Tier List

## Information

* **X Tier:** Fufills a quite important niche.
* **S Tier:** Extremely flexible and able to overcome most situations.
* **A Tier:** Not as flexible as S tier but able to fufill certain roles
* **B Tier:** Niche
* **C Tier:** Usable
* **D Tier:** Absolutely terrible
* **F Tier:** Completely doodoo

#### Overview

Concitus does not deal much damage with its kit, but its able to deal damage based on how much damage is given. Concitus is literally a mirror. Its ultimate reflects any damage given which can completely turn situations around. Concitus also has high mobility, so once the counter fades off, Concitus may run away by activating R.

### **Asiano (The Assassin) (S Tier)**

* Deals high combo damage (40 DAMAGE IN 2 SECONDS)
* High mobility
* AOE

#### Overview

Asiano deals devastating damage, up to 40 damage in 2 seconds. Its Ultimate and E skill allows Asiano to rushdown an enemy if they are running away. Asiano's E skill covers a lot of distance which allows Asiano to be able to dodge many "unavoidable" attacks and chase down runaway enemies. Asiano perfectly fits both a rushdown and kite class due to its ability to be able to keep safe distances away from enemies while still being able to rushdown runaways.

**Kiting**

Using a mobility skill to keep safe distances away from enemies is exactly what Asiano can cover. Using E will allow Asiano to keep safe distances away from the enemy while Q and R have long enough range to deal damage at the same time. Once the enemy is Airborne, Asiano can activate T to deal unexpecting, devastating damage.

**Rushdown**

Mobility skills can also be used to close the distance between players. Since Asiano's E has high distance coverage, most enemies are unable to escape the range of Asiano's skills. As soon as Asiano gets close to an enemy, it is imperative to use Q so that the enemy becomes airborne, making most skills unable to hit Asiano. Asiano can chain R and T to deal large amounts of damage to the enemy, then using E again just in case the enemy decides to counter Asiano.

### Wizzap (Stun Magician) (S Tier)

* Extremely consistent stun
* Large AOE
* Long range

#### Overview

Wizzap is the most consistent stunner in Heroism 2. Q and R both have relatively low cooldown and stun the enemy. Moreover, Q has long range and R has AOE. Both of these skills are phenomenal for stunning, but the real damage comes in with Wizzap's T. Wizzap's T does not do the best overall DPS, but it slows down enemies to the point where it is pointless to attempt running away. Wizzap has extremely high mobility, with 22 base walkspeed, so enemies are usually unable to even touch Wizzap while it kites the enemy to defeat.

**Kiting**

Wizzap's base walkspeed already makes it able to kite enemies without even using a skill. However, if Wizzap cannot keep a safe distance from the enemy, it can use R to increase walkspeed and stun enemies too close to Wizzap. Wizzap's basic attacks have long range as well as all of its other skills, which makes Wizzap one of the most viable kiters in Heroism 2.

### Sheik (Rushdown Machine) (S Tier)

* Consistent stun
* Heavy damage
* Low cooldowns
* Long range Ultimate

#### Overview

Sheik is one of the most consistent stunners in Heroism 2, making it able to rushdown enemies and deal devastating melee damage. Sheik has extremely low cooldowns, so skills are able to be cycled consistently. Sheik's Q and E launch enemies airborne while R deals heavy damage and stuns. Lastly, Sheik's T has high range, stuns, and deals heavy damage. Sheik also has high walkspeed, even higher than Wizzap with a whopping 25 base walkspeed. With all of these combined, Sheik becomes the best class to rushdown enemies, leaving them with no chance to fight back with consistent airborne launches and stuns along with devastating damage and high mobility.

**Rushdown**

Sheik's DPS is off the charts. With all of the low cooldown skills, Sheik can deal extremely consistent and heavy DPS while being able to lock an enemy's skills. Since Sheik has high mobility, gaps between enemies can be closed in no time, and even if enemies are able to escape faster than Sheik, Sheik's ultimate and shut them down.

**Kiting**

Although Sheik's kit was not made for kiting, patience allows Sheik to keep safe distances away from enemies while using T to shut down enemies from afar. If enemies get too close, Sheik's R can shut them down, leaving Sheik enough time to get away.

### Blood (Crz Chainsaw) (S-A Tier)

* EXTREME DAMAGE
* Slow debuff
* Small AOE
* Decent mobility
* Small hitboxes

#### Overview

Blood is a heavy DPS class that shines when enemies are slow enough to be hit by every attack. Blood's Q helps with this by slowing down enemies so that they can be slow enough to become victim to Blood's insane DPS. Since Blood has decent mobility, Blood can dodge some attacks and is also able to chase after some enemies. Blood is a top tier DPS class that can grind away at enemies' health like nothing.

**Rushdown**

Blood has an insane DPS output, therefore it can become unrivaled in a one on one DPS fight. Blood's R allows it to close distance with enemies so that Blood can slow them down with Q and use E and T to shave away at the enemies' health. Although this makes Blood vulnerable to heavy attacks, Blood's DPS makes up for this by being able to eliminate its enemy before Blood gets defeated itself.

### Timewalker (Time Control) (A Tier)

* Teleportation
* Utility
* Slow Debuff
* Crowd control vulnerability

#### Overview

Timewalker is a high mobility class that can teleport very consistently. This allows it to dodge many attacks whilst applying debuffs to its enemies. Timewalker's ultimate does quite a decent amount of damage while also applying stun. This allows Timewalker to be able to kite and rushdown enemies. However, Timewalker's teleportation is very predictable, so he is very vulnerable to many attacks. Timewalker is also not very viable against enemies with above average crowd control.

**Time Manipulation**

Timewalker can teleport with almost all of its skills, leaving players to need careful planning to deal the best potential damage. Timewalker's Q marks an area in front of it to teleport to and apply debuffs so that enemies cannot escape incoming attacks. Timewalker's E marks an enemy so that they are doomed to take 10 damage as well as being unable to escape from Timewalker since it teleports Timewalker to the enemy. Timewalker's ultimate will leave a clone in the location where the ultimate was activated and in a few seconds, Timewalker will teleport back to that location and do a large AOE which stuns enemies. All of these skills require careful timing and precision to deal the best potential damage.

### Asiano Variant (Assassin v2) (A Tier)

* Decently high damage
* Shutdown
* Low mobility

#### Overview

Basically a weaker version of Asiano to an extent. Asiano Variant does not have high mobility that Asiano has, but can deal damage similar to Asiano. Q activates a target, which allows Asiano Variant to use its T, which can be used to shut down enemies by locking them in place or to run away from danger since Asiano Variant teleports very high into the air. Even though Asiano is a better choice, Asiano Variant can be a nice alternative with damage that can rival Asiano.

**Rushdown**

Due to Asiano Variant's lack of mobility, kiting is not viable. Asiano Variant uses E to pull in enemies so that they can be in range for its Q, which gives Asiano Variant a chance to activate its T. Though Asiano Variant can do high damage, this leaves it vulnerable to other DPS, so caution must be taken when rushing down enemies, even if Asiano Variant's T can shutdown.

### Genril (FAT) (A Tier)

* Decent damage
* Shutdown
* Low mobility

#### Overview

Genril deals quite a good amount of damage, also given its ability to cover large AOE. Genril's counter is also very special. Its counter teleports Genril to the enemy, making distance between players zero, so Genril's counter can completely shutdown enemies in an instant when they least expect it.

**Shutdown**

Genril has no kite ability whatsoever, but its shutdown ability is phenomenal. Once Genril's counter activates, the enemy has no chance of escaping, since Genril's counter stuns its enemy, leaving Genril plenty of time to carry out devastating damage.

### **Daratus (Slowdown Machine) (A Tier)**

* Slow debuff
* Phenomenal AOE
* Crowd control
* Low mobility
* High counter vulnerability

#### Overview

Daratus has extremely consistent slow debuffing. E and R are able to cycle infinitely, with E giving Daratus crowd control and R giving Daratus's god tier slow debuffing. Daratus's T can also land slow debuff, but with even better range. Even though Daratus has a lot of utility, Daratus deals low damage and is extremely vulnerable to classes that can counter, like Concitus and Genril.

**Area Control**

Daratus cannot rushdown enemies. Daratus needs to stay near its turret so that it can deal enough damage to enemies and rival melee DPS. Daratus's slow debuffing allows Daratus to consistently land attacks on hard-to-hit enemies. Since Daratus can only do true damage near its turret, this makes Daratus have little to no mobility since Daratus is even more vulnerable outside of its turret zone.

### Machairi (MLG) (A Tier)

* Bleed and burn
* Long range
* Heavy damage ultimate
* Low hitboxes
* Nearly useless knife

#### Overview

AWP GOD. Machairi is all just ranged, no melee. This makes Machairi a viable kiter that can deal consistent damage from safe distances. To add on, Machairi's T does heavy damage, but is quite hard to land. Although Machairi has good kiting ability, once enemies get too close, Machairi can be completely shutdown.\

**Kiting**

Machairi's Q and R has extremely long range and deals lasting damage with bleed and burn. Since the cooldowns are not that long, Machairi can cycle these skills quite consistently. Machairi's T, or AWP, is the star of its kit. Once this bullet lands, enemies take a huge amount of damage which can turn situations around in terms of a battle between DPS. Keep in mind that Machairi has no consistent escape mechanic, so once distance is closed, Machairi can be immediately shutdown.

### Nova (Megaman ripoff) (A Tier)

* Long range
* Low mobility

#### Overview

Pretty similar to Machairi. Nova has many ranged attacks but little to no melee. However, Nova differs from Machairi due to its utility. Nova can land burn like Machairi, but can also land stuns. Also, Nova's T is not a projectile, but a laser, which makes it easier to land for less damage. However, just like most kiting classes, Once distance is closed and Nova is unable to hit an enemy with the tiny hitbox of R, Nova is completely vulnerable to enemies.

**Kiting**

Nova has a lot of kiting utility. Being able to stun with a ranged attack allows Nova to keep a safe distance away from enemies that can deal large damage up close. However, thats all it has. Once in cooldown, the only other reliant stunning skill is R, which has a small hitbox, so it is not very viable.

### **Trikol (Edgy boi) (A Tier)**

* Shutdown
* Burst damage
* ***Concitus Counter***
* High cooldown

#### Overview

Trikol has pretty decent DPS, but only in bursts. Anything other than R and T deals little damage, but if R or T lands, damage afterwards becomes devastating. Trikol's T has a large AOE range, but very predictable.

**Shutdown**

Trikol is one of the best shutdown classes in Heroism 2. Trikol is extremely reliant on T, which, if lands, teleports Trikol to its enemy and deals a devastating amount of damage while completely shutting down enemies.

**Concitus Counter**

Trikol is one of the very few classes that can Counter Concitus's (void which is possible because of the lifesteal from T. However, Concitus can still bait out the ultimate easily, but if it lands, the (void damage is essentially 0.

### Master (ONE PUNCH MAN RIPOFF) (A-B Tier)

* HOLY HELL DAMAGE
* Slow debuff
* Low mobility
* Kite vulnerability

#### Overview

Master's T hitboxes are quite large, and once landed, there will be enough slow debuffs to render enemies unmovable, which allows Master to do a SERIOUS PUNCH which DESTROYS enemies. Although Master is literally one punch man, its mobility is terribly slow, leaving Master extremely vulnerable to kiting.

**ONE PUNCH MAN**

USE T TO DO CONSECUTIVE NORMAL PUNCHES SO THAT ENEMIES CANNOT MOVE AT ALL THEN DO A SERIOUS PUNCH TO COMPLETELY ANNIHILATE ENEMIES.

### Variant Nova (Megaman ripoff v2) (B Tier)

* Very fast projectiles
* Ranged utility
* Team Support
* Hideous mobility
* Vulnerable after using ultimate
* Niche

#### Overview

For some reason, Variants usually seem to be less flexible then its normal counterpart. Variant Nova has the same exact kit as Nova, but its projectiles are much faster and its ultimate shoots multiple times. However, when using ultimate, Variant Nova stops moving to shoot. This leaves Variant Nova extremely vulnerable to any attack, so it is much better to use this class in a team battle setting.

**Team Support**

Variant Nova does not have the type of sustain that Nova has, but is much better in support. Since Variant Nova has speedy projectiles and a multiple laser shooting ultimate, it is more viable to use Variant Nova since Variant Nova can be at a safe distance from the chaos while giving ranged utility support and damage.

### **Cgenvar (Swordmaster) (C Tier)**

* Healing
* Team Support
* Low damage
* Niche

#### Overview

Cgenvar used to be an great sustain class until the nerfs. Cgenvar no longer has the insane healing ability it used to have and also has a very predictable T. Cgenvar can only be seen viable in team battles since it does not have any sort of reliable DPS.

**Team Support**

Cgenvar has large AOE with its T, healing with E, and damage buffing with R. This makes Cgenvar viable in team compositions, exactly the niche that it was made for.

**Kiting**

Cgenvar has the ability to kite, with its T and also having some range with basic attacks. However, Cgenvar is not a reliable kiter since Cgenvar does not have enough DPS to sustain.

### Astral (Medic medic medic medic) (D Tier)

* Healing
* Low damage
* High Vulnerability

#### Overview

Astral has no damage or sustain, only reliant on healing and a little support. Not viable in most situations.

**Healing**

Astral has a great heal with Q, but that is all. Everything else in Astral's kit cannot really be seen as reliable support.

## **Future Classes (Estimated Tier)**

### Maniac (Rhythm Gamer) (A-B Tier)

**Description**

Maniac is a ranged class which has consistent DPS and a fever mode which gives it an increase in DPS and a slight increase in walkspeed. Maniac seems to be flexible enough to be in A tier, but since Maniac only has attacks and not much utility at all, it is possible that Maniac may be placed in B tier.

### Duelist (A Dance of Flowers) (S-A Tier)

**Description**

Duelist is a melee class which has decent damage and can counter debuffs. Duelist's counter is special, being able to reflect debuffs back to enemies, which can become a game changer depending on what Duelist is going against. However, even if the enemy does not give debuffs, Duelist is able to reflect back 50% of damage taken during counter. Duelist's other skills provide DPS and buffs which allow Duelist to have self sustain as well.

It's also notable that Duelist IS the counter to Concitus, even more extensively than Trikol. The lifesteal reflects how much damage each ability does, which essentially renders Concitus's (void useless.

### Fen (Assassination Mastermind) (A Tier)

**Description**

Fen is a melee class reliant on taking enemies by surprise with outstanding walkspeed, great distance covering skills, stealth, and consistent DPS. However, stealthing weakens Fen, making him vulnerable to heavy damage attacks.

### Keqing (Driving Thunder) (S Tier)

**Description**

Very mobile sword user that has self sustain and great overall DPS.