The Best Cards for Every Class in Ragnarok X Next Generation

Cards in Ragnarok X: Next Generation can have a huge impact on your overall performance, especially once you start tackling tougher content. Whether you’re pushing PvE progression, grinding MVPs, or trying to hold your own in PvP, the right cards can push your class to its full potential in this MMORPG.
This guide covers the best card choices for every class in the game, broken down by equipment slot. Each section includes not just the card names, but a short explanation of how the class works and why these cards are a good fit. If you’re new or just looking to optimize your loadout, this should give you a clearer idea of where to invest your resources—without diving too deep into spoilers.
Where to Find and Farm Cards
Cards in Ragnarok X: Next Generation drop from specific monsters, so getting the ones you need means tracking the corresponding mob and grinding until it drops. Most monsters have a set drop rate for their card, usually on the lower side, so card farming takes patience or Zeny (if you’re buying from the Exchange).
You can view card drop info directly in the Adventure Handbook or by tapping on a monster in the field. Some cards, like Minorous or Skeleton Worker, drop from dungeon mobs, while others like Pupa or Andre come from lower-level outdoor enemies. It’s often faster to farm these in Party or Life mode with Drop Rate bonuses active, especially if you’re chasing multiple cards at once.
If you’re short on time, consider checking the Exchange. Prices vary based on demand, but it’s often better than waiting on RNG. Just be aware of bidding competition for high-demand cards, especially MVP drops.
Lord Knight
- Weapon: Vadon Card
- Armor: Sky Petite Card
- Garment: Marionette Card
- Footgear: Dagger-Wielding Goblin Card
- Accessory: Marine Sphere Card
- Headgear: Marduk Card
Lord Knight leans into high physical damage output and strong durability, especially in melee-heavy content. Vadon adds both a base ATK boost and Final Physical Damage Bonus, making it a solid pick to enhance overall burst and sustained damage. Sky Petite, Marionette, and Dagger-Wielding Goblin all focus on boosting Max HP—ideal for a frontliner who’s constantly taking hits, whether tanking or brawling. Marine Sphere provides a strong bonus to Final P.DMG, amplifying offensive power even further. Marduk complements this with another chunk of Final P.DMG Bonus, helping you scale damage across both PvE and PvP fights.
Paladin
- Weapon: Vadon Card
- Armor: Sky Petite Card
- Garment: Marionette Card
- Footgear: Dagger-wielding Goblin Card
- Accessory: Vitata Card
- Headgear: Marduk Card
Paladins take the tanky Defender role to the next level, often acting as both frontliners and off-healers. Their hybrid role benefits from high HP and resistance, along with enough damage to contribute meaningfully to fights. Cards like Sky Petite and Marionette handle the tank aspect, while Vitata adds utility through bonus penetration and emergency heals. Vadon and Marduk round out the build by enhancing damage output, especially useful for skills like Sacrifice or Holy Cross that can benefit from both flat and percentage-based physical damage bonuses.
High Priest
- Weapon: Minorous Card
- Armor: Sky Petite Card
- Garment: Marionette Card
- Footgear: Dagger-Wielding Goblin Card
- Accessory: Zerom Card, Ebeaune Card
- Headgear: Verit Card
High Priests benefit from survivability and cast efficiency rather than pure damage. Minorous increases magic attack, which boosts healing spells and damage-based support abilities. Sky Petite, Marionette, and Dagger-Wielding Goblin offer significant Max HP boosts, giving you more leeway to survive area damage and chip attacks. Zerom’s Final Magic Damage Bonus supports offensive casting, while Ebeaune grants Stun Resistance—a useful safeguard in both PvE crowd control scenarios and PvP encounters. Verit complements this with another M.DMG boost, which is valuable even for a support, especially when soloing or clearing content without a full party.
Champion
- Weapon: Anubis Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Matyr Card
- Accessory: Bloody Knight Card
- Headgear: Stainer Card
Champions are the pinnacle of burst melee, with one-shot potential through skills like Asura Strike. Their damage relies on both critical rate and attack power, making crit-focused cards like Anubis and Bloody Knight crucial for maximizing damage. Stainer adds raw P.ATK for added burst scaling. The HP cards balance the build, keeping the Champion alive long enough to find the right moment to engage. Since Asura Strike tends to leave users vulnerable, survivability and proper timing are key to making the most of these cards.
High Wizard
- Weapon: Desert Wolf Card, Side Winter Card
- Armor: Sky Petite Card
- Garment: Marionette Card
- Footgear: Dagger-Wielding Goblin Card
- Accessory: Phen Card, Zerom Card
- Headgear: Verit Card
High Wizards depend on fast, uninterrupted casting and powerful elemental spells. Desert Wolf provides a mix of M.ATK and Final M.DMG Bonus, giving a clear bump to raw magic power, while Side Winter offers Final Haste for smoother casting chains. Sky Petite, Marionette, and Dagger-Wielding Goblin all contribute to HP pool increases, which is essential given how fragile caster classes tend to be. Phen is vital to prevent spell interruption—one of the most important effects for any serious Wizard build. Zerom and Verit stack more magic damage bonuses, helping you scale damage as you level into late-game content.
Professor
- Weapon: Desert Wolf Card
- Armor: Sky Petite Card
- Garment: Marionette Card
- Footgear: Dagger-wielding Goblin Card
- Accessory: Zerom Card
- Headgear: Verit Card
Professors excel at controlling the battlefield with crowd control spells, debuffs, and elemental bursts. In ROX, their magic-based output makes traditional Wizard picks like Verit, Phen, and Zerom essential to boosting both magical damage and penetration. Desert Wolf enhances both M.ATK and M.DMG bonus, which aligns with their role as a utility mage with burst capabilities. Defensive gear like Sky Petite and Marionette keeps their low base HP afloat, letting them focus on zoning enemies and supporting allies with spells like Dispel and Spider Web without falling over at the first sign of danger.
Sniper
- Weapon: Wolf Card
- Armor: Sky Petite Card
- Garment: Marionette Card or Hode Card
- Footgear: Dagger-Wielding Goblin Card
- Accessory: Golem Card
- Headgear: Verit Card, Benimaru Card (optional)
Snipers benefit most from high ASPD and survivability. Wolf and Golem work together to maximize attack speed, letting you deal rapid-fire damage more consistently. HP-focused cards like Sky Petite, Marionette, and Dagger-Wielding Goblin keep you from getting deleted in the crossfire. Verit provides a bit of magic damage bonus, which is less crucial but still contributes if you’re mixing damage types or using hybrid skills. Benimaru is a rare option offering boosts to both P.DMG and M.DMG, suitable if you’re balancing multiple damage sources or gearing flexibly across PvE and PvP roles.
Clown/Gypsy
- Weapon: Wolf Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Dagger-wielding Goblin Card
- Accessory: Golem Card
- Headgear: Benimaru Card
Clown and Gypsy classes are agile support-DPS hybrids with a strong reliance on attack speed for skills like Arrow Vulcan or ensemble effects. Wolf and Golem are staple ASPD picks, enhancing their rhythm-based playstyle. Benimaru offers a rare dual boost to both physical and magical damage, which fits well with the hybrid nature of some ensemble buffs. The defensive gear ensures they can maintain uptime in group content without being immediately burst down, allowing them to enable allies and deliver consistent chip damage.
Assassin Cross
- Weapon: Wolf Card, Scorpion Card, Anubis Card, Andre Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Dagger-Wielding Goblin Card, Matyr Card
- Accessory: Marine Sphere Card, Golem Card
- Headgear: Marduk Card
Assassin Cross builds revolve around burst damage, critical hits, and high ASPD. Wolf and Scorpion maximize speed, Anubis boosts crit, and Andre offers bonus ATK and PEN—giving you flexibility depending on your build. Sasquatch and Hode offer moderate Max HP increases, which are helpful for staying alive in close-range combat. The combination of Marine Sphere and Golem ensures both Final P.DMG and ASPD are covered. Dagger-Wielding Goblin and Matyr help with survivability, which you’ll need if you’re engaging at melee range. Marduk rounds it out with additional Final P.DMG Bonus, supporting your finishing power.
Stalker
- Weapon: Andre Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Matyr Card
- Accessory: Creamy Card
- Headgear: Marduk Card
Stalkers are evasive melee fighters that rely on versatility, with access to skills like Plagiarism that let them mimic other abilities. To support their adaptability, Andre and Marduk help establish solid physical output while Creamy adds bonus damage. The remaining slots are focused on defense, helping them stay mobile and outlast encounters with opportunistic strikes. Since their playstyle encourages disruption and opportunism rather than direct brawling, this balance of damage and survivability is crucial to executing their role effectively.
Whitesmith
- Weapon: Bigfoot Card, Requiem Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Dagger-Wielding Goblin Card, Matyr Card, Ranga Card
- Accessory: Vitata Card
- Headgear: Marduk Card
Whitesmiths thrive on attribute-enhanced physical damage and toughness. Bigfoot and Requiem amplify elemental damage types, particularly Holy and Earth, giving more control over situational matchups. HP-focused gear from Sasquatch, Hode, and Dagger-Wielding Goblin helps them stay in the fight longer, while Ranga adds a bit of damage reduction on top. Vitata is a niche pick that grants Heal and PEN, though it comes at the cost of increased SP usage—so it’s more for sustain-heavy builds. Marduk remains a reliable pick to push your Final Physical Damage Bonus further.
Creator
- Weapon: Andre Card
- Armor: Sasquatch Card
- Garment: Hode Card
- Footgear: Matyr Card
- Accessory: Marine Sphere Card
- Headgear: Marduk Card
As an advanced form of the Alchemist, the Creator class is designed to deal high physical damage through skills like Acid Demonstration, which scale with both physical and magical stats. However, in Ragnarok X, the class leans heavily on potion-based support and damage-over-time effects. Cards like Andre and Marine Sphere strengthen their burst and sustain damage by improving both raw attack and penetration. Meanwhile, defensive choices like Hode, Sasquatch, and Matyr provide better survivability, helping Creators stay alive longer during prolonged fights. Marduk’s headgear bonus further boosts their output, solidifying them as versatile DPS/support hybrids.
Optimizing your card setup is one of the best ways to push your class further in Ragnarok X: Next Generation. While some cards are flexible, each class benefits most from targeted bonuses that support their core strengths—be it DPS, healing, evasion, or crowd control. Always consider how your class plays before committing to upgrades, and don’t be afraid to experiment as you gain access to stronger cards.
If you’re looking to take your gameplay to the next level, make sure you’re playing on PC with BlueStacks. Not only does it give you better control and smoother performance, but it also makes farming and managing your card collection a whole lot easier.