
TBH: Task Bar Hero Heroes and Builds Guide
Choose TBH: Task Bar Hero heroes by real Lv1 stats. Knight, Ranger, Sorcerer, Priest, Hunter, Slayer — base stats, role comparisons, team templates, stat priorities, and build limits.
Quick Answer
What is the best TBH build?
The best build fixes the wall in front of you. Use one clear damage role, one stabilizing role, and gear or Cube support that matches the team. Do not judge a hero without checking its Lv1 base stats first — Knight has 130 HP, Sorcerer has 50 HP. That difference explains their roles.
What you probably searched for
Task Bar Hero best build
BuildsBuild around your wall: damage, survival, sustain, or DLC pressure. Match gear and stats to the job.
TBH best hero
StatsUse the Lv1 stat table and 4-dimension comparison below. Knight safest, Ranger fastest, Sorcerer burstiest.
Task Bar Hero Ranger build
RangerRanger needs bow upgrades, attack speed, crit (30%+ for Act 3-10), and amethyst sockets.
Task Bar Hero Slayer DLC
DLCSlayer is DLC-only. High HP (115) + self-damage mechanic. Treat as late-game experiment, not a farming class.
Roles before rankings
Build around roles before rankings. A high-damage hero without gear, skills, Cube, and protection fails harder than a simple team with clear jobs. The stat table below shows why.
Hero Lv1 Base Stats — Sourced from Game Files
The numbers below are the actual Lv1 base stats from game version v1.00.09. They are not opinions or tier scores. Knight has 130 HP because it is designed to tank. Sorcerer has 50 HP because it trades survivability for the highest burst potential (0.82 crit damage multiplier). Ranger has the fastest attack speed (10) because clear speed is its job.
Use these numbers to understand why some heroes feel tankier, faster, or burstier than others — and why gear, runes, and Cube progress are what change those baselines. If you need the full hero details and skill data, open the full hero database and skill list.
| Hero | HP | ATK | Armor | ATK Speed | Crit DMG | DLC |
|---|---|---|---|---|---|---|
| Knight | 130 | 2 | 45 | 9 | 7x | Free |
| Ranger | 60 | 1 | 8 | 10 | 6x | Free |
| Sorcerer | 50 | 2 | 5 | 5.5 | 5.86x | Free |
| Priest | 95 | 1 | 30 | 9 | 7x | DLC |
| Hunter | 70 | 2 | 15 | 7 | 7x | DLC |
| Slayer | 115 | 2 | 40 | 7 | 6.43x | DLC |
| Hero | Survival | Burst | Sustained DPS | Clear Speed | Free? |
|---|---|---|---|---|---|
| Knight | 59 | 35 | 18 | 9.5 | Free |
| Ranger | 5 | 60 | 10 | 8.5 | Free |
| Sorcerer | 3 | 82 | 11 | 7.7 | Free |
| Priest | 29 | 28 | 9 | 7 | DLC |
| Hunter | 11 | 70 | 14 | 7.5 | DLC |
| Slayer | 46 | 45 | 14 | 8.5 | DLC |
Hero Roles
TBH has six heroes. Three are free (Knight, Ranger, Sorcerer) and three are DLC (Priest, Hunter, Slayer). Each solves a different problem. The table below tells you what each hero is for, not which one is "better."

Knight
HP 130 / ATK 2 / Low · Free

Ranger
HP 60 / ATK 1 / Medium · Free

Sorcerer
HP 50 / ATK 2 / Medium-High · Free

Priest
HP 95 / ATK 1 / Medium · DLC

Hunter
HP 70 / ATK 2 / Medium-High · DLC

Slayer
HP 115 / ATK 2 / High · DLC
| Hero | Role | Best early use | Do not misuse it |
|---|---|---|---|
| Knight | Stable front-line tank | Uses high HP, armor, and shield to survive while learning stages, gear levels, and material systems | Difficulty: Low. HP: 130, ATK: 2. HP / Armor / Block / Physical damage. |
| Ranger | Ranged clear-speed farmer | Trades survivability for clear speed | Difficulty: Medium. HP: 60, ATK: 1. Attack speed / Physical damage / Crit / Move speed. |
| Sorcerer | Magic burst and AoE pressure | Rewards players who understand stat stacking and material effects | Difficulty: Medium-High. HP: 50, ATK: 2. Spell damage / Cooldown / Cast speed / AoE. |
| Priest | Support and sustain multiplier | DLC — The only dedicated support class. | Difficulty: Medium. HP: 95, ATK: 1. DLC class — HP / Recovery / Cooldown / Armor. |
| Hunter | DLC ranged burst DPS | DLC — Highest raw damage output in the game. | Difficulty: Medium-High. HP: 70, ATK: 2. DLC class — Attack speed / Crit / Physical damage / Material effects. |
| Slayer | DLC high-risk melee burst | DLC — Sacrifices HP for burst damage through a self-damage mechanic. | Difficulty: High. HP: 115, ATK: 2. DLC class — Damage / Crit / Attack speed / Minimum survival. |
Team Templates

A team template is a starting point. If your gear is strongest on physical heroes, a physical template will feel better than a magic template that lacks support. If your team dies instantly, adding another damage role may make the clear worse. Pick the template that matches the actual failure.
| Template | Team | Use when | Watch out |
|---|---|---|---|
| Stable push | Knight + Ranger + Priest | Use when the team dies before the fight settles. | Lower burst, but the easiest to diagnose and adjust. |
| Damage push | Knight + Ranger + Sorcerer | Use when survival is fine but the boss timer is the wall. | Needs gear and skill support for Sorcerer. |
| Sustain test | Ranger + Sorcerer + Priest | Use when damage is strong but fights need more time. | Fragile if gear is weak. Priest sustain becomes the crutch. |
| Physical focus | Knight + Ranger + Hunter (DLC) | Use when physical gear and skill investment are ahead of magic. | Do not force it without the weapons to support it. |
| DLC pressure | Knight/Priest + Slayer (DLC) + ranged DPS | Use only when Slayer is available and properly geared. | Slayer's self-damage means it needs precise gear tuning. |
Stat Priorities by Role
Stats should follow the job. A front-line hero needs to survive long enough for damage to matter. A physical damage hero needs weapon quality and crit. A magic hero needs skill and cooldown support. When a build feels bad, check whether the stats match the job before replacing the hero.
For the Priest specifically, skill priority matters: Power Blessing (team damage amp) first, Sanctuary (healing/survival) second, Max HP third, Cooldown Reduction fourth. This order changes whether a Priest carries or dies.
For exact rune names and stat paths, use the rune database. For broader build examples, check the Wiki builds section.
| Role | Stats to value | Use when |
|---|---|---|
| Front line | HP, armor, block, damage reduction | Use when the team collapses before damage matters. Knight and Priest both work. |
| Physical damage | Weapon quality, attack damage, attack speed, crit rate | Use when the team survives but cannot finish. 30%+ crit for 3-10. |
| Magic burst | Spell damage, cooldown reduction, cast speed, AoE | Use when burst windows matter more than sustained attacks. Sorcerer territory. |
| Support | HP, healing value, cooldown, team uptime | Use when fights are close but the team runs out of time alive. Priest specialization. |
| Account systems | Cube level, rune direction, gear quality, material route | Use when a hero looks correct on paper but performance is flat. |
| Priority | Rune | Cost |
|---|---|---|
1 | Rune of Command | Low |
2 | Offline (Repose → Hoarding → Training) | Low-Med |
3 | Rune of Mainspring (auto-open) | Medium |
4 | Rune of Wealth / Growth | Med-High |
5 | Combat / Cube nodes | High |
DLC Heroes — Priest, Hunter, Slayer
Priest (DLC, free during promotion)
Priest is the only dedicated support class in TBH. HP 95, ATK 1, 0.30 armor. Its role is to keep the team alive longer. Power Blessing amplifies team damage significantly — this is the core skill. Sanctuary provides healing. Priest should never be your first hero. Use it as the second or third slot. Skill priority: Power Blessing → Sanctuary → Max HP → Cooldown Reduction.
Hunter (DLC)
Hunter has the highest raw damage output of the six classes. Crossbow + bolts, explosive/lightning AoE, elemental status stacking. HP 70, ATK 2. Hunter needs gear to perform — do not buy it as a new player. Purchase it when you are committed to the game and have weapons ready. Even then, Hunter is a gear-dependent investment, not an instant power spike.
Slayer (DLC)
Slayer is the risk-reward class. HP 115, ATK 2 — second tankiest hero after Knight. But its self-damage mechanic means it frequently kills itself. High mortality rate, very specific gear requirements. Treat Slayer as a late-game experiment, not a core farming class. Do not plan a beginner route around it.
Next Guides
TBH: Task Bar Hero Guide Hub
Start here for quick status, beginner route, Cube basics, boss-wall help, hero choices, and database links.
Beginner Guide
First-hour route for heroes, upgrades, boxes, gold, EXP, third-slot planning, and early mistakes to avoid.
Cube Guide
How Cube leveling, synthesis, crafting, alchemy, materials, and common waste cases work in TBH.
Act 2-10 and Act 3-10 Guide
Boss-wall checklist for team shape, gear, skills, Cube progress, damage pressure, and recovery when 2-10 or 3-10 blocks progression.
Frequently Asked Questions
Q: What is the best hero in TBH?
There is no single best hero. Knight is the safest. Ranger clears fastest with gear. Sorcerer bursts hardest with stat support. Priest enables sustain. Hunter and Slayer are DLC and need investment. Check Lv1 base stats below and pick the role that fits your wall.
Q: What is the safest beginner team?
Knight (tank) + Ranger (DPS) + Priest (support). This covers survival, steady damage, and sustain. Knight has HP 130 + 0.45 armor. Priest has HP 95 + healing. Ranger provides physical damage from range.
Q: Should I follow a tier list?
Tier lists are context-dependent. A hero that looks weak may be missing gear, skill levels, Cube, or rune support. Use the Lv1 stat table below to understand base capabilities, then decide based on your account state.
Q: Is Sorcerer good for beginners?
Not really. Sorcerer has the lowest HP (50) and armor (0.05) of all six classes. It needs Cube access, cooldown reduction, and cast speed before it delivers. Start with Knight or Ranger.
Q: Is Slayer worth buying?
Treat Slayer as a late-game experiment. It has high HP (115) and ATK (2) but self-damage mechanics make it risky. Do not buy it as a new player. If you already own it, gear it carefully and accept the high mortality.