Pixel Lineage: Super Classes and Their Three Moves
Browse eighteen Super branches by base class, compare their combat styles and move names, and understand the permanent shrine choice.
Pixel Lineage's eighteen Super classes are divided into three branches for each base class. Choose a branch at a Trainer's Shrine from The Dungeon onward; the decision is permanent for that hero, so use the roster to compare the style you are adding before selecting it.
This Super-class walkthrough shows the shrine-based choice that leads to the branches listed below.
Find the three choices for your base
The table groups branches by their required base class. Its style column explains the broad combat identity; the move names identify the kit without inventing damage coefficients or a universal power ranking.
| Base | Super class | Combat direction | Three moves |
|---|---|---|---|
| Warrior | Berserk | Injury-driven sword pressure | Rending Cross, Ruin, Bloodbath |
| Warrior | Sentinel | Countering and breaking guards | Oathbreaker, Counter Stance, Falling Judgment |
| Warrior | Greatsword | Wide cleaves and heavy slams | Great Cleave, Earthsplitter, Whirlwind |
| Thief | Rogue | Traps and knife attacks | Tripwire, Deadfall, Knife Storm |
| Thief | Assassin | Marked targets and large single hits | Shadow Cuts, Death Mark, Last Rites |
| Thief | Beast Tamer | Animal attacks | Wolf Pack, Viper Strike, Bear Maul |
| Mage | Cleric | Holy attacks and ally recovery | Smite, Mending Light, Judgment |
| Mage | Hexer | Binding and weakening foes | Hex Bind, Hex Bolt, Doom |
| Mage | Summoner | Calling creatures into combat | Arcane Familiar, Stone Guardian, Phoenix Call |
| Fist | Monk | Chi and repeated palm strikes | Chi Palm, Hundred Fists, Heaven's Palm |
| Fist | Brawler | Heavy punches and guard breaks | Haymaker, Guard Break, Knockout |
| Fist | Oni | Demon-themed physical attacks | Demon Mask, Demonfire Palm, Kanabo Smash |
| Bard | Minstrel | Healing and sleep-oriented songs | Soothing Hymn, Lullaby, Verse of Renewal |
| Bard | Siren | Offensive and draining vocals | Shriek, Echo, Crescendo |
| Bard | Pianist | Piano attacks and a falling finale | Staccato, Moonlight Sonata, Grand Finale |
| Archer | Ranger | Falcon, snares and arrow volleys | Falcon Dive, Briar Snare, Arrow Storm |
| Archer | Deadeye | Precise shots and piercing lines | Headshot, Piercing Line, Kill Shot |
| Archer | Corsair | Firearms, explosives and cannons | Flintlock Parley, Powder Keg, Cannon Barrage |
A different branch can change your job
Within Mage, Cleric is the branch to examine when ally recovery interests you, while Hexer emphasizes controlling foes and Summoner emphasizes calls. Within Bard, Minstrel focuses more on healing songs, while Siren and Pianist point toward different offensive styles.
Warrior's branches likewise are not merely larger swords: Berserk's injury-driven identity, Sentinel's counters, and Greatsword's wide attacks ask for different priorities. Compare the type of turn you want to add to your existing hero, rather than choosing whichever branch name appears most dramatic.
Choosing the branch does not unlock every move at once
A Super class has three moves. The first unlocks when you choose the class, the second at level 10, and the third at level 14. Plan your immediate fights around the skills already available instead of assuming the final move appears with the first selection.
Because the branch is permanent, decide before confirming the shrine. The Super unlock guide explains the route and skill sequence. The later Ultra form must match this Super branch, so this choice also determines your awakening family.