M18 Carry Tierlist

This list is created with the assumption that we are playing on Max Madness, and doing what is generally considered “meta play,” which is to say 1 Carry, 3 supports. This list is not a metric of viability; it is a metric of accessibility. All heroes are viable and playable on all difficulties with enough work, but some simply need more than others to function. Thus, the Tierlist stops at C tier because even C’s can clear a run with enough love. This list is exclusively to compare the heroes to each other’s performance by looking at their level up rewards and card pools. Deck building in Act 1 is extremely important, and characters with strong Act 1 decks are often prioritized over ones with strong endgame decks. At max Madness, Rares cannot be purchased in Act 1, and only one uncommon can be purchased in shops. Divinations are often leveraged in bulk to find multiple copies of key cards, and some harder to operate Carries will sometimes restart a run to get better divination results. Due to a Carry’s reliance on typal density, Multiclass heroes often struggle a lot more than single-class heroes in the Carry position. A hero with a smaller card pool will be more likely to see relevant cards in a divination, and the 4th card seen in divinations seldom makes up the difference. A large amount of our perk points are spent on Gold and Shards, severely limiting the number of perk points we can spend, compared to lower Madness Levels.  

Carries are generally assumed to be receiving Bulk Bless from Supports, therefore heroes receive relatively little credit for self-applied buffs that an optimized support shell can already provide. In these teams, going before enemies is critical, even if not OTKing, and combats often move quite fast. Removing an enemy on turn one is usually expected, and by act 4, a well-built deck should be capable of ending an ordinary combat by turn 2. Unlike the lower Madness Tierlists, some amount of familiarity with the game is expected, and is therefore not considered when creating the list. At high Madness, the best Carry is not the Hero that can generate the best resources, but instead the one who can convert three supports worth of resources into dead enemies the most efficiently, while requiring the least painful route to get there. 

 

This list makes zero claims on the capabilities of heroes as a Support. Please look at the Support list for that breakdown.

A tier list chart for High Madness with characters organized into S, A, B, and C tiers, featuring Across the Obelisk Characters
A chart categorizing the heroes of Across the Obelisk: 'Strong Early And Late', 'Strong Early', 'Strong Late', and 'Hard to Use'.