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'.

M18 Support Tierlist

Across the Obelisk teaches new players a useful lie. Warriors belong in the front, Healers belong in the back, and every Hero has a Suggested Role that broadly describes what they are supposed to do. This is excellent onboarding and terrible doctrine. Classes primarily determine card access; they do not prescribe a Hero's job. Warriors can become resource batteries, Scouts can provide the team's defense, Healers can Carry, and Mages can spend an entire combat making somebody else better at violence. Suggested Role should therefore be treated as a starting point for learning a Hero, not a legally binding assignment. At higher Madness, role coverage matters considerably more than class identity. A one-Carry, three-Support composition can still contain a frontliner, a defensive engine, a healer, and a speed controller; those jobs are simply distributed among the three Supports. The question is therefore not whether Heiner is the best blocker or Reginald is the strongest conventional Healer. It is how much of the team’s total workload they perform while doing it. This list therefore measures accessibility rather than viability. Every Hero can clear every difficulty with enough work; some simply require more of it. The list stops at C tier because even its lowest-ranked Heroes can clear with enough love 

This list compares Heroes primarily through their level-up rewards, starting decks, and card pools. At Max Madness, Act 1 purchasing restrictions make Divinations one of the main tools for reconstructing weak starting decks. In this list, a useful Divination outcome is not necessarily one particular card; it is any offered card that advances a role the Hero still needs, such as Energy, Draw, Scry, Fast, defence or Carry scaling. Multiclass access affects those outcomes in two opposing ways. A second class can increase the number of different cards that satisfy a required function, but it can also reduce the chance of seeing any one named card. The result is Hero- and build-specific rather than a universal advantage or penalty. It depends on the eligible card pools and rarity distribution, the number of cards shown, what the deck has already acquired, the declining value of duplicate functions, and how shops and the Forge supplement the Divination set. I therefore use Divination-reliant to describe a Hero who needs substantial random Act 1 reconstruction, and Divination-fragile to describe one whose functional floor depends on finding a narrow card or package. 

This does come at an economic cost. Low-eco starts or runs can force difficult purchasing decisions that a single-class Hero may avoid by needing fewer shards. Bulk Divinations complicate the issue further; some Heroes rely on finding enough specific cards to reach their functional floor, while a dual-class card pool makes those particular hits less consistent. This makes Gold and Shard perks some of the most important choices to get right in an M18 run. 

At this level, teams need solutions to many different problems. A Support that performs one job efficiently can devote the rest of its resources to filling secondary roles. The goal when creating a team is not merely to find Heroes that synergise with one another, but to find Heroes that fill the holes left by the rest of the team. A Hero will therefore be judged primarily by how well they perform their intended roles, how easily they can flex into additional roles, and what weaknesses remain while doing so. 

A chart with portraits of fantasy characters, divided into four categories: Reliant, Generalist, Independent, and Specialist. The characters include humans, elves, dwarves, and mystical creatures with various armor, clothing, and facial features.