Muskets & Magic Eight jobs, ranked with caveats
S-tier support prints tickets. B-tier muskets still win the field. C-tier asks the map first.
This is a playtest-informed class ranking for Muskets & Magic in early access, not a Nanoplex Studio patch note. Public Roblox rounds on PC, mobile, and console keep teaching the same lesson: auras, tickets, and heals outrank highlight clips. Crowns do not move a class. Maps do. Read the class hub if you do not yet know what each job holds. Then treat the list below as a spawn-screen filter that will shift when bandage range, flag rules, or mage caps change.
Sitari and Descendants of Death rename several slots. The ranks still map onto the job: Standard Bearer is Ensign, Doctor is Healer, Knight is Officer-shaped, Engineer is Sapper, Light Infantry is the flank, Heavy Infantry and Brute are the melee break.
S tier: the round printers
Flag Bearer / Ensign. Tickets, EXP, spawn. The flag respawns teammates when respawns are on, people are close, and tickets remain. Stamina aura keeps the line moving. White chat means mobile and console actually see the plan. A dead Ensign on Ticket Deathmatch is a leaking bucket. A hidden Ensign is almost as bad, because nobody can use the cloth. Plant near the fight, not in a poetic ravine. If two people hover the flag, the second takes Healer. Protecting this class is more important than your kill count, which is why it sits alone at the top with the medic.
Healer. AOE plus bandage plus a self-heal to full that other classes do not get. Early-access groups that skip a medic donate tickets to whoever remembered one. Stay a step behind Line Infantry, not in a 1v1 with a Rifleman. Sitari Doctors and undead Healers count. Light Mage can overlap heals, but a dedicated bandage still earns S because it does not spend a mage cap.
Officer. Range aura plus pistol plus sabre plus white chat. The aura makes muskets and bows more honest. The chat makes strangers act like a squad. The pistol is a pocket gun, not a reason to solo a forest. An Officer who never uses the aura is a worse Rifleman. An Officer who stands where the line can hear them is S-tier even with average aim.
S-tier is support. If your team already has flag, medic, and officer, do not take a fourth S. Fill B.
A tier: high impact, with a catch
Mage. High impact, often capped. Fire, Earth, Light, or Death depending on the nation. Mana instead of stamina, Ctrl dash, no guns. A good Mage swings Little Green. A tourist Mage is a missing musket who also ate a scarce slot. Rank is A instead of S because of the cap and the skill floor. If you have not read how to play Mage, do not take the slot. If the cap is closed, smile and take Line Infantry.
Grenadier. Melee break. More health, more stamina, slower reload, worse accuracy, taller. You exist to open a door, a flag pocket, or a Sitari landing. On open fields you are a worse shot than Line Infantry. On Wickland stairs you are the reason the musket line can enter. Sitari Heavy Infantry and undead Brutes share this rank when the map is close, and drop when the map is a parade square.
Sapper. On Attack Defense this is A without a debate. Hammer and shovel make the point. Axe deletes theirs. Taller hitbox is the tax. Wickland Manor is the exam; bring a builder even if the rest of this list is screaming Ensign. On Ticket Deathmatch, Sapper is a useful B-plus firing step. On one-life forest Deathmatch, a palace is a joke. Sitari Engineers and undead Trappers follow the same map rule. Details belong with the Sapper habits you should actually practice, not with a hammer mash in spawn.
B tier: the jobs that still win fields
Line Infantry. Always needed. Musket, bayonet, no extra stats, no glamour. Ticket maps are won by people who reload in cover and fire on a call. Teams that stack Officers and Mages and forget the drum lose to any squad that brought eight muskets and a flag. Sitari Linemen are the melee translation: still the bulk, still the job nobody wants to queue, still the reason a charge has a shape.
Rifleman. Flanks. Rifle and shortsword. You punish Officers who wander, Healers who peek, Mages who channel on a skyline. You are not a second volley. If you stand in the drum you are a worse Line Infantry with a shorter gun. Sitari Light Infantry (archer) and undead Werewolves live in this rank when they actually flank, and in C when they walk up the road.
B-tier is how you close a round after S-tier has stopped the bleeding. Do not skip it.
C tier: ask the loading card
Specialist picks that depend on the map, the faction rename, or a missing job already filled.
A Knight who starts a Sitari charge from 80 metres on Little Green is C. The same Knight on a Wickland landing is A-shaped. A Brute on an open green is C. A Brute in Remnants ruins is the melee break you wanted. A Trapper on a field with no choke is C. A Trapper on Final Stand is why Ignia hates trees. A second Mage when the cap somehow flexed is usually a wasted musket. A third Officer is a pistol club.
C is also where you put “I wanted to try this” on a public ticket map while the flag sits on the ground. Try it after S and B are filled, or on a mode with one life where your experiment only costs you.
Sample twelve-player line that does not grief
One Ensign, one Healer, one Officer, one Mage if open, one Sapper if the map is Attack Defense, two Riflemen, the rest Line Infantry, and a Grenadier if you expect rooms. That is not a law. That is a filter. If you already have those jobs, the next spawn is muskets. If you do not have a flag, you are the Flag Bearer even if you came to snipe.
Sitari translation: Standard Bearer, Doctor, Knight, Light Mage, Engineer on manor, archers on flanks, Linemen in the drum, Heavy Infantry for stairs.
Undead translation: Standard Bearer, Healer, Skeleton Officer, Necromancer, Trapper on forest, Cultists with stolen flint, Werewolves on flanks, Brute for the cluster.
How the rank will break
If Nanoplex makes flags weaker, Ensign slides and Healer becomes the lonely S. If mage caps vanish, Mage becomes the thing every lobby fights over and Line Infantry becomes the forgotten B. If Attack Defense leaves the pool, Sapper slides. If a new open map arrives, Rifleman climbs. If a new interior map arrives, Grenadier and Sitari Heavy climb.
Until then, fill S, respect B, and treat C as a question you ask the class hub and the loading card together. Early access ranks that pretend every class is equal are lying. Ranks that pretend Line Infantry is useless are also lying. The truth is a flag, a bandage, a range aura, and then as many muskets as the server can stand.
Frequently Asked Questions
Quick answers for Muskets & Magic players.
Why is Ensign S-tier?
The flag reprints teammates, feeds stamina, and prints EXP while tickets last. White chat also carries orders to mobile and console. No other class replaces that package.
Why is Mage only A-tier?
The kit is high impact but often slot-capped, and a bad Mage is a missing musket. Read the mage guide before you take the cap.
Is this ranking official?
No. It is playtest-informed for early access. Nanoplex has not published an S-A-B-C list. Patch notes beat this page.
Where does Sapper sit on open fields?
Useful but not S. Attack Defense is where Sapper jumps to A. On one-life forest maps, a huge fort is usually the wrong spend.
Should every team stack S-tier classes?
No. One flag, one medic, one officer. Extra S picks without Line Infantry lose volleys. Fill B after the support holes are closed.