Tiny Tina's Wonderlands Classes Guide

Tiny Tina’s Wonderlands Classes Guide

A guide to all of the classes in Tiny Tina's Wonderlands

When you’re playing a tabletop RPG, the class you pick should be reflective not only of the way you like to fight, but the way you like to roleplay. After all, your character’s capabilities are informed by their backgrounds, so weaving those capabilities into that background is a vital component of the roleplaying process. Of course, when your DM is a hyperactive child like Tiny Tina, it’s probably fine to just pick whatever class sounds like it’s the best at killing things. Life in the Wonderlands ain’t that complicated. Here’s a guide to Tiny Tina’s Wonderlands classes.

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As is always the case in Borderlands games, when you first start up Tiny Tina’s Wonderlands, you’ll get your choice of one of six starting classes. Each of these classes have different specialties and abilities, making each one more preferable for particular playstyles, though they can all be good with a little min-maxing. Like the game says itself, let Tina worry about balancing stuff. 

Tiny Tina’s Wonderlands Classes Guide

The six classes of Tiny Tina’s Wonderlands are:

  • Brr-Zerker
  • Clawbringer
  • Graveborn
  • Spellshot
  • Spore Warden
  • Stabbomancer

Brr-Zerker

The only thing more terrifying than an enraged berserker barreling toward you with a giant axe is an enraged berserker barreling toward you with a giant axe that’s also frozen you in place. Brr-Zerkers are a melee and close-ranged focused class with a predilection for Frost damage, locking enemies in place for optimal punishment. Every attack can have Frost channeled into it, and every kill feeds the bottomless rage further. It’s a lovely little feedback loop of violence.

  • Class Feat: Rage of the Ancients: Using any action skill will send you into the Enraged state, automatically applying Frost damage to all attacks. Activating more action skills prolongs the time you stay Enraged, and the time won’t decrease while long-lasting action skills are active.
  • First Action Skill: Dreadwind:  Hold out your melee weapon and spin out into a large tornado of pain. While you’re spinning, you’re immune to Slow and have increased movement speed.
  • Second Action Skill: Feral Surge: Leap forward toward a targeted enemy, dealing splash damage to any other enemies near it. If either the targeted enemy or nearby enemies have health below a certain percentage (bosses notwithstanding), they’ll be killed instantly. Killing any enemies with Feral Surge instantly resets its cooldown.

Clawbringer

There always seems to be at least one group in fantasy settings that claim to be descended from dragons, and in the Wonderlands, that’s the Clawbringers. The Clawbringers are all about elemental damage, Fire and Lightning to be specific. They can lob their mighty hammers to create massive bursts of fire and electricity, and they can generate a passive aura that buffs elemental damage for themselves and the party.

  • Class Feat: Wyvern Companion: An adorably deadly mini-dragon buddy follows you around, attacking enemies with sharp claws and fire breath. Any buffs you receive to your attack also buff your Wyvern Companion.
  • First Action Skill: Cleansing Flames: Pound the ground with your hammer, dealing melee damage to nearby foes and creating a Fire Nova around you, scorching enemies with Fire damage.
  • Second Action Skill: Storm Dragon’s Judgement: Throw your hammer to a targeted spot. The hammer deals Lightning damage to any enemy in its path, and when it hits the ground, it’ll passively inflict Lightning melee damage to nearby enemies until it expires. You can also call it back, hitting enemies again on the return path, to refund some of its cooldown.

Graveborn

Dark magic always comes with a bloody price to pay, but as long as you’re good enough at killing people, you never have to be the one that has to pay it. Graveborns are packing veritable encyclopedias of Dark magic, burning HP in exchange for high damage and relentless magical force. Learn a variety of beneficial Kill Skills that all activate in concert whenever you down a foe.

  • Class Feat: Demi-Lich Companion: Your floating skelly buddy attacks enemies at range with blasts of Dark magic. Whenever you cast a spell, the Demi-Lich immediately follows up with a Hellish Blast attack of the same elemental affinity as the spell. Attack buffs to you also buff your Demi-Lich Companion.
  • First Action Skill: Dire Sacrifice: Burn some of your health to deal Dark damage to nearby foes, also inflicting the Dark Magic status effect. The more health you burn, the more damage this skill does.
  • Second Action Skill: Reaper of Bones: Fully restore your health and gain improved Leech Efficiency and bonus Dark damage. In exchange, your health will start rapidly ticking down. If you die with Reaper of Bones active, you’ll instead regain some health and become invincible for a brief period.

Spellshot

What’s cooler than a wizard with a magic wand? A wizard who uses their magic wand like a gun. And also a regular gun at the same time. Spellshots can equip two spells at once, with their damage and fire rate increasing as they launch spells and reload their guns. If you ever need a moment’s rest, turn your foes into harmless farm animals.

  • Class Feat: Spellweaving: Whenever you cast a spell or reload your gun, you get a stack of Spellweaving, which boosts the power of your next spells. You can gain extra stacks from hits landed from Repeating Spells.
  • First Action Skill: Ambi-Hextrous: Allows you to equip two spells at once, using the action skill button to cast the second spell.
  • Second Action Skill: Polymorph: Temporarily transform a targeted enemy into a harmless Skeep. Any player that attacks the Skeep may receive a free spell cast. If the enemy is immune to being Polymorphed, you’ll automatically cast a free spell on them and get two stacks of Spellweaving.

Spore Warden

The forces of nature were here on this planet long before we ever were, and they’ll still be here long after we’re gone, so it definitely wouldn’t hurt to get on their good side. The Spore Warden uses natural forces to attack foes with high speed, debuffing strikes. A Spore Warden is at their best when working in concert with their companion, boosting their capabilities.

  • Class Feat: Mushroom Companion: Your vicious mushroom buddy will attack enemies with Poison damage. If you target a foe directly with a ping, the mushroom will lunge at them for melee damage. Attack buffs to you also buff your Mushroom Companion.
  • First Action Skill: Barrage: Summon a spectral bow that launches a volley of 7 arrows simultaneously. Any enemies hit by the arrows take Ability damage, and the arrows will ricochet twice between enemies. You can store up to three charges of Barrage at once, and any damage buffs you receive will also buff Barrage.
  • Second Action Skill: Blizzard: Summon three Frost Cyclones in front of you that will home in on nearby enemies, dealing Frost Ability damage as long as they’re engulfed. The Cyclones will remain until the skill’s timer runs out.

Stabbomancer

Sometimes, you don’t need to get too complicated with character capabilities. Give a dude a knife and a fleshy back to introduce it to, it’s a simple formula. Stabbomancers are masters of all things pointy and sneaky, making up for their squishy builds with high speed and critical rates and the ability to turn invisible.

  • Class Feat: Dirty Fighting: You have a permanent buff to your critical hit rate.
  • First Action Skill: Ghost Blade: Target a spot and throw out a Ghost Blade, which spins in place, dealing melee damage to nearby enemies based on your equipped melee weapon. Target another spot and press the action skill button again to have the blade warp there and continue spinning, in exchange for a cut of its remaining duration.
  • Second Action Skill: From the Shadows: Apply Stealth to yourself, becoming invisible to enemies. Any damage you deal to enemies while in Stealth is guaranteed to be a critical hit, though your criticals will deal less damage.

If you find yourself interested in other playstyles, don’t worry, because later in the game, you’ll get the ability to multiclass and try out additional class tracks. When you’re multiclassing, you can use the Class Feats of both of your classes simultaneously, and you can choose an Action Skill from either class to use as your active, though you will need to be a certain level to unlock them.

One last note: the developers have announced that with the game’s post-launch DLC, which can be purchased in either the season pass or individually, there will be a seventh class added to Tiny Tina’s Wonderlands along with the fourth DLC pack. We don’t know yet when this will be or what kind of class it is, but stay tuned, and we’ll update as soon as we know more.

Author
Image of Daniel Trock
Daniel Trock
Since the first time he picked up a controller as a child, Daniel has been a dyed-in-the-wool gaming fanatic, with a Steam library numbering over 600 games. His favorite pastime, aside from playing games, is doing deep dives on game wikis to learn more about their lore and characters.