Choosing your starting class in Tiny Tina's Wonderlands feels like a permanent life decision. Honestly, it kind of is. Unlike most modern RPGs where you can just flip a switch and become a totally different person, your primary class in this game is locked in forever. You're stuck with it. If you pick Brr-Zerker and realize ten hours in that you actually hate being cold and angry, you're starting a new save file.
People obsess over the "best" class. But here's the thing: "best" is a trap. In the chaotic, D&D-flavored world of the Wonderlands, success isn't about picking the strongest character on a tier list. It is about how that first choice plays with the secondary class you unlock later.
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Why Tiny Tina's Wonderlands Classes Are Different
In previous Borderlands games, you picked a character and that was your identity. In Wonderlands, you are the Fatemaker. You’re a blank slate. You’ve got six base classes to choose from—seven if you have the Shattered Spectreglass DLC.
Each one has a "Class Feat" (a permanent passive) and two Action Skills. But the real magic happens at level 13. That is when you get to multiclass. Suddenly, you aren't just a Graveborn; you’re a Deadshot or a Reaver. You start mixing and matching skill trees like a mad scientist.
The Brr-Zerker: Not Just a Meathead
If you like hitting things until they shatter, the Brr-Zerker is your go-to. Their whole deal is "Rage of the Ancients." Use an Action Skill, and you become Enraged, adding Frost damage to everything you do.
It sounds simple. It’s not.
Because the Brr-Zerker scales so well with health and close-quarters combat, it’s a monster when paired with something like the Stabbomancer. You become a "Frostshivver," a whirlwind of critical hits and frozen limbs. It’s arguably one of the most survivable solo builds in the game.
The Spellshot: The Meta King
Ask anyone who has spent 100 hours in the Chaos Chambers, and they’ll tell you: Spellshot is cracked. Their feat, "Spellweaving," gives you more spell damage every time you cast a spell or reload.
But the real reason people pick it is "Ambi-hextrous."
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This Action Skill lets you equip a second spell instead of a traditional ability. You basically become a dual-wielding wizard. Pair this with a Graveborn to become a "Deadshot," and you’re essentially unkillable because you’re constantly leaching health from the spells you're spamming every two seconds.
The Graveborn: High Risk, High Reward
This is the "edgelord" class, and I say that with love. Graveborns use Dark Magic and often sacrifice their own HP to deal massive damage. Their Demi-Lich companion is a nice bonus, but the real power is in the "Faithful Thralls" skill.
Basically, the more companions you have, the more damage you deal. If you multiclass into a Spore Warden or Clawbringer, your damage numbers start looking like phone numbers.
The Multiclassing Combo Mistakes
Most people think you should pick two classes that do the same thing. Two gun classes. Two magic classes. Wrong.
The most broken builds usually happen when you bridge a gap. Take the Spore Warden. On its own, it’s a solid gun-focused class with a mushroom pet that can revive you (which is a godsend for solo players). But when you mix it with a Brr-Zerker to create a Frostwilder, you turn your Blizzard ability into a room-clearing blizzard of death.
Common Class Pairings:
- The Deadshot (Spellshot + Graveborn): The absolute gold standard for spell-looping and survivability.
- The Trapscallion (Stabbomancer + Spellshot): For when you want every single bullet and spell to be a critical hit.
- The Morticulturalist (Graveborn + Spore Warden): The "lazy" build where your pets do 90% of the work while you loot chests.
Don't Ignore the Hero Stats
When you're making your character, you'll see stats like Strength, Dexterity, and Intelligence. These aren't just flavor text.
If you're playing a Spellshot but you put all your points into Strength (Crit Damage) instead of Intelligence (Spell Cooldown), you're going to have a bad time.
Pro Tip: Choose the "Village Idiot" background if you're going for a crit-heavy build. It gives you a massive +8 to Strength right out of the gate. It sounds like an insult, but it’s actually the most "meta" background for high-damage end-game builds.
Is the Blightcaller Worth the DLC?
Honestly? Yeah.
The Blightcaller (the 7th class) focuses on Poison and Status Effects. It’s weirdly versatile. If you pair it with a Stabbomancer, you create a "Bladecaller" that spreads elemental diseases like a fantasy plague. It’s a very different rhythm than the base classes, focusing more on "dots" (damage over time) than raw burst.
Actionable Steps for Your Fatemaker
If you're just starting out or looking to respec, here is how you should actually approach your build:
- Commit to a Primary: Remember, your first choice is permanent. If you love guns, go Spore Warden or Stabbomancer. If you love spells, go Spellshot.
- Rush to Level 13: Don't worry about "perfecting" your build until you unlock that second class slot. The game changes entirely once you have two skill trees.
- Check Your Armor: In Wonderlands, "Armor" (the equivalent of Class Mods) is what defines your multiclass. Look for gear that boosts the specific "Power" of your two chosen classes.
- Respec Often: You can't change your primary class, but you can change your secondary class and all your skill points at any Quick Change station for a bit of gold. Don't be afraid to experiment.
The Wonderlands are meant to be broken. The game encourages you to find those weird, unintended interactions between skills. Pick a class that fits your vibe, then find a partner class that makes it feel unfair to the enemies.
Go to the Quick Change station in Brighthoof, drop some gold, and try a secondary class you've never used before. You might find that the Stabbomancer you thought was "just okay" is actually a god-tier melee monster when paired with a Brr-Zerker.