Races
The following lists includes races categorized for best survivability, best support and best for hybrid (defensive-offensive). Purely offensive ordering is excluded. Keep in mind that the bonus of the races do not make or break a tank: Take your preferred one! You can even switch later if you want to change your race.
Survivability
Very great races:
Aasimar (+2% Power, +2% Outgoing Healing, +2% Incoming Healing, +2% Defense, +2% HP, +2 to any ability score, +2% HP to all party members)
Dwarf (+20% Knock Back Resistance, +2 Con +2 Str or Wis, +5% Defense)
Human (+1% to every stat rating, +3 to any ability score, perfect for hybrid and deflect oriented builds)
Great races:
Metallic Dragonborn (+3% incoming healing, +3% HP, +2 to any ability score, +3% Critical Strike, +3% Power)
Fine races:
Drow (10% Chance on hit to decrease targets defense by 5%, +2 Dex +2 Cha or Wis., +5% Deflect Severity)
Halfling (+5% Deflect, +2 Dex +2 Cha or Con, +10% Control Resistance). Halfling can be chosen when one follows the deflect - defensive route too! It is then not that far behind the other very great races!
Menzoberranzan Renegade (10% Chance on hit to decrease targets defense and attacks by 3%, +2 Dex +2 Cha or Wis., +5% Deflect Severity)
Support
Very great races:
Aasimar (+2% Power, +2% Outgoing Healing, +2% Incoming Healing, +2% Defense, +2% HP, +2 to any ability score, +2% HP to all party members) for more group survivability
Drow (10% Chance on hit to decrease targets defense by 5%, +2 Dex +2 Cha or Wis., +5% Deflect Severity) for more group damage!
Menzoberranzan Renegade (10% Chance on hit to decrease targets defense and attacks by 3%, +2 Dex +2 Cha or Wis., +5% Deflect Severity) for more group damage!
Hybrid
Very great races:
Human (+1% to every stat rating, +3 to any ability score, perfect for hybrid and deflect oriented builds)
Metallic Dragonborn (+3% incoming healing, +3% HP, +2 to any ability score, +3% Critical Strike, +3% Power)
Great races:
Dragonborn (+5% incoming healing, +2 to any ability score, +3% Critical Strike, +3% Power)
Half-Elf (+2 to class ability scores, +2 Con +2 Cha or Wis, +3% Critical Severity, +3% Deflect, +3% Gold Gain)
Tiefling (+5% damage against targets < 50% HP, +2 Cha +2 Con or Int, 10% Chance to reduce enemies damage by 5% for 5s after an hit)
Questionable
Other races:
Half-Orc (+5% Critical Severity, +2 Dex +2 Con or Str, +10% Movement for 3s after entering combat)
Gith (+2 Dex +2 Str or Int, +5% Stamina gain, +5% Combat Advantage)
Wood Elf (+5% Critical Strike, +2 Dex +2 Int or Wis, +20% Slow Resistance)
Sun Elf (+5% AP Gain, +2 Int +2 Dex or Cha, +10% Control Resistance)
Moon Elf (+3% AP Gain, +3% Stamina Gain, +2 Int +2 Dex or Cha, +10% Control Resistance)
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