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.
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Hatred well and truly blows every other talent in the game out of the water for damage output, being accessible even in the first combat, and providing an unmatched damage source throughout the entire game. Her opening deck could use a bit of work, but Hatred turns just about any damage source into a powerhouse, and so rolling divinations always nets strong spells. Although her other talents don’t keep up, they are still exceptionally strong, and even without being combined with the strong obvious weapons like Ice Breaker, Navalea cleans house without failure.
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Gustav is premium Sharp Carry for scouts, I consider Power Slave to be top 3 starting cards, and starting with multiple Zero Costs and Chant of Accuracy makes his Act 1 exceptional. Heavy Metal doesn't perform as well as it could until level 3, where Shrill Tone is taken, and the game is well and truly over from there.
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Thuls can struggle a bit out the gate, and has some reliance on good RNG from divinations to make a deck that functions well, but Killer Instinct and Black talons more than make up for it. Black Talons is firmly in the top 5 best level up rewards, giving double hits in a relevant damage type, with relevant Curses. Poison is mostly irrelevant at higher madness, but that doesn’t make Thuls bad. His levels 3, 4 and 5 are also quite decent, though all pale in comparison to Black Talons.
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Although considered very bad in Low Madness, with a bit of mental shift, he can perform much better. Nenukil is often built around his Reload mechanics and Speed stacking, but this is largely unecessary for a scout Carry. Players often see this giant Rube Goldberg machine and presume it must be the intended offensive engine. The reality is he performs much better when simply treated as a scout with a good card pool, and above average talents. Loaded Gun is simply 2 free energy every turn, Gunpowder is a Flat 20% damage increase to all melee attacks, and Ranged/Melee weaving is not necessary. Double Barrel and Fast and Furious give access to Fury beyond normal limits, and the scout pool is just primed for a solid end game Carry deck utilising Scavenge and Ambidextrous.
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Famous for his blocking, but shockingly better in the carry position than most would believe. Heat laser is extremely strong as a carry due to its cheap cost and AoE, and the starting block/fortify make for a more convenient carry. He almost exclusively plays Fire/Blunt and is often seen with Volcanic Axe to transform high performing cards like whirlwind to the correct type. Heiner can have a hard time getting off the ground compared to other heroes, and this brings him down a tier, but his end game is exceedingly easy to achieve and use. A very consistent way to get clears.
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Sigrun has a hard time getting off the floor, with very little to go off in her starting deck. Her talents are whacky to pilot, asking for a mix of Attack and Spell Cards, and assigning Perks for her can be confusing. But when Sigrun gets going with Storm Channeler and good wet application, she can Bring the Roof Down. She can struggle a little with speed manipulation due to her starting item, but this can be managed. Valhalla is also free-mode for most carries, and she is hardly an exception.
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The Andrin Rework gave him several useful tools and places him comfortably among the stronger carries. His starting deck often keeps 7 or 8 cards, and replaces the rest with Sharp application and Good Value damage AoE. He can struggle a little, because he is designed to be self reliant and self perpetuating, which is not condusive to a sort of Support->Carry Dynamic and Mark falls prey to inaccessibility and the Restricted Power Corruptor. A very balanced carry.
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Similar to Bree, Yogger struggles massively in the first act. His starting deck is much more suited to a support role, and his level ups tend to contribute next to nothing when put beside the other Warriors. Yogger Carry decks often rely on Highrolled Act 1’s, and using his meats and healing to contribute over longer rounds. His end game is good due to ease of access of Fury, and Gourmet Meats are able to apply large amounts of bless, but it is not particularly noteworthy method of applying buffs.
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Bleed damage is a fairly obvious trap at higher madness, being mostly unworkable as a Main Damage Vehicle, which leaves him to lean on the bleed application in other creative ways. Vampiric Frenzy can certainly push out huge amounts of damage, and leftover bleed is still a perfectly acceptable way to eek out a bit of extra damage. His leech application is decent and can do a fair bit of passive healing, even as a carry, making him quite a good Carry in slower comps or early game teams that can struggle to find healing. Failing that, the normal methods of scaling damage are basically lost on him, and aside from a decently sized resistance shred at level 3, his damage builds are a bit hard to work with in no small part due to card pool dilution. Velarion is best left as a pure support, or a split damage support.
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Although seemingly worse than the other healers, a triple Dawnlight opener makes for an easier Act 1, by playing into holy, and then pivoting somewhere down the line, with Gustav Sharp Mind lines, or Fire Fortify lines with Heiner/Magnus. Her talents are primed to do good damage with plenty of multi hits, good control over targeting, and high burst. Still suffers from the rough Healer pool of cards, but is far more reliable than most healers.
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Reginald Holy decks are a small step above Ottis, due to Reginald’s self-reliance with bless application; though we generally prefer to apply buffs to other heroes, if anyone can break that format, it could be him. His talents are mostly decent, especially when leaning on Divine Retribution through the early acts. Reginald is often used as a strong carry in the lower madness levels, but his strengths don't shine anywhere near as much at higher madness due to the power level of cards like Divine Power, and that makes him an acceptable carry.
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Lightning is tough to make work throughout the game due to limited access to cheap AoE Spells. Spark is the worst of the three elements in mage, and Wilbur’s Talents seldom make up for these issues. If you're looking for a strong Lightning carry, just pick Evelyn, Sigrun or Navalea, they will perform better almost every time. The only saving grace of Lightning is the exceedingly strong wet perk to reduce resistance, which often pulls Lightning spells far ahead in the early game if you can cast them. Lightning also has permanent reduction through Lightning manual, which can have some very fun late game implications, but is seldom better than Cold Snap.
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Malukah leans heavily on a Fade/Unholy Storm opener to get through act 1, while getting Sharp donated. Although Malediction is exactly the kind of card Shadow Decks need to be good, it's nothing compared to Black Death. Malukah’s talents are simply not suited to buffing damage in meaningful ways, and managing to get Malukah to function on any operable level requires a fair bit of expertise, and a smidge of luck.
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A little more managable than Malukah, but not by much. A tough healer card pool, and very little in the starting deck makes for a rough Act 1. Chilling gaze sort of doubles Nez’s damage, and can send him flying through the roof, but it only keeps him out of the Basement Hatch so to speak. The rest of his talents contribute next to nothing, so Nez decks still struggle to operate.
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Starting with 3 strong AoE cards and 3 zero mana Spells, means Amelia’s starting deck comes nearly prebuilt. Her economical cost on an act 1 town is next to zero, and chill builds scale into a very easy Act 1 with Wet spam. Eldritch discharge is far too much damage for 1 mana, and Spellswords are strong and accessible. Mages can have a tough time with late game due to low access to Fury, but Amelia can easily make up for it with her talents, and coldsnapped spells. Easily the most accessible Single Class Mage for damage.
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Zek sharp decks perform exceptionally well when piloted by a skilled player, but part of this comes from the understanding of resistance shredding through Poison and Decay, as well as holding Dark accurately, and manipulating enemies for the sake of Black Death. Zek is extremely tough to pilot, has a rough starting deck, but very quickly out scales other Carries and doesn't slow down in damage at any point throughout the run. Always a solid pick.
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New magnus is exceptionally good as a carry, Captains Howl costs zero mana and is an exceedingly strong card, as well as the Enrage in the starting deck, plus 4 cards cheaply upgrade to zero, means his act 1 is quite a bit easier than most other Warriors. He can fit conveniently into Slashing or Blunt setups by perking into Slashing Sharp, and his late game talents are exceptionally strong. Magenus is real and has been real for a very long time, due to the power level of Thunderclap. His high base speed can get in the way of turn ordering, and so as a carry he prefers faster supports or better speed manipulation, but should have very little other issues for him to resolve.
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Althea’s starting deck, starting item, Innate, and level up tree is all above average. Althea has been performing exceptionally well since her release, as the echo spells, in particular Traumatic Vision, are performing above average. Althea is still new and putting her anywhere feels uncomfortable, so for now she is getting a Moderate ranking, with future movement to be expected.
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Bree loses a lot of points because her act 1 is a crime scene. Her starting deck has almost no good Carry cards and requires a full replacement, as well as a high base Speed and Starting Fast item can make Speed manipulation a nightmare for the inexperienced. Often players will perk into Blunt and Slash damage and put Sweeping Strikes and Cleaves in her deck to get her out of the first act due to how terrible her start is. Players also have to lean into a mix of Crack application, and infuse to find the damage to get to level 2, however, once Bree picks up unforgiving nature, the entire game opens up, and she doesn't stop winning. Bree with unforgiving nature is in a completely different league than Bree without. The rest of her talents are mostly irrelevant, though Tactician has some fun moments with End Game cards like Enrage, Infuriate, and warpaint. Bree should have no issues capping out fury by herself.
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Not as good as she is made out to be in lower Madness, self-applying Sharp is often not as good as getting it donated from others, and restricted power can keep Keen Sight from being too powerful. Standard Low Madness weapons like “Tempest” are not as good at higher Madness because Scrying and Inspire are easy to access, making the draw less relevant, and Restricted power often makes the sharp completely irrelevant. Sylvie plays best when played as a normal scout, and doesn't provide much that the other scouts don’t already in spades, outside of 20-30% resistance down on sight.
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Evelyn’s starter deck is exceedingly tough, her starting card and item are not fantastic, and her level 2’s best perform late game, making Evelyn’s act 1 tough. However at level 4, her builds completely fall into place and her damage shoots through the roof. A lower low and higher high than Cornelius puts her in a precarious spot. Evelyn is highly viable in any of the 3 elements, though mixing elements seldom nets positive results. Her natural Synergy with FrostFire style is surprisingly strong, without even requiring the FrostFire Ring.
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Laia can leverage her double Nova start, and Lay on paws alongside a Fade/Holy storm line for an ok act one. However being multi class, she can lean heavily on Burning blood with other heroes bleed application to heavily send her into roof, even a little in the early game, but mostly in the late game. Most of her talents contribute very little, Heavenly Justice being the exception, but she well and truly makes up for it by being a dual class, especially to make up for the terrible Healer Card Pool.
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Grukli’s problem isnt his damage ceiling. Restricted power and t he accessibility of Fury on Warrior means that his endgame is largely shared by the other Warriors; his talents mostly accelerate him towards it. That leaves his deck poor in Act 1 and expensive to start, with very little compensating upside. His talents are good but nothing to be particularly impressed by, especially when put next to other sharp carries like Magnus or Thuls.
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Fire decks can struggle a fair bit early, and Cornie’s talents don't really pick up speed till level 3. End game Cornelius builds are fairly strong due to transforming effects, access to burn, and fortify synergies, as well as a killer level 5. Not recommended for teams who are struggling through act 1, especially due to high fire resistance enemies.
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Nevermoor is a tough sell. His early deck has very little going for it, and playing into more than one type of gem goes against most good deck building principles. He often wants to play slashing, because of Mark, but Mark is extremely limited in its value on higher madness, which in turn limits him. Being a multi class doesn't help his case, and severely dilutes his pool of applicable cards and ruins his divination rewards. Overall nevermoor is hard to work with, and not hugely rewarding.
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Holy decks aren't more functional than mind decks, and Sanctify is hardly an accessible way to reduce resistances. Although Holy carries are stronger in long form combats where the team can lean heavily on Sanctify, that doesn't make Ottis much better. Either leave him as a support, or learn to be luckier.
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Nyrada’s main selling points for a carry are Shadowbound, Revealed Dreams, Nightmare Storm, and a mixed card pool with theoretically relevant synergies. Although none of this really pulls her ahead in a super meaningful way. Her starting deck is relatively horrid, but it can be offset by the multiclass and a high shard investment; she doesn't really scale up in a meaningful way like other heroes do. Even Nightmare Storm is only single target, and the vast majority of fights have more than one enemy. She contributes very little to the main vehicles of damage, and is seldom desired over the other Shadow Damage Carries, though is slightly more workable than Malukah due to better card access.
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Bernard has a lot of pain points required to get over. Bad starting deck with no aoe, slow Speed makes going first an undertaking, multiclass dilutes the card pool in a way that is unhelpful, and level ups contribute very little to any of the main damage methods. He is likely the hardest to get to function as a carry.