What each class does
#The class decides the stat curve before rarity, level, grade, and equipment are applied. A Legendary Tank is still a Tank: it soaks damage first and acts later. A Common Assassin still hits early and folds under pressure.
Tank
The immovable wall. Tanks have the highest HP and DEF of all classes, making them ideal frontline fighters that absorb damage for the team. Their low speed means they act last, but they can take a beating.
- Strengths
- Highest HP & DEF
- Trade-off
- Low SPD
Fighter
The powerhouse. Fighters deal the most raw damage with the highest ATK stat. They have decent HP to stay in the fight, but average defense and speed make positioning important.
- Strengths
- Highest ATK, good HP
- Trade-off
- Average DEF & SPD
Assassin
The glass cannon. Assassins strike first with the highest speed and critical hit chance. They can eliminate targets before they act, but their fragile HP and DEF mean they fall fast if targeted.
- Strengths
- Highest SPD & CRIT
- Trade-off
- Lowest HP & DEF
Allrounder
The versatile pick. Allrounders have no dominant stat but no weakness either. They fit into any team composition and adapt to whatever role is needed.
- Strengths
- Evenly balanced stats
- Trade-off
- No stat specialization
The five Arena stats
#HP keeps a fighter alive. ATK sets the damage of a basic hit. DEF reduces incoming damage. SPD decides turn order. CRIT is the chance to land a critical hit, capped at 60% across the whole game.
- HP: health pool. Tanks and Allrounders usually lead here.
- ATK: damage per hit. Fighters have the highest base value.
- DEF: damage reduction. Tanks are the natural front line.
- SPD: turn order. Assassins act before slower classes.
- CRIT: critical chance. Assassins and crit equipment push this highest.
Building a team
#Arena teams hold five fighters. A stable core is two Tanks or one Tank plus one Allrounder in front, two Fighters for damage, and one Assassin to act first. Swap the second Tank for a third damage dealer only when your equipment can carry the defense.
Series leaders change the math. Each pack series has two leader promos that give every card of that series a 15% boost, either to ATK and DEF or to HP and SPD. A team built around a single series can beat a team with higher individual cards from mixed series.
Class is not rarity
#Rarity raises the stat budget; class shapes where the budget goes. A Divine Allrounder is not automatically better than a Legendary Tank in the front slot. Check the role first, then the tier, then the grade.
The same rule applies to promo abilities. A promo card with a team buff can be more valuable than a higher rarity card with no synergy, especially in long Arena runs and tower floors with restrictions.
Frequently asked questions
Which class is best in Llama Legends?
There is no single best class. Tanks protect the team, Fighters deal damage, Assassins act first, and Allrounders fill gaps. A mix of roles usually beats a team of one class.
Can a card change its class?
No. The class is part of the card definition. You can change the finish, the design, the level, and the grade, but not the class.
What is the crit cap?
Critical chance is capped at 60% across the game. Equipment and promo abilities cannot push it higher.
Do series leaders stack?
Each leader boosts cards of its own series. A team built around a single series gets the full benefit; a mixed team only boosts the matching cards.