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From Trickster to Tragedy

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Disclaimer: All classes are viable in the end game. If you like tricksters and want to use them, do not let me convince you otherwise.

This article will contain bias because I do not like tricksters, but I will try to be objective and outline their benefits as well. This article is targeted towards players who have yet to build a solid core roster and may still be struggling to build their roster or heroes.

If tricksters ever get a rebalance, please check to see if this post is up. If you can’t find it, then tricksters are no longer bad! But if you can find it after an update that balances it, either I haven’t gotten around to updating this article or they’re still bad.

From hero to zero, the trickster is one of the many that have fallen from grace. Once revered as one of the best class to have for their ability to generate loot, now but a shell of its former self. But why is that the case? Why is it that players such as myself find it very hard to recommend other people building a trickster these days? Let’s go over what the Trickster does before moving onto when they’re good and when they’re bad.

What do tricksters do?

The screenshot below is the game’s explanation:

Credits to livvi for her screenshot!

It gives you a mini-weapon skill, 100 flat HP, 3% Polonia steal chance, 2 max items stolen. A trickster is entirely outclassed by an Acrobat as far as DPS goes, so there’s no point comparing their offensive stats. (If you’re wondering why I’m bringing up Acrobats specifically, it will be explained later in the bad section.)

People get tricksters mainly for the +2 max items stolen. The 3% steal chance doesn’t matter as much, because late/end game dungeons tend to have longer fights in general so you should be generating the maximum amount of items your Polonia can generate even without this 3% steal chance.

Polonia steals are capped to T14 items at the time of writing (August 2026) while the current max tier of equipment is T16. If you have the talent – We be Lootin’ – from the quest tree, then she can potentially steal up to T15 items.

The Good

The extra loot generated by the trickster will be pretty good for any player who’s still going through any stages of the game and bringing a trickster along to the end game is viable too because as I’ve outlined earlier, every class is viable in the end game, just maybe not terror tomb.

For late-end game players, the main upside I can think of is that you’re not losing out much from getting a different class if you’ve already built your teams very well and can still clear with the trickster. It is also good to have just one trickster for extra gold/discount/dismantle fodder if you’re able to clear everything very comfortably already.

For the non-royal merchant players, the extra loot usually takes up a bigger portion of your questing income due to the fact that Polonia steals cannot be locked behind the Royal Merchant slot. If a set of good drops are locked behind the Royal Merchant slot, then Polonia steals take up a bigger portion of your questing income which makes the trickster’s loot drop slightly more valuable! (Credits to anonymous in the comments section for pointing this out!)

The Bad

The reasons I have are simple. The main reason is because for each trickster you pick up, you are only able to generate two extra loot. Just two extra loot for a single hero slot.

Not to mention, you must pair them with the champion Polonia for their entire innate to work. I could see an argument to be made for the tricksters IF they stole equipment in non-Polonia teams, especially since their steals can go up to T14 which is decent. But even then, two items for an entire hero slot just isn’t that worth it, all things considered.

The only other reason to justify getting one, which is elemental/archetype diversity does not apply here either because Dancers/Acrobats exist. Tricksters are an air elemental rogue class but so are Acrobats. Acrobats, however, have an innate ability which is helpful outside of Polonia steal teams which lets them guarantee a critical strike after dodging an enemy’s attack while also having a higher base critical damage stat.

But what about their innate ability that lets Polonia steal more often which makes it consistent to getting more/max loot from Polonia? What about the fact that extra loot is always good?

You can pair Polonia with more fighters to make the fights last longer to get her to steal 20 items consistently even without the trickster. If you don’t like the idea of running multiple fighters per team, for late/end game dungeons such as ancient jungle or meteor zone, it’s basically guaranteed that you’d have enough turns to get all 20 Polonia steals unless your heroes are glass cannons in mostly legendary gear (But if you are in this situation, do you really need those Polonia item steals?)

As for the extra loot that Polonia generates, you’re not really getting much value out of it for a hero slot that you need to dedicate. You are at most getting two extra baseline T14 equipment (without her talent) per trickster.

Each item gets you

  • Around 10,500,000 gold without item mastery
  • Around 13,000,000 gold with item mastery
  • Around 16,250,000 gold with item mastery and starforged

So, you’re losing out on 21m gold up to 32.5m gold per run. But again, this assumes that you’re running a dungeon that allows you to get up to T14 steals and even then, she won’t always get you T14 items.

If this is an amount that makes you think it may be worth getting a trickster, that’s up to you! Tricksters are quite worse than Acrobats but if you’re willing to go through the hoops and hassle of building one, then be my guest!

However, for most players, using this hero slot for another class and using the titan soul on another class would usually be more beneficial.

6 replies on “From Trickster to Tragedy”

From what I remember the last time I tested it, Polonia only gives t12 in Cinderlake sometimes. You have to move up to Elysium to be guaranteed t12 from Polonia’s ability.

Personally I think a set of tricksters is still worthwhile for non-RM players who get much less loot from dungeons and thus the Polonia items are comparatively more valuable.

I checked in with Reiga and here’s what he had to say about Polonia loot drops!

“It’s based on the average loot level for the area
She’d be more likely to see t12 if you were hitting extreme cinder but still a small chance for t11 I think”
– Reiga

So yup! I’ll edit that part in for further clarification!

As for the RM part, I absolutely agree! For a non-RM player, often times their profits will be cut short because the good drops would end up in the RM slot which makes the Polonia loot more valuable because it takes up a bigger portion of their profits. I’ll add this as one of the advantages of building tricksters, thank you!

I gotta agree Yuki. My Tricksters have all retired from their thieving ways and have moved onto other professions. I did keep one for sentimental value though.

Hey Yuki,

I really enjoy your posts as they really get me thinking :)

I still run two defensive, evasion tricksters at end game. My argument would be, it is not just 4 extra loot.

Even endgame players benefit substantially from running a Polonia steal team. Discount or dismantle fodder is not always cheap, and 24 t12s can be worth 100m in times of fodder shortage. I think by focusing on the Cinderlake Volcano, the main point is missed. An endgame player should be running their steal team in Ancient Jungle on extreme. Then the 20 (+4) stolen items are a bonus, with no opportunity cost of not running the latest dungeon. You also still need to be able to defeat legendary and huge mini bosses on extreme, with said steal team.

Defensive, evasion based tricksters are up to the task. You just need skills like cloak and dagger, and enough evasion to hit 85% + Polonia’s 10% for 95%, so that evasion is maxed after at 75%, after the 20% extreme evasion reduction penalty. And have some skills that increase armour and hp. Then run each of the 2 tricksters with Ouroboros, and maybe one titan spirit. Equip tricksters with hp gear, and evade gear if necessary. Like the bishop or praetorian Immortal Quartet teams.

Why two tricksters? Because the 4th hero should to be a water type. Why? Because a team that only meets the air type has a 50% chance of being able to run extreme on each new tier element combination, but a team meeting water and air has an 80% chance of the new tier being either air or water. This is also why I don’t run 3 tricksters, forgoing 2 extra loot for more elemental flexibility on the steal team. I run an offensive astramancer, but monk does fine too, especially as they can wear both dessert and idol for huge amounts of hp. If neither the air or water element are on a new tier, then the team will have to reduce to 1 trickster plus Polonia, and two heroes to meet the element type necessary for extreme.

I have 11 quest slots, and 10 heroes or champions that are red to tank on the other 10 quests. It doesn’t particularly matter that defensive reds might be “better” all around heroes, as the tricksters are almost always going to be paired with Polonia. The advantage of the evasion capped defensive tricksters is they can stay up near forever even after my offensive astramancer or monk, and Polonia are down, which happens often enough, and yet the tricksters alone can finish off the mini bosses. I have my doubts that a couple of non-evasive reds could manage this; wardens perhaps, due to evasion. I don’t disagree that dancers are better at said task; that’s kind of their thing. Except they don’t steal more loot :P

Come to think of it, it might be possible to run 3 defensive tricksters and ignore elemental barriers altogether if the team is unkillable like the Immortal Quartet. If the sim turns out successful, I will share here, and might hire back a third trickster :) And if said team works, the fight would always 100% last long enough for full steals.

Endgame players with points in the quest tree for the extra quest slot and no stone left unturned, can infinitely feather after each run, and the feather count in inventory still increases. No wasting 10 points on the extra keys skill is necessary. And you can still run the crafting talent tree to the top, though I’ve forgone the barter tree. This is how I play; none of this is hypothetical. Polonia and the tricksters can always be kept together. Further, said team is amazing for stealing 24 items on every single tower run, and upgrading all the loot to t14. But yes, point still stands, it is only 4 extra trivial items. Who cares? Apparently me :)

I would also suggest stolen item tiers will probably increase past t12 in the future. I feel like a cap of current tier minus 2 might be fair.

I can agree with the extra loot. I wasn’t trying to focus on cinderlake by asking people to run it at all! My point with cinderlake was that the loot caps out past cinderlake which is a few tiers below current max which is ancient jungle, absolutely run polonia + trickster in jungle still!

I can also see it being extra loot if you can deal with both legendary/huge mini bosses too with the same team but getting to that point with tricksters is a lot harder than with an acrobat for example. For the same team that I tested, the success rate plummeted by 20-30% at the best when I replaced my acrobat with a trickster. I tested with an 85% evasion trickster with cloak/impervious/blurred movements but couldn’t get it to get close to the acrobat’s success rate of 95% with the same gear rarity.

Totally agree with running 2 tricksters + water type hero for barrier purposes. Personally, I think having just one is enough or even none! Since the trickster is just getting us 2/4 loot and nothing more. It’s also quite consistent to get 20 loot from ancient jungle even without tricksters in the party.

I also build all of my heroes for defensive stats but I’m not sure if you mean defensive tricksters with four skills dedicated to tanking or just one purely defensive skill! I completely agree with one purely defensive skill and I wouldn’t consider those to be defensive tricksters.

Fights should usually be long enough for full steals even without tricksters unless you’re running full legendary with very hard hitting heroes.

Most of your point is valid and absolutely true which is why I didn’t discredit those in my post at all! But my target audience are the early/mid game players who would usually benefit far more from using their titan soul on their T3/T4 classes. It also targets some late-end game players too because it takes a decent amount of investment to get tricksters to perform well in ancient jungle mini bosses, usually requiring epic or even legendary rarity equipment in the party as opposed to running an acrobat that could perform just as well in lower rarity gear!

Hey Yuki,

Ty for the reply. I love your posts, as they make me think deeply about the game.

My mistake regarding Cinderlake :)

By defensive, I meant 4 defensive skills. Trying to max out steals on extreme ancient jungle is a challenging balancing act I am still working on. I needed one hard hitting hero to be able to damage / drop the mini bosses quickly, but you also need the battle to go on long enough for steals. And the two defensive tricksters to tank. I think I might build a monk specialised for this task.

I tried simming a three trickster team, but could not defeat legendary or huge mini bosses, when barrier requirements weren’t met, on extreme ancient jungle. I tried 4 defensive skills, but battles hit the 1,000 round level cap. And I could not find an offensive or hybrid build that worked either, with 2 hours effort. So 2 tricksters and a water hero for me, I think.

I agree with everything you’ve said, also. Dancer outclasses trickster in every way possible, except for the extra +2 loot. Thank you :)

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