Goblin Race: Odds and Star Stats

By Iron Soul Guides Team Published Updated Verified with official sources · reviewed September 4, 2026
Goblin Race: Odds and Star StatsIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: Whether a race that gives zero damage is worth a slot, judged against what the official combat guidance actually says mobility is for.

Goblin is the third common at a published 24.50%, which puts it third of 13 by draw rate and only 0.90 points behind Human and Orc. It is the only race on the entire table with no damage line whatsoever. What it gives instead is Movement Speed 10%, 15%, 20% and Dash Cooldown Reduction 20%, 30%, 40%. At 24.50% a Goblin draw averages 4.1 rerolls, reaches even odds on the third roll and 90% confidence on the ninth, and takes about 12 rerolls in total to reach the three star ceiling. Whether that is worth a slot depends entirely on whether mobility is a real resource in this game, and the official beast guidance answers that question directly rather than leaving it to opinion.

Official promotional image from Iron Soul: Dungeon
One starThree starsDash Cooldown Cut20%40%Movement Speed10%20%Rerolls needed4.112
Goblin mobility bonuses at one star against three stars, with the reroll cost

Both Goblin lines, star by star

Goblin gives Movement Speed 10%, 15%, 20% and Dash Cooldown Reduction 20%, 30%, 40%. Both follow the table-wide rule: two stars is one and a half times the base, three stars is exactly double. Neither value hits a rounding case, so the progression is clean. That 40% dash cooldown reduction at three stars is the single largest dash-related number any race provides, and it is worth separating from the other dash stats the game tracks. The official sub-stats page lists Dash Distance and Dash Charge Rate as separate lines, calls Dash Distance a worse movement speed because it does not lengthen the invulnerability window, and describes Dash Charge Rate as a quality of life stat that health usually beats. Goblin gives neither of those. It gives raw cooldown on the dash itself plus flat movement speed.

What the official combat guidance says mobility is for

The beast guidance is unusually specific about where movement decides fights. Cannon Yeti is rated deadly and the documented counter is to close the distance before it reloads, which forces it into a jump. Yeti is called out as a problem specifically for characters with no movement speed bonus, and so is the Executioner boss, whose speed gap against an unbuffed character is described as dangerous. The Werewolf is rated deadly and its Hunt attack has no telegraph at all, with the documented answer being a survivability skill, an ultimate, or physically breaking line of sight. Every one of those is a mobility problem rather than a damage problem, which is the honest case for Goblin.

Where Goblin sits among the 13 races

Third by draw rate at 24.50%, behind the two 25.40% commons and comfortably ahead of Undead at 13.00%. It is 128 times more common than any of the three 0.20% mythicals, and it is the cheapest race to max alongside the other two commons at about 12 rerolls. A third-party tier list places Goblin at the bottom of its ranking, which is consistent with a race that contributes nothing to damage per second, and that same list explains its method as damage first, then farming speed, defence and mobility, with rarity used only to break ties. That is a defensible ranking of a damage-focused build. It is not a statement about what Goblin does.

Step-by-Step

  1. Do not hunt Goblin. At 24.50% it arrives on its own, and 75.30% of all rerolls land somewhere in the common band.
  2. Judge it on dash uptime rather than damage. The official combat guidance treats the dash as a survivability tool and describes side-stepping, dashing sideways while holding a movement key, as a core defensive technique.
  3. Note which mobility stat it gives. Goblin reduces dash cooldown, not dash distance, and the official sub-stats page is explicit that Dash Distance is effectively a worse movement speed because it does not extend invulnerability frames.
  4. Replace it once something with a damage line appears, unless you are specifically struggling with the enemies the official guidance flags as movement checks.

Data Tables

Goblin bonus values at one, two and three stars
BonusOne starTwo starsThree stars
Movement Speed10%15%20%
Dash Cooldown Reduction20%30%40%

Values from the official Template:Races. Goblin is the only race on the table with no damage line at any star level.

All 13 races by published draw rate, with Goblin highlighted
RaceDraw rateAverage rerolls
Human25.40%3.9
Orc25.40%3.9
Goblin24.50%4.1
Undead13.00%7.7
Dragonkin6.00%16.7
Sorcerer2.10%47.6
Fairy1.70%58.8
Dragoon1.00% (Season 1)100.0
Archdruid1.00%100.0
Angel0.30%333.3
Night Elf0.20%500.0
Demon0.20%500.0
Lucifer0.20%500.0

Rates from the official Template:Races. Average rerolls is one divided by the rate.

Tips & Notes

  • Movement Speed can also roll on scrolls and pets according to the official sub-stats page, so a Goblin slot is not your only route to it.
  • If you keep dying to enemies with no telegraph rather than to damage checks, mobility is the stat you are missing.

FAQ

What are the Goblin race odds in Iron Soul: Dungeon?

24.50% per reroll, third highest of the 13 races. That averages 4.1 rerolls, with even odds by the third and 90% confidence by the ninth.

Does Goblin give any damage?

No. It is the only race on the official table with no damage line at all. It gives Movement Speed and Dash Cooldown Reduction only.

Is Goblin the worst race?

A third-party tier list ranks it last, using damage per second as its primary criterion. The official combat guidance repeatedly names mobility as the answer to specific deadly enemies, so the ranking depends on what you are stuck on.

Rarity
Common
Published draw rate
24.50%, 3rd of 13
Average rerolls
4.1
Even odds at
3 rerolls
Damage lines
0, the only race with none

Sources