
Godforge Tier Lists: Progression Picks That Carry
Tier lists are spicy. Everyone’s got a take, and that’s fine because Godforge is flexible enough to reward different playstyles. What you’ll find here is my progression-first snapshot. What shines in the Caverns when you’re pushing floors, tackling Fafnir, and working toward Golden Guardian—not just nuking a single boss once. We’ll walk through Rares, Epics, and Legendaries, call out the standouts, and flag heroes whose value pivots with recent balance and divinity changes. Treat this as a compass, not a courtroom verdict.
How This Tier List Works (and Why Some Fan Favourites Don’t Top It)
- Progression over one-trick bossing. Some units demolish a specific boss but feel clunky in waves. Those get marked down a touch, because most players need smooth, consistent clears to climb.
- Ignore the “DD” tier. If you saw the video, you saw the “double D” rows. Those are the true benchwarmers right now—skip them.
- Recent changes matter.
- Divinity Generators mainly benefit the caster now; teamwide abuse is much harder.
- Bleeds got corrected, reducing overtuned burst.
- Several basic attacks were tuned down.
Have a different opinion? Good. That means you’re thinking about comps and contexts. These are just my thoughts are the end of the day.
Rare Tier List — The Progression All-Stars

S Tier: “Build These and Go”
- Skadi – Crowned control queen. Reliable lockdown that keeps scary waves tame. She’s the “win time, then win fight” rare.
- Ramses – Excellent wave clearer with Acid to help shred bulky targets. Fast, clean, consistent.
- Isolde – Early-game anchor who carries a shocking amount of content on her shoulders. Pro tip: keep one Isolde at level 40 for carry value; she transitions into a strong imprint later.
- Guan Yu – A unit some folks (me) slept on early, now widely recognized as insane in boss fights when paired with follow-up synergies.
A Tier: “Reliable, With Caveats”
- Lady Xoc – Strong rare that just works. Good package of damage and utility for progression. If she had an increased chance to land bleeds on basic she would be S.
- Icarus – Ramps up to a chunky +60% Attack self-buff; feels better earlier in progression where stat checks are softer. Needs time to cook.
- Shishi – Still very useful (particularly into Fafnir), but nerfs to his passive mean you may not get the old “immortal bunker” feel. If follow-up synergies (e.g., with Guan Yu) were fully online, his value would rise.
B/C/D Notes
- B tier houses “works fine” picks like Bauk (useful imprint, basic that helps bosses via Turn Meter/Divinity interaction), Shinigami (rare Defense Down + Hex, a precious combo when you need it), Tristan (guaranteed defender; not best-in-slot but gets the job done), and King Tut (solid debuffs but falls off later).
- Volkodlak- a controller that once enjoyed teamwide divinity juice now feels slower because generators only feed themselves.
- C tier includes some commons/uncommons that hit surprisingly hard—keep one leveled for the forced Uncommon floors, then recycle.
- D tier is mostly imprint-only value (e.g., Cait Sith, Dagonet) or Mara Morevna for niche wave cheese (e.g., “double Isis/Sphinx buff” scenarios). Don’t invest for main carries.
Epic Tier List — Thin at the Top, but Key Specialists Exist

Let’s be real: if you mashed Rares and Epics together, many Rares would outrank a lot of Epics right now. That’s largely the product of our accelerated test environment plus how imprints/weapons spike rare power. Still, there are epic picks you’ll love.
Not It (DD/C Tier)
- Set (DD) – Kit doesn’t land in the current content; even his imprint isn’t saving him. Park him.
- C tier notables: Pandora (too RNG—fun, but inconsistent), Osiris (more imprint than on-field value but more testing needed to confirm), Musashi (taunt-centric kit wants Attack scaling, which turns him into a magnet for pain—awkward role mismatch).
B Tier: “Solid, Situational”
- Bastet – Feels much better at Awaken 3 when she gets Defense Down on core. Before that, mostly raw DPS.
- Gilgamesh – Once cracked, now mid. Can still perform with heavy investment, but the shine’s gone.
- Leonidas – Great Attack/Defense Down on basic in a follow-up meta, plus a stylish stun. Ultimate charge is good and if you get the “nuke” people swear by, he could creep up.
- Percival – Love the control idea (Confuse, resistance ignore vs alignments), but reliability caps short of the best options and his Resistance scaling loses to HP in practical multipliers.
A/S Tiers: “The Epics You Build on Purpose”
- Green Knight (A) – Taunt, Counterattack, Drain, and boss utility with Thunderbolt/Max HP lines. Criminally underrated.
- Hound of Duat (A) – The Ally Protection + Retaliate package with Divinity reduction and synergies (notably with Anubis/Jackal) is still excellent even if boss Divinity caps dampen the cheese.
- Imhotep (A) – One of the few true healers with big team buffs (Sharpen, Stalwart to resist control) and ultimate Divinity cost reduction. Needs time to ramp; worth it.
- Beowulf (A/S borderline) – Damage nerfed, wave value modest, but Max HP scaling remains a boss staple; keep him slotted for specific encounters.
- Brynhild (S) – Radiance, Defense Up, Attack Down, quick ultimate access, and even Blaze—a mitigation monster that makes hard content manageable.
- Mordred (S) – Elite control for progression: Confuse that ramps to 100% and self Accuracy Up to ensure it lands. A floor-142 hero for many. Less boss value, but that’s fine—win the waves.
Bossing tip: With DoTs less reliable for burst and divinity slowed, many players are leaning into Max HP scaling and Thunderbolt weapons to delete chunky bosses consistently.
Legendary Tier List — The Big Guns (and a Trap)

DD: The Trap
- Loki – Attack/Accuracy scaling + taunt on core means he basically asks to be deleted by hard hitters. Charm is on basic (so not your opener), and the survivability combo doesn’t cohere unless you’re at A5 (cheat death) which is a long road. A rework toward DEF/ACC or an extra turn after core (to throw out Charm) would fix a lot. Maybe even having Odins core?
B Tier: “Good Heroes Held Back by Context/Bugs”
- Dracula – Excellent boss killer, but waves don’t let bleeds ramp, so progression feels meh.
- Hel – High damage; limited utility outside numbers, and her control is locked behind the ultimate.
- Horus – Shields, Speed Down, Blunt; perfectly serviceable but not “must-pull.”
- Isis – Superb when awakened (hello, Mend). Without awakenings, she’s still good.
- Ra – Underwhelming in testing; prior bug nuked all debuffs when converting Blaze for damage (yikes). Even fixed, the single Blaze stack limit blunts his ceiling.
- “YDG” – a Slayer who should shield himself: value hinges on bug fixes—no self-shield and a mis-set cooldown kept him down. If fixed, expect A tier.
A Tier: “Strong, with Watch-Fors”
- Anubis – Wave control via Despair when he finishes targets; less absurd now that Heka enabling has changed. Still excellent, just needs a real damage partner.
- Aphrodite – Still a premier turn meter + divinity enabler, but with generators slowed and only 3 debuffs placed, she demands initiative and speed planning.
- Heracles & Sphinx – Both look S-bound but basic attacks were toned down. Pending exact numbers, keep them high A. (Sphinx also brings Attack Down and Blunt—great kit glue.)
- Odin – Brings reliable control and an execute ultimate, but he reads like a split identity (Disruptor vs Slayer). Still very effective.
- Pangu – Potentially infinite scaling if you build him correctly; initiative > raw speed. Keep an eye on weapon adjustments which could pinch his ramp.
- Shamash – Core is fantastic and his first-death revive passive is clutch. Ultimate is expensive and now grants Shield, so it’s rarer—but he still carries comps.
S Tier: “The Ones You Cheer to Pull”
- Heimdall – Perhaps the most complete legendary for progression: protection, Retaliate (once fixed, it sings), and superb team carry potential; A5 turns him into a wall.
- Quetzalcoatl (Quetz) – Invoker with a 21 Speed aura, Speed/Attack/Accuracy Up, Sharpen, a huge heal, turn meter boosts, and a double revive passive. He glues greedy comps together.
- Zeus – The king for a reason. Even with slowed divinity, his basic and core hit hard enough that he doesn’t need to ult-spam to delete problems.
Practical Team-Building From These Tiers
- Win the wave, win the run. Prioritize control (Skadi, Mordred, Odin, Anubis) and mitigation (Brynhild, Heimdall) to stabilize. Damage comes easy once you’re not dying.
- Boss plans: Lean on Max HP scaling and Thunderbolt weapon lines for consistent boss kills now that DoT bursts and divinity loops aren’t a free lunch.
- Keep an Uncommon. Level a hard-hitting common/uncommon to cover forced Uncommon floors if you’re wanting to 2 star everything, then recycle when you’re past them.
- Awakenings flip value. Bastet (A3) and Isis (Mend unlocks) jump tiers with awaken levels. Don’t judge them only at A0.
- Imprints matter. Some “D tier” on-field heroes are A-tier imprints. Isolde especially: keep one at 40 for carry, then enjoy imprint power later.
- Initiative beats speed (sometimes). Heroes like Pangu care more about who goes first than topping a raw speed chart. Build with your timeline in mind, not just stat sheets.
Final Thoughts
No tier list is gospel, and Godforge’s best teams are greater than the sum of their parts. What we’ve highlighted is what feels smooth and reliable for actual Caverns progression—not just lab damage screenshots. If you love a unit I’ve placed lower, prove me wrong with a comp that sings and tell us how you did it.

