Super unlock all its moves immediately?
Choosing a Pixel Lineage super class does not unlock every move immediately. The Mage previews give the first move on selection, the second at hero level 10 and the third at level 14.
Continue with the class directory, combat guide and beginner guide to connect your branch choice with the rest of your hero.