Monsters & Memories Best Solo Class and Group Picks
The developers single out the Druid and the Necromancer: their April 2026 class notes call each one of the strongest solo classes in Monsters & Memories. The Elementalist and the Beastmaster solo behind a pet that tanks, and the Monk can solo too. Rogues, by the developers' own account, have a tougher time alone than most classes. We don't rank the classes beyond that, and the next section explains why.
By CoGM ·
Why this page has no tier list
The developers posted deep dives for all 18 classes between mid-May and late September 2026. On September 29 they said the first version of every deep-dive change is in the October 1 launch build. So the kits you play today have had only days of live play.
Patches keep changing the kits:
- September 19, 2026: the Early Access patch cut the damage of charmed NPCs.
- September 30, 2026: the release patch moved Enchanter charm spells to levels 4, 12, 24, 36 and 48. It gave Kick back to Inquisitors, Paladins and Spellblades at level 3, and added threat to the Paladin's Crusader Strike.
- Still to come: a revamp of character traits that the developers call unimplemented and a work in progress.
A ranking built on the first week of play would age fast. So we use what the developers wrote down: which classes they built to solo, and which group job each class fills.
Classes the developers built to solo
These notes come from the class design goals posted April 28, 2026. Where a later deep dive changed a kit, we follow the deep dive. For how each pet works, see our pet classes guide.
- Druid. A primary healer that also deals strong direct damage, and one of the strongest solo classes. The rework removed the bear pet. The kit keeps damage spells, snares, roots and heals.
- Necromancer. A pet class and the other one the developers call one of the strongest soloists. It has poison, corruption and disease damage over time, life drains, Feign Death and undead pets. The Skeleton, Zombie and Ghoul each need a reagent to summon.
- Elementalist. Built to solo by letting its elemental pet tank. All four pet types are available by level 12, and the pet scales to your level.
- Beastmaster. No magic and no spellbook. The deep dive says a Tank pet (Bear, Beetle or Crocodile) with the Guardian Spirit buff can tank solo and small-group fights. With a DPS pet, the design goal is damage on par with other DPS classes.
- Monk. Listed as capable of soloing. Monks have Feign Death and a Mend cooldown.
Classes that solo with more effort
- Rogue. The deep dive says Rogues have a tougher time soloing than most classes. The Rogue opens from Stealth: after at least 3 seconds in Stealth, the weapon part of Backstab doubles.
- Archer. The Skirmisher stance is the Archer's soloing stance. The community wiki adds that Archers can find it hard to adventure alone at times. That's player opinion, not developer design.
- Enchanter. The September 19 patch cut charmed NPC damage, and the cut also hits charm for Elementalists, Druids, Bards and Necromancers. The Enchanter deep dive says charm soloing is slower and less efficient than before but still viable.
- Wizard. Fragile and mana-hungry by design. A beta patch note from June 17, 2026 said quad-kiting should still work, though with more risk than before.
- Spellblade. The deep dive's advice for fighting alone: wear the target down with a few Arcane Spears before you close to melee.
The official notes we used say nothing about solo play for the other eight classes: Bard, Cleric, Fighter, Inquisitor, Paladin, Ranger, Shadow Knight and Shaman. We leave them out of this section rather than guess.
What each class brings to a group
Role tags are the developers' own. For full kits, see the class guide.
| Class | Role | What it brings to a group |
|---|---|---|
| Archer | Ranged DPS | Physical ranged damage with no magic; crafted traps and specialty arrows |
| Bard | Support, utility | Strong secondary haste, resist chants, mez and pulls; songs cost no mana |
| Beastmaster | Melee DPS, pet | DPS-class damage with a DPS pet; a group sneak and speed aura |
| Cleric | Healer, support | The premier healer; group heals, resurrection, can off-tank |
| Druid | Healer, magic DPS, support | Healing plus direct damage; ports and evacuation |
| Elementalist | Magic DPS, pet | Fount of Mana, a party mana aura from the water pet; conjured food, drink and bandages |
| Enchanter | Crowd control, support, utility | The premier crowd control; haste, Clarity, group mana regeneration |
| Fighter | Tank, melee DPS | The best aggro tools of any class; Challenging Arrow for high-threat pulls |
| Inquisitor | Tank, crowd control | Aura of Rapidity, the primary haste; Pillage Mana shares drained mana with the group |
| Monk | Melee DPS, puller | The premier puller, with Feign Death |
| Necromancer | Magic DPS, pet, utility | Damage over time with bonus damage to undead; undead pets |
| Paladin | Tank, healer | Quick emergency heals that cost a lot of mana; Oaths that absorb part of an ally's damage |
| Ranger | Melee and ranged DPS, utility | Recuperate for group health and mana at a campfire; Longstrider speeds the group outdoors |
| Rogue | Melee DPS | Backstab from Stealth, poisons, the most powerful invisibility |
| Shadow Knight | Tank, melee DPS | More damage than a Paladin, less mitigation than a Fighter; Grip of Shadow pulls from 20 m |
| Shaman | Healer, magic DPS, support | The best physical buffs of any class, plus a slow; Ritual of Escape |
| Spellblade | Melee DPS | Melee charged with arcane, electric or telekinetic force; Arcane Spear for ranged pulls |
| Wizard | Magic DPS | The hardest-hitting nukes and AoE; group spell haste; Mark of Magic, +2% spell damage taken per stack, up to 5 stacks |
Picks by the job your group needs
| Job | Classes | What to know |
|---|---|---|
| Pulling | Monk, Bard | Monk is the premier puller. Other pull tools: Fighter Challenging Arrow, Paladin Hammer of Light, Shadow Knight Grip of Shadow, Spellblade Arcane Spear |
| Crowd control | Enchanter, Bard | Bards mez with the Mesmerizing Whisper line. Since the release patch, Lull Beasts and Nature's Calm lull one target at a time |
| Haste | Inquisitor, Bard, Enchanter | Inquisitor's Aura of Rapidity is a primary haste. Bards stack a strong secondary haste on top. Wizards add group spell haste |
| Mana | Enchanter, Elementalist, Bard, Inquisitor | Clarity, Fount of Mana, Hymn of Inspiration, Pillage Mana |
| Downtime | Ranger | Recuperate at a campfire, on a long cooldown |
| Escapes | Shaman, Druid, Wizard | Ritual of Escape, plus Druid and Wizard evacuations |
| Travel | Druid, Wizard | Druid ports include Evershade Weald, Sungreet Strand and Caves of Irem. Wizard ports include Shaded Dunes, Glass Flats, Vale of Zintar, Scarwood and Great Cavern Sea |
| Healing | Cleric, Druid, Shaman, Paladin | Cleric is the premier healer. Paladin heals fast in emergencies at a high mana cost |
| Tanking | Fighter, Shadow Knight, Paladin, Inquisitor | Fighter has the best aggro tools. Rangers and Clerics can off-tank |
More detail by job: healer classes, tank classes, Enchanter and Bard, melee classes and ranged classes.
The game is built for groups
The developers tune content for groups of 2 or 3 to 6 players and say the game is built around classes depending on each other. You camp and pull in shared open zones instead of running instanced dungeons, and the team has no plans to add instancing. Raids come as world events and open-world targets. The developers are not building raid progression as the main endgame.
If your class has no solo notes above, plan to level in groups. The developers built the game around that.
Track your group's lineup
Know who can pull, mez and heal before the camp starts. CoGM's roster reads each member's class and level from a /upload screenshot of the character window, so officers see the guild's lineup in one place. See roster management.
Events come with Camp and Dungeon presets that open 6 seats: 1 tank, 1 healer, 1 support and 3 DPS by default. Named-target events leave signups open. Sorting members into groups is the job of the party builder, a Pro feature. The first Monsters & Memories guild you create in a community starts a 14-day Pro trial, with no card needed.
Frequently asked questions
What is the best solo class in Monsters & Memories?
No class is officially the best. The developers call the Druid and the Necromancer each one of the strongest solo classes, and they built the Elementalist and the Beastmaster to solo behind a pet that tanks. The Monk is listed as capable of soloing.
Is there an official Monsters & Memories tier list?
Not from the developers. Their class design goals and class deep dives describe each class's job, and neither offers a tier list. The developers say the first version of every deep-dive change is in the October 1, 2026 launch build, so any ranking this early rests on very little play.
Can every class solo?
The developer notes we used describe solo play for ten of the 18 classes, and they say Rogues have a tougher time than most. The game is tuned for groups of 2 or 3 to 6. The community wiki also lists an optional Solo character ruleset, picked at level 1 from an NPC in a starting city.
Which class is the best puller?
The Monk. The developers call it the premier puller in a group, and it has Feign Death. Bards also pull, and several tanks carry pull abilities.
More Monsters & Memories guides.
Sources: official class pages and class deep dives, the developers' September 29, 2026 update, official FAQ, gameplay page and new player guide, patch notes 0.25.1.0, 0.30.0.0 and 0.30.2.1, and the community wiki.