Want to know which powers reign supreme in Solo Hunters? While exploring dungeons in this Roblox Solo Leveling RPG, you'll want to rely on more than just a trusty sword to battle your way through the onslaught of fantasy foes. More specifically, you'll want spells, mostly because they deal huge damage, but also because it's very funny summoning giant tentacles from the ground to crush small, feeble goblins.
Accumulating a spell-slinging arsenal won't be as simple a task as it was for Jin-Woo in the anime, though. You'll need to stockpile Gems to roll for abilities, playing against the odds in hopes of unlocking new powers to attach to your character. Considering these cost precious Gems, you'll likely want to know which spells are worth investing your hard-earned currency in, and we've got you covered. Below, we've put together a handy Solo Hunters power tier list, so you can know which abilities are worth your time:
In this guide:
Solo Hunters powers tier list
Below, we've posted our full powers tier list. This list is subjective, and you may find one of the lower-tier powers works perfectly for your playstyle, but in our eyes, these are the best and worst the game has to offer. If you want more information on each power, we'll go into detail beneath the tier list, so feel free to scroll down and take a closer look.
Note that we aren't adding the Mythic Weapons included in the Summon Powers pool to the ranking. The Mythic Weapons aren't spells and don't fill the powers slot in your loadout, so we'll leave ranking those alongside other weapons for another day.
| S Tier | Werewolf, Divine Blade, Goliath |
|---|---|
| A Tier | Light, Darkness, Crimson |
| B Tier | Nature |
| C Tier | Lightning, Vines |
S-tier powers
Werewolf
One of the two Mythic powers currently in the game, Werewolf is arguably the best Solo Hunters has to offer right now. It's a DPS monster, but it's incredibly versatile, allowing you to eviscerate single targets as well as launch health-bar-melting AOE attacks, so you can handle either bosses or packs of mobs with ease. There's also the fact it deals both magic and melee damage, so you can really tussle with any type of enemy on multiple fronts. If you have Werewolf, you can conquer just about any scenario you find yourself in.
Divine Blade
The second Mythic Power available in the pool right now, Divine Blade just falls below Werewolf in terms of how useful it can be, but it's definitely no slouch. All of the attacks you'll earn from its skill tree deal damage quickly and efficiently from mid-range, letting you summon blades at will that take down foes. Its AOEs can be relatively small, but when positioned correctly, will deal heavy DPS to any enemy in their radius, and they're particularly handy when facing bosses with giant health bars. Overall, it'll carry you through tough encounters.
Goliath
Goliath really has two things going for it. It's significantly easier to acquire than either Werewolf or Divine Blade, being a Legendary skill, while also unleashing big damage. It lets you channel flames into big punches, which can deal single-target and wide-ranged attacks, so you handle bosses easily as well as groups of foes. Although it doesn't quite match the numbers of a Divine Blade or Werewolf, it's easily an S-tier skill for early to mid-game players who don't have the Gems to endlessly roll for Werewolf or Divine Blade.
A-tier powers
Light
The major boon of light is the fact that it's nimble and long-range. This Legendary power lets you sit back and launch volleys of holy light against foes, destroying them before they've even got close enough to attack. However, it takes a long time to level up, and can be tricky to land up close, with projectiles occasionally missing enemies. It's just knocked out of S-tier for us as it takes a little getting used to, but Light is well worth grabbing all the same.
Darkness
The only Mythic to grace the top of the list, Darkness allows you to use the powers of evil to deal damage in a massive radius. It has the biggest AOE attacks in Solo Hunters right now, and is exceptional for crowd control, especially in wide maps like the Jungle where enemies can approach from multiple angles. It's ridiculously powerful for how easy it is to acquire, as you'll get it in a few pulls. Once you do, you can wipe out squads with ease, which will net you more experience as you'll be clearing dungeons quicker.
Crimson
The final Legendary power on the list, Crimson, is largely the weakest of the three. However, it can be very handy if you manage to roll it. It focuses on using blood skills to take down foes, with its attack list featuring both an AOE and a ranged attack, even if the respective range and radius of both are a bit lacking. It also deals great damage when levelled up, making it a pretty reliable ability when you've been using it long enough. However, the distance of its projectiles and the size of its AOE mean you really need to position it carefully, not to mention that it doesn't offer much you won't find elsewhere.
B-tier
Nature
Nature is a good middle-of-the-road power that offers a little bit of everything. It lets you use earth skills to inflict decent damage at long range, and can output AOE attacks that will catch a lot of enemies. A notable bonus is that its standard attack, Vines of Vitality, is a big damage dealer in the early game. It's just not as powerful as the higher tiers, even if it is a versatile choice for early game players.
C-tier
Lightning
One of the two Common powers in the game, Lightning just squeaks above Vines for having an array of wide-radius AOE attacks that can be cast from range. However, the DPS is very low, not to mention that a power like Darkness does everything it's doing, just quicker and with more punch. In the end, it's worthwhile if you've only pulled Common powers and you're deciding whether to use Lightning or Vines.
Vines
Vines is the worst power in the game right now. It has a weak ranged attack that won't do much to enemies, and an AOE that's big but won't dial up the DPS that you need it to offer. Overall, it's better to just stick to Lightning or leave magic and rely on melee over investing time grinding EXP and Mastery for Vines.
How to summon powers in Solo Hunters
If you're wondering how exactly you go about summoning powers, all you need to do is head to the centre of Solo Hunters' overworld map. While there, look for a blue-and-white dome-shaped building labelled "Summon Powers."
Approach the blue glowing light in front of it, and you'll bring up the power summoning screen. At the bottom of the screen, you'll see the option to summon a new power. Summoning one power costs 100 Gems, while summoning five powers costs 500 Gems. The only difference is the number of rolls you do at once, so don't feel compelled to save up 500 Gems if you want to bag something new.
With that, it's time to start summoning. There are plenty of great powers in the pool, so you're sure to find something that suits your character's playstyle. If you need more Gems to roll with, be sure to check out our Solo Hunters codes page. We've also got plenty more Solo Hunters guides if you're stuck on the game's other challenges, including a Classes tier list, a guide to enchanting, and an explainer on the uses of Serpent Ore.
