Hunting Together RPG Best Class: Which to Pick for Solo, Bosses, Gold or Healing
A playstyle-first look at every Hunting Together RPG base class: which one suits solo leveling, party boss hunts, Gold farming and a healer slot, with the stats and party roles behind each pick.
Quick answer
Pick by the job you want to do rather than looking for one overall winner: Swordsman for forgiving solo play and boss frontlines, Cleric for healing and revives, Merchant for Gold farming, and Thief, Archer or Mage when you need a specific kind of damage.
- Solo leveling: the Swordsman has the highest baseline defense, so you can take boss attacks head-on while you learn.
- Early damage: the Thief and Archer hit hard from the start, but both have low health pools, so you have to dodge.
- Boss hunts: Swordsman in front, Cleric for healing and revival, then Thief, Archer or Mage for the damage your group needs.
- Gold farming: the Merchant speeds up Gold earning during standard farming loops.
- Healer slot: the Cleric buffs, heals and revives fallen teammates.
When you start on the RonB Games map, you choose from six distinct classes: Swordsman, Thief, Archer, Mage, Merchant and Cleric. Each one has its own combat range, survival profile and stat focus, and those three differences are the real basis for choosing between them. So the honest answer is not that one class beats the others — it is that different classes suit different jobs, and the useful question is which job you want.
Base classes at a glance
The role and stat priorities below are the quickest way to match a class to a plan. "Build focus" is the primary stat spread listed for the class, and for the Cleric it is the skill set that defines it instead.
Hunting Together RPG base classes
- Class
- Swordsman
- Combat role
- Melee tank with a one-handed sword, high HP and high defense
- Build focus
- STR and VIT
- Choose it when
- You want to take boss hits and hold the front line.
- Class
- Thief
- Combat role
- Fast melee attacker with rapid burst damage and high criticals
- Build focus
- STR, LUK and AGI
- Choose it when
- You want focused melee damage and will dodge incoming attacks.
- Class
- Archer
- Combat role
- Long-range bow combatant with sustained single-target damage
- Build focus
- DEX, LUK and AGI
- Choose it when
- You want steady damage from a distance; frontline protection is useful too.
- Class
- Mage
- Combat role
- Long-range caster using fire, ice and lightning area spells
- Build focus
- INT and AGI
- Choose it when
- Several enemies need to be handled at once.
- Class
- Merchant
- Combat role
- Balanced melee fighter with ground smash attacks and Gold bonuses
- Build focus
- STR, ASPD and survivability
- Choose it when
- You are hunting for Gold or want buying and selling advantages.
- Class
- Cleric
- Combat role
- Support that buffs, heals and revives the group
- Build focus
- Healing and revival skills (Mending Light, Second Dawn)
- Choose it when
- Keeping the group alive is the priority.
The same roles appear as short labels in the in-game Change Job window, covered further down, so the table doubles as a way to read that menu.
Solo leveling: start with survivability
The Swordsman offers the highest baseline defense, which lets beginners withstand boss attacks directly. If you are still learning enemy patterns, that margin for error is worth more than a bigger damage number, because it lets you keep fighting instead of restarting.
The Thief and Archer are the opposite trade. Both deal high damage from the start, but both have low baseline health pools that make dodging monster attacks necessary. Playing either solo means treating incoming attacks as something to avoid rather than absorb — the damage is there, but it comes with the job of staying mobile and watching tells.
The Mage is built around fire, ice and lightning area spells, which makes it useful when a fight turns into several enemies at once. Its spells have casting time, so solo play asks you to start casts with enough room to finish them. The ice and lightning options also carry chances to freeze or stun, which can slow a group down long enough to matter.
The Merchant is a balanced melee fighter with ground smash attacks and Gold bonuses, and it speeds up Gold earning during standard farming loops. If your idea of solo leveling is really solo farming, the Merchant is the class whose identity is built around that loop rather than around raw combat. For a broader route from first levels onward, the beginner guide pairs well with any of these picks.
Party boss hunts: front line, healer, then damage
For boss hunts, the Swordsman is a strong frontline choice and the Cleric provides healing and revival. The rest of the party is where you choose your damage: add the Thief, Archer or Mage depending on what damage you need. You do not need one of every class — with a six-player party limit, treat the spaces as room to build around your goal rather than a checklist to fill.
That guidance scales cleanly. A group that wants focused melee damage favors the Thief. A group that wants sustained ranged attacks favors the Archer. A group that expects several enemies at once, or wants control mixed into its damage, favors the Mage. The party guide and bosses guide go deeper on group play, but the class decision itself comes down to which of those three damage shapes your group is missing.
The Archer's low HP is worth remembering in a boss fight: its range does not remove the need for protection, which is why frontline cover is useful alongside it. The Mage's casting time plays out the same way in a group — its spells need time to finish, so plan for that when you commit to a cast.
Gold farming: the Merchant
The Merchant is the class to pick when the point of the hunt is money. It speeds up gold earning during standard farming loops, contributes melee damage through ground smash attacks, and brings buying and selling advantages on top of its Gold bonuses. It also carries survivability among its stat priorities, so it is not purely a passive money character — it fights while it earns.
If your group role is the money side rather than the healing side, this is the class that answers it. The gold farming guide covers the loops in detail, and the stats and builds guide explains how the STR, ASPD and survivability spread comes together.
Filling the healer slot: the Cleric
The Cleric buffs allies, heals, and revives fallen teammates, and you choose it when keeping the group alive is the priority. Two skills explain why it holds that slot. Mending Light restores health, and the Cleric can heal itself as well as nearby teammates; the heal is a cast that runs on a progress bar, so it is not instant and needs a moment of safety. Second Dawn revives a fallen teammate without consuming a revival item, which turns one bad death into a recoverable one instead of a cost.
That combination — healing that reaches nearby allies and a revive that costs no item — is what makes the Cleric the group-oriented pick rather than a solo one. Its value shows up when other players are on the field to buff, heal and revive. The skills and passives guide covers the wider skill side of classes like this one.
If you want to try more than one class
The Change Job window lists the base jobs with a one-line description each: Swordsman (Melee / Tough), Thief (Melee / Top damage), Archer (Ranged shots), Mage (Ranged area magic), Cleric (Heal / Support) and Merchant (Make Gold). Beside them, a Special Jobs column lists the Alchemist and Samurai, with further slots marked "Coming soon". On a maxed account, every job row shows a Lv.99 badge, which shows the window supports moving between jobs at that level.
In other words, the class you pick at the start does not have to be the only class you ever play, and the roster extends past the starting six into special jobs. The classes overview and the how to change class guide are the places to take that further if you plan to move around.
Gear you can share between physical classes
One practical detail matters when you are deciding whether to try a second damage class: a default ring can be used for crit builds, and the same ring can be used for all physical classes. Gear built for one physical class can therefore be shared with your other physical characters, so building a crit setup for a Thief, for example, does not have to mean starting your gear collection over for the next physical class you want to test.
A note on melee positioning: the Assassin
The Assassin has a skill that makes hits from behind stronger, so attacking an enemy from behind is part of how that job is meant to be played. If you enjoy melee characters and like the idea of positioning as part of your damage rather than just your stat spread, that is a job worth keeping in mind alongside the Thief's burst and critical focus.
Choosing in practice
Work backward from the role you want to fill.
Decision guide
For the deeper comparison of builds behind each pick, see the best class overview alongside the stats and builds guide.
Related Guides
Stats and Build Priorities
Learn which stats each class should prioritize and how to keep a build consistent when gear, rerolls and party roles change.
Beginner Guide: Your First Hunt
Pick a class, configure auto-attack, run 40-monster quests and party up for EXP and drop bonuses in your first session.
How to Change Class
Use the Change Job window, understand why a new class starts at level 1, and learn how level 99 passives stay available.
