Best Race in Wizard Alchemy
Yes, Thestrals is the best race in Wizard Alchemy. The thing most players miss is that landing it once is only half the battle. Knowing exactly when to stop rerolling is the other half. This guide walks you through which races to keep, which to ditch, the real menu odds you are working against, and how to match a race to your build so you stop bleeding free Race Rerolls.
Quick answer
If you rolled Thestrals, close the menu and walk away
Best overall
Thestrals. Lock it in the moment you see it. Damage, speed and boss rotations all get a noticeable bump.
Best realistic keep
Stellar Ambassador. Works with almost any spell setup, and you will see it far more often than a 1% Thestrals pull.
Best low-risk stop
Death Eater. Nothing flashy here. Just a reliable attack boost and HP-on-kill that quietly keep long farming runs alive.
Opened the menu and saw Human, Elf, or Tree Spirit with rerolls still in the bank? Roll again. None of those three are worth keeping. Werewolf and Undead sit in an awkward middle ground. Keep them only when your reroll bank is running low or you genuinely cannot survive your current content. Ice Crystal and Fiendish Demon look strong on paper, though they only really pay off when your main damage spell already deals Ice or Fire. Reality check: dumping every active-code reroll into chasing Thestrals puts your odds of seeing it at least once at around 18.2%. That is exactly why protecting a solid roll matters more than gambling for the perfect one.
Keep or reroll
Base the call on your reroll bank, your build, and what you farm next
Active codes hand you 20 free Race Rerolls in the current site data. Sounds generous until you start aiming at a 1% target and the menu chews through them in two minutes. Treat the race screen like a small budget. Look at what you actually rolled, think about what you are farming next, and ask yourself how many bad pulls you can really afford to eat.

You rolled Thestrals
Stop
Top race in the game right now, and the 1% pull rate makes giving it up completely irrational. Just keep it and move on.
You rolled Stellar Ambassador
Usually stop
A flexible 4% Epic with attack power and skill speed already beats what most players will realistically chase to.
You rolled Ice Crystal
Stop for Ice builds
Genuinely strong once your spell loop runs on Ice damage. Reroll it only when your build has nothing to do with Ice.
You rolled Fiendish Demon
Stop for Fire builds
The +20% Fire bonus only pays out when you are actually running Fire potions like Meteorite or Dragon Breath. Without a Fire build behind it, the -10% Max HP just makes day-to-day farming feel rough for no upside.
You rolled Death Eater
Stop when rerolls are limited
10% pull rate, a real attack boost and that HP-on-kill effect make it one of the cleanest upgrades from Human you can actually expect to land.
You rolled Werewolf
Keep early, reroll later
The flat attack and HP buy you breathing room during early progression, then quietly fall behind once stronger damage races enter the picture.
You rolled Undead
Only keep if survival is your wall
The revive bails you out of bad pulls, while the 30% Max HP cut makes day-to-day farming feel noticeably worse.
You rolled Tree Spirit or Elf
Reroll if you can
Tree Spirit is mostly sustain dragged down by a movement penalty. Elf is pure movement that brooms eventually make redundant. Both lose value fast.
You are still Human
Reroll
Human gets zero combat bonuses. Anything with a real passive is a straight upgrade.
Reroll math
Best Race in Wizard Alchemy odds are why stop rules matter
Rerolling feels nearly free when codes are stacked up. The menu odds do not care about your reroll budget though. A 1% target can stay cold for a long, long time. Picking a wider stop group lets you walk away from the menu with an actual upgrade in hand, instead of an empty reroll bank and a worse race than you started with.
Thestrals only
1%
10 rolls: 9.6%
20 rolls: 18.2%
100 rolls: 63.4%
A solid target when your current race is genuinely weak. A dangerous one when you already have a strong Epic or Death Eater locked in.
Stellar Ambassador only
4%
10 rolls: 33.5%
20 rolls: 55.8%
50 rolls: 87.0%
The realistic premium stop. Once you land it, the next roll usually gives back less account value than just keeping Stellar Ambassador in the first place.
Any practical stop
25%
5 rolls: 76.3%
10 rolls: 94.4%
15 rolls: 98.7%
Covers Thestrals, Stellar Ambassador, Ice Crystal, Fiendish Demon and Death Eater. This is the group most players should actually be aiming at.
Best race picks
The four races actually worth building around
A good race earns its slot by removing a bottleneck on your account. Thestrals wipes out the damage and tempo problem in a single roll. Stellar Ambassador keeps your build flexible while you experiment with spell loadouts. Ice Crystal and Fiendish Demon reward locking into one element. Death Eater quietly makes solo farming smoother when you still need materials, gold and levels.

Best overall
Thestrals
Keep rule: Lock it in the second you roll it. Do not even think about rerolling for farming, bossing, or any normal progression reason.
Why it works: It stacks +10% Attack Power, +20% Dark Elemental Damage, +30 Skill Speed, +3% Base Movement and +10 Jump Height, plus the Disaster damage-over-time effect on hit. The Dark damage also lines up directly with Night Wraith, the legendary potion most late-game builds are chasing anyway.
Watch out: The 1% pull rate is the exact reason players burn their reroll banks. Best race to land on, worst race to actively chase with limited rerolls.
Race data
1% roll chance
- +20% Dark Elemental Damage
- +10% Attack Power
- +30 Skill Speed
- +3% Base Movement Speed
- +10 Jump Height
Special: Disaster DoT on hit (continuous damage for 5 seconds)

Best flexible Epic
Stellar Ambassador
Keep rule: Keep unless you have a huge reroll bank and you are seriously committed to chasing Thestrals.
Why it works: +10% Attack Power and +20 Skill Speed without locking you into Fire, Ice or Dark. That makes it the safest high-value race while your spell loadout is still in flux.
Watch out: Treat the movement burst as a small extra. You are keeping this race for the damage and tempo, full stop.
Race data
4% roll chance
- +10% Attack Power
- +20 Skill Speed
Special: Movement speed burst on hit

Best Ice route race
Ice Crystal
Keep rule: Keep when your strongest spells are Ice or you are deliberately building an Ice farming setup.
Why it works: The +20% Ice Elemental Damage stacks directly with Frost Thorns, the dominant mid-game Ice potion that carries most accounts deep into the game. Paired with +10% Max HP, this is the cleanest Ice route package in the race pool.
Watch out: Without Ice spells in your loadout, the headline +20% Ice damage does nothing and you are effectively keeping the race for just +10% Max HP. The -2 Base Movement Speed itself matters less than it sounds, since brooms handle most travel now.
Race data
5% roll chance
- +20% Ice Elemental Damage
- +10% Max HP
- -2 Base Movement Speed

Best realistic farmer
Death Eater
Keep rule: Keep when your reroll bank is running thin or you are mostly farming mobs solo.
Why it works: +10% Attack Power lifts every spell route, and 5% Max HP on kill smooths out long solo grinds where you would otherwise have to stop and heal.
Watch out: Falls behind in pure boss fights where you have no trash to clear and the HP-on-kill effect never triggers.
Race data
10% roll chance
- +10% Attack Power
- Halved HP regen speed
Special: Restores 5% Max HP upon killing an enemy
Build fit
Pick the race that actually fixes your current problem
The best roll shifts as your problem shifts. If you keep dying, survival outranks ceiling damage. If bosses drag on forever, you need damage and skill tempo. And once your spell element is locked in, the elemental races become much easier to judge honestly.
Mixed spells or shifting builds
Stellar Ambassador
Attack Power and Skill Speed both keep paying out when you swap potions around, so you avoid rebuilding your whole kit around a single element.
Dark damage or highest ceiling
Thestrals
Dark damage, Attack Power, Skill Speed and the Disaster DoT all stack into one of the strongest farming and bossing packages in the game. The Dark element also pairs directly with Night Wraith, the legendary potion most endgame builds end up chasing.
Ice spell farming
Ice Crystal
The +20% Ice damage stacks straight into Frost Thorns, one of the strongest mid-game potions in the entire potion list. The movement penalty barely registers once stuff dies faster and brooms handle long-distance travel.
Fire spell farming
Fiendish Demon
The +20% Fire bonus pays off with potions like Meteorite (Rare) and Dragon Breath (Epic). Just keep in mind that the current Fire potion pool is shallower than Ice, so this race only earns its slot if Fire is genuinely your route.
Solo mob routes
Death Eater
Attack Power lifts every route, and HP on kill keeps long material grinds way smoother than the pure movement options.
Early travel and chest routes
Elf only as a temporary roll
Movement helps before brooms solve travel. Once damage becomes the wall blocking your progress, send Elf straight back into the reroll queue.
Stage plan
What to actually do at each account stage
New player with fewer than 15 rerolls
Forget about Thestrals at this stage. Your real goal is just getting off Human, Tree Spirit or Elf. Acceptable stops in roughly ascending order: Werewolf, Death Eater, Fiendish Demon, Ice Crystal, Stellar Ambassador, Thestrals. A decent race paired with better spells will carry you further than gambling everything on a 1% dream roll.
Midgame farmer with 15 to 50 rerolls
Reroll the obvious losers, then settle on Death Eater or any Epic that lines up with your spell route. If Stellar Ambassador shows up along the way, lock it in and go spend your time farming materials and grabbing fresh codes instead.
Late game player with a stable build
Only commit to chasing Thestrals once your current race is genuinely capping your boss damage and you can stomach a long cold streak. Already sitting on Stellar Ambassador or an element-matched Epic? Run the math first, then decide.
Mistakes
Common reroll mistakes that quietly tank your progress
Chasing a 1% race with a tiny reroll bank
At 1%, cold streaks are completely normal and well within expected variance. If you already have a usable A-tier race, losing it to a chase can stall your whole account for days.
Keeping an elemental race without matching spells
Ice Crystal and Fiendish Demon shine when your spells actually lean into their element. If your best damage sits outside that element, the headline bonus turns into a vanity stat.
Overrating movement after unlocking brooms
Movement still feels nice in the moment. Once brooms handle the long-distance travel though, the pure movement races just cannot keep up with attack power, skill speed and sustain options.
Ignoring what you are farming right now
Race value swings hard depending on the content. Death Eater feels excellent in mob routes and only average in boss-only fights. Undead helps when survival is your real wall, and hurts when damage is the bottleneck.
Next steps
Run the numbers before your next roll
Already sitting on a usable race? Calculate the target chance before pressing reroll one more time. A player on Death Eater with 10 rolls left should probably go farm fresh codes and materials first. A player still stuck on Human with 10 rolls should reroll right now.
Race reroll calculator
Plug in your target race and reroll count to see real odds before you spend a thing.
Active codes
Redeem every active reroll code first, then open the race menu.
Full race tier list
Compare every race, tier and pull rate side by side.
Race wiki
Check the exact perks and special effects before you change your build around a race.
FAQ
Best race FAQ
What is the best race in Wizard Alchemy?+
Thestrals is the best race in Wizard Alchemy. It stacks Dark elemental damage, attack power, skill speed, movement bonuses and a damage-over-time effect, which is why it ends up at the top of almost every serious build comparison.
What race should most players keep?+
Most players should keep Thestrals on sight, Stellar Ambassador as a realistic premium stop, Ice Crystal for Ice-focused builds, Fiendish Demon for Fire builds, or Death Eater when their reroll bank is running thin.
Should I reroll Stellar Ambassador?+
Usually no. A 4% Epic race that hands you attack power and skill speed is already a strong flexible keep, and rerolling it tends to give back less account value over time than even a successful Thestrals chase can cover.
Is Ice Crystal better than Fiendish Demon?+
Ice Crystal wins for Ice spell routes, Fiendish Demon wins for Fire. The right answer depends entirely on whichever element your main damage spell is built around.
How many free Race Rerolls are available from active codes?+
Based on the active codes tracked on this site right now, you have 20 free Race Rerolls available. Redeem all of them before you open the race menu so you do not accidentally roll on a smaller pool.