Broken Blade is a Norse-mythology action RPG on Roblox built around cooldown-free combat, weapon crafting, and a brutal Boss Rush mode. Your damage doesn't come from one stat — it stacks from three rerollable systems: your race, your element, and your blessing. Roll the right combination and you'll melt bosses; roll badly and you'll grind for hours.
This tier list ranks every race, element, and blessing from S to D tier based on raw damage, crit scaling, and how each one performs against the level 500+ bosses where the real grind starts. Rankings reflect the community consensus as of June 2026. If you're after the latest Broken Blade codes for free spins and boosts first, we keep that list current separately.
One race sits above everything else, and it's not close. Your race is the foundation of your damage, so this is the first roll you should chase once you hit level 500.
Aesir is the only Mythical race in Broken Blade, and it's the universal endgame pick. It stacks four offensive stats at once: +75% Damage, +10% Crit Chance, +100% Crit Damage, and +5% Attack Speed. No other race touches all four of those at the same time.
The +100% Crit Damage is what makes Aesir broken. Paired with a crit-focused build, it roughly doubles every critical hit you land, and crits are where the bulk of your damage comes from in Boss Rush. The +10% Crit Chance on top means you crit more often, so the bonus actually shows up consistently instead of once in a blue moon.
Because Aesir boosts everything rather than one weapon type, it works no matter how you play. Sword mains, Katana mains, and Buster mains all want it. If you only chase one perfect roll in the entire game, make it this one.
A-tier races are Legendary rolls that match Aesir's +75% base Damage but add a bonus tied to a single weapon type. If you've committed to one weapon, these can rival Aesir for that specific style until you land the Mythical roll.
Elf gives +75% Damage and +25% Sword Damage. If you main Sword for crowd control and general farming, Elf is the best race you can run short of Aesir. The flat sword bonus stacks cleanly with your weapon's base damage, making your wide swings hit noticeably harder against packs of enemies.
Vanir delivers +75% Damage and +25% Katana Damage, and it's the pick for single-target boss hunters. Katana already deals the highest focused damage in the game, so the +25% turns Vanir into a boss-melting setup. It also tends to roll Legendary at a slightly higher rate than the other specialist races, which makes it easier to actually get.
Nether rounds out the trio with +75% Damage and +25% Buster Damage. Buster is the heavy-hitting slow weapon, and Nether pushes its already-massive numbers even higher. It's an A-tier race specifically for Buster mains chasing the highest possible single hits in the late game.
B-tier races carry you comfortably from the early bosses to the level 500 reroll wall. They're not endgame-defining, but you won't feel stuck running them while you grind toward better rolls.
Flame and Frost are the standout mid-tier races. Both offer respectable flat damage that keeps your clears fast through the middle of the progression. They lack the crit scaling that pushes Aesir into S tier, but for a player still leveling toward 500 they're perfectly fine. Treat them as placeholders, not goals.
These are the races you start with or roll early. There's nothing wrong with using them while you learn the game, but you'll want to reroll out of them the moment you can.
Dwarf and Giant sit in C tier. They provide basic stat lines that are functional for the opening hours but fall off hard once bosses start scaling. Giant leans toward survivability while Dwarf leans toward modest damage, but neither keeps pace at higher levels.
Human is the default starter race and the weakest option in the game. It has no meaningful offensive bonus, so it exists purely as your baseline before you find anything better. Reroll away from Human as soon as you reach level 500.
Elements are your second damage layer, and you reroll them from the Velik Boss at level 500. Where races give flat stats, elements lean into crit and raw damage multipliers, so the top picks pair directly with Aesir's crit profile.
Thunder tops the list at +50% Crit Damage. It's the boss-fight king because it scales with the same crit build everything else is built around. Fire shares the S tier with +50% flat Damage — it's the safer universal choice if your crit chance isn't high yet, since the bonus applies on every hit instead of just crits.
Wind sits in A tier as a strong all-rounder, followed by Life in B tier for players who want a bit of sustain. Water lands in C tier and Earth in D tier — both are early-game filler you'll replace quickly. The choice between Thunder and Fire comes down to your crit chance: high crit, run Thunder; still building crit, run Fire.
Blessings are the heaviest hitters of the three systems, and they're also the hardest to get — you can't reroll them until level 1,000, and the items drop from the Gelaros Boss. A top blessing can more than triple your base damage, so this is the long-term chase.
Odin is the best blessing in the game with +200% Damage, +75% Crit Damage, +25% Buster Damage, and +12% Attack Speed. That +200% Damage alone is the single largest multiplier you can equip. Jormungandr is right behind it at +175% Damage, +70% Crit Damage, +12% Attack Speed, and +10% Damage Reduction — the damage reduction makes it the pick if you keep dying to boss mechanics.
The A tier covers Fenrir, Freyja, Hel, Loki, and Surtr, all strong Legendary blessings that most players will realistically run for a long time before landing a Mythical. B tier includes Heimdall, Baldr, Eir, Freyr, and Njord, while Einherjar, Valkyrie, Vali, and Vidar fill C tier. Light and Dark sit at the bottom in D tier. Aim for the A-tier blessings as your practical mid-game goal, then chase Odin or Jormungandr once you're deep into the level 1,000 grind.
Your weapon type shapes how you fight, and each of the three has a clear role. None is strictly "best" — it depends on whether you're farming mobs or hunting bosses.
Katana is the best pick for most players. It deals the highest single-target boss damage, and the Moon Cut katana is easy to farm: you need 100 Moon Pieces from boss drops in Nida Village, which is a relatively painless grind. Fast progression plus excellent boss farming makes Katana the safe default.
Sword is the crowd-control and farming weapon. Its wider swings clear groups faster, which speeds up leveling and material farming, though it gives up some focused boss damage. Buster has the highest single-hit ceiling through the Dragon Slayer, but it's gated behind rare Sacrifice Pieces and Crimson Beherits from tough encounters, so it's an endgame project rather than a starter weapon.
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| Pick | Category | Tier | Key Bonus |
|---|---|---|---|
| Aesir | Race | S | +75% DMG, +10% Crit Chance, +100% Crit DMG, +5% ATK Speed |
| Elf | Race | A | +75% DMG, +25% Sword DMG |
| Vanir | Race | A | +75% DMG, +25% Katana DMG |
| Nether | Race | A | +75% DMG, +25% Buster DMG |
| Flame / Frost | Race | B | Solid flat damage for mid-game |
| Dwarf / Giant | Race | C | Basic early-game stats |
| Human | Race | D | Default starter, no offensive bonus |
| Thunder | Element | S | +50% Crit DMG (best for bosses) |
| Fire | Element | S | +50% flat DMG (universal) |
| Wind | Element | A | Strong all-round damage |
| Odin | Blessing | S | +200% DMG, +75% Crit DMG, +12% ATK Speed |
| Jormungandr | Blessing | S | +175% DMG, +70% Crit DMG, +10% DMG Reduction |
| Fenrir / Surtr / Hel | Blessing | A | Strong Legendary mid-game goals |
We didn't rank by vibes. Three factors decided every placement, and they line up with how damage actually works in Broken Blade.
Raw multiplier size: The biggest reason Aesir and Odin top their categories is simple math. A +100% Crit Damage race and a +200% Damage blessing produce larger numbers than anything else available, and in a boss-rush game your clear speed is gated by damage per hit.
Crit synergy: Broken Blade's endgame is built around critical hits. Picks that boost Crit Chance and Crit Damage — Aesir, Thunder, Odin — compound together, which is why the optimal build stacks all three. Flat-damage options like Fire are graded slightly lower for crit builds but rated highly for players who haven't stacked crit chance yet.
How realistic it is to get: A Mythical roll you'll never see doesn't help you today. We weighted the A-tier specialist races and Legendary blessings highly because they're attainable goals that carry you for dozens of hours, not just theoretical bests. Reroll gates matter too: races and elements open at level 500, blessings at level 1,000, so plan your grind around those walls.
Aesir is the best race. It's the only Mythical race and stacks +75% Damage, +10% Crit Chance, +100% Crit Damage, and +5% Attack Speed. Because it boosts every weapon type, it's the universal endgame pick whether you run Sword, Katana, or Buster.
Thunder is the best element for boss fights with +50% Crit Damage, which scales with a crit build. Fire shares S tier at +50% flat Damage and is the safer pick if your crit chance is still low. Wind is the top A-tier alternative.
Odin is the best blessing with +200% Damage, +75% Crit Damage, +25% Buster Damage, and +12% Attack Speed. Jormungandr is a close second at +175% Damage with +10% Damage Reduction for survivability. Both are Mythical blessings rerolled at level 1,000.
Races and elements unlock rerolls at level 500, and blessings unlock at level 1,000. Race items drop from the Nivaron Boss, element items from the Velik Boss, and blessing items from the Gelaros Boss. Farm those bosses in bulk to hit the rare Mythical rolls.
Katana is the best for most players — it deals the highest single-target boss damage, and the Moon Cut katana only needs 100 Moon Pieces from Nida Village to craft. Sword is better for farming crowds, and Buster has the highest ceiling through Dragon Slayer but needs rare Sacrifice Pieces and Crimson Beherits.
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