Guides
Class Pairings
The duo combinations that define EverQuest's soloing and grouping metas.
EverQuest's class design rewards certain two-character combinations extraordinarily well. These class pairings are the duo combos that make both characters more effective than either would be alone.
Classic duo pairings
Cleric + Warrior
The reference duo. Cleric keeps Warrior alive through sustained tanking. Slow by solo standards but rock-solid for group leveling.
Enchanter + Necromancer
Charm pair. Enchanter charms mobs; Necromancer DoTs everything else. Dominates Chardok Royals and similar charm-friendly zones.
Druid + Druid
Two Druids can quad-kite anything outdoor. Higher yield than one Druid; survives the occasional bad pull better.
Shaman + Warrior
Shaman Canni Dance + Warrior tanking. One of the cheapest sustainable duos for dungeon camps.
Mage + Mage
Pet duo. Two Magicians each with a pet = four-entity army. Effective through 55+.
Cleric + Necromancer
Cleric full-heals Necromancer at key moments; Necromancer lifetaps off mobs to sustain mana. Weird combo, deeply effective once learned.
PoP-era refinements
With AA specialization, pairings evolve. A Cleric-specced Paladin plus an Enchanter plus an SK can three-box content that used to require five.
On Crushbone
With custom rules unlocking race-class and deity freedom, some unusual pairings become viable — e.g., a Troll Paladin + Troll Cleric duo, impossible on canonical servers. Experiment.
