Tier List

Quest Reborn Dungeon Quest Abilities Tier List

You only equip two skills — make both of them earn the slot.

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Abilities Tier List

Abilities are the late-game damage button. Melee autos fall off. Two slots stay. This list ranks what belongs on Q and E for Nightmare and bonus bosses. Pair it with Controls so you can actually press them, and with the Weapons list so the multiplier has a stat to scale.

Heals scale with Spell Power. Physical abilities scale with Physical. Taunts do not care. That split is why a Mage can heal and a Warrior should not sprinkle Spell Power “for a just-in-case heal.”

S tier

Enhanced Inner Focus and Enhanced Inner Rage — Legendary buffs. They drop on Nightmare from Volcanic Chambers, Aquatic Temple, Enchanted Forest, and Northern Lands. They do not highlight Gilded Skies or Yokai Peak the same way. If you own one, it stays on the bar until the void says otherwise. How to get legendaries covers the ugly odds.

These buffs are why veterans look unkillable on a timer. They are not starter Fireball with a new icon.

A tier

Universal Heal — the heal people actually mean when they say they need a healer. Spell Power scales it. Put it on a Mage who already stacks that stat.

High-range farm buttons that clear a pack before the slam also live here. Names rotate with maps (beams, waves, smites). If the tooltip shows a serious multiplier and the cooldown lets you press it every room, it is A.

B tier

Omnidirectional beams and other strong-but-replaceable farm skills. Good while you climb. Replace them when a Legendary buff or a better map drop lands.

Speed boosts can be B in a group that already has damage and just needs to beat a timer. They are not a solo plan for Abyssal Void.

C tier

Fireball — the tutorial button. It teaches you Q. It should not still be there in Steampunk Sewers.

Taunt — useful for teaching tank habits and for a coordinated guardian set. In a pub Hardcore, it often just paints the beam on you. Use it when the group asked, not because it was in the starter kit.

Low-multiplier early rares belong here. Vendor or ignore.

How to pick the two slots

  1. One button that kills the pack or the boss (your damage identity).
  2. One button that keeps the run alive (buff, heal, or the second damage if you never get hit).
  3. If you are learning a new map, keep the survivability button. Hardcore mode has one life.
  4. If the party already has a heal and a buff, you may run two damage skills. Say so in chat.

The skill planner does not pick abilities, but a wrong stat will make even an S-tier buff feel small. Fix points first.

Farming versus buying

Legendary abilities are rarer than many weapons. Trading one in Lobby 2 is valid. Inspect, unequip, watch the grace period — How to trade. Do not pay Ultimate-weapon gold for a C-tier beam because the icon glows.

Codes will not drop a skill. Daily rewards will not either. Scripts that “auto cast with zero cooldown” are listed on the Scripts Hub as ban bait, not as a tier.

When Voldex adds a dungeon, new skills will show up. The Updates Hub is where we note a new S-tier so this list does not fossilize like a 2019 Fireball guide.

Frequently Asked Questions

Frequently Asked Questions

Quick answers to the most common questions.

What are the best abilities?

Enhanced Inner Focus and Enhanced Inner Rage if you have them. Pair one with a real damage skill or Universal Heal.

Should I keep Fireball?

No past the first maps. Replace it as soon as a higher-multiplier drop exists.

Do heals scale with Physical?

No. Healing scales with Spell Power. A Warrior who wants to heal should not. A Mage should stack Spell Power.

Where do legendary abilities drop?

Nightmare from Volcanic Chambers through Northern Lands for the Enhanced Inner pair. Odds are worse than many weapons.