Prelude Dark Pain Hero Tier Rankings
All nine Early Access heroes ranked for Act 1
These Early Access hero rankings reflect Act 1 progression on Steam as of launch week—not a final verdict for the full twenty-hero roster Quickfire Games plans at 1.0. Every character can respec at the Citadel, so tiers describe default community builds that win missions with minimal setup. Pair this page with squad compositions because duplicate roles and missing taunt coverage matter more than squeezing three S-tier names into one lineup.
Ranking criteria recap
We score heroes on battle point efficiency, positioning tools, durability, and how many turns they need before contributing. Fights on moving vehicles, bridge demolition set pieces, and multi-phase bosses all informed these placements. Enemies tied to the Ashen Crusade punish slow setups; controllers and taunt tanks climb accordingly.
S tier
Maya
Maya combines Ranged DPS pressure with owl-companion control. Knockback skills create instant environmental kills on elevated maps and break enemy formations trying to flank your back line. Blinds and displacement cost relatively few battle points compared to the tempo they steal. She is fragile if caught alone, but with Tammais holding the front she consistently determines fight pace. Invest in skills that keep birds active between turns; passives that extend debuffs multiply her value in longer boss scripts.
Tizon (damage build)
Tizon defaults toward support with healing and deployable turrets, but a damage-heavy talent path turns him into Act 1’s highest burst dealer once points are allocated. Turrets still provide zone control even in a DPS build, letting him contribute while repositioning for flanking bonuses. Many players keep one support skill for emergency sustain rather than full heal spec. He drops slightly if you force pure support in a squad that already has Sade or Urza covering recovery.
A tier
Soren
Soren anchors the narrative and the bleed package. Apply bleed with skills, then leverage passives that amplify basic attacks against bleeding targets. Straightforward and reliable—exactly what you want on missions where learning new mechanics would distract from objectives. He lacks Maya’s fight-ending control but never wastes a turn. Synergizes with Gala’s area explosions and any hero that spreads damage over time.
Tammais
Tammais is the premier front-line tank: taunt tools pull aggression off Maya and Soren, while passives scale as he absorbs hits. Indispensable in crusade knight encounters where enemies rush your squishier units. Lower mobility means you must start him within intercept range; on wide maps pair him with a controller who slows advances.
Sade
Sade deploys a golden cross for large-zone denial—a unique form of area control that locks down approach lanes. She shines in defensive missions and boss arenas with limited entry points. Setup takes a turn, so she stays A tier rather than S: brilliant when the map cooperates, merely good when enemies spread wide.
B tier
Gala
Gala places explosive barrels she can detonate without self-harm, enabling combo turns with push effects from Maya or environmental cliffs. High skill ceiling and friendly-fire awareness requirements keep her out of S tier for generalists. In the right five-hero squad she jumps to A tier for one mission type, then returns when barrels are awkward.
Rufio
Rufio fills a flexible striker role with solid mobility and single-target burst. He does not redefine encounters the way Maya does, but he cleans up priority targets once tanks and controllers do their jobs. Talent investment determines whether he skews assassin or sustained melee DPS—document your branch before comparing him to Soren.
Urza
Urza offers magic support options and utility that reward patient play. Early Act 1 levels feel weaker until skill slots fill and passives synergize with the rest of the roster. Support-heavy squads rank him higher; double-DPS speedruns may bench him until world missions demand dispels or ranged magical finishers.
C tier (Early Access context)
Rayder
Rayder’s kit becomes more valuable as enemies gain resistances and ambush patterns in later Act 1 chapters, but on first recruitment he often duplicates Rufio or Soren without matching their immediate output. Keep him leveled for story parity and revisit talents after patch notes—Quickfire has signaled ongoing balance passes across all nine launch heroes.
Matchup notes
Against crusade heavy infantry, prioritize Maya plus Tammais to control space and absorb charges. Cultist waves with fragile back lines favor Soren bleed stacks and Gala barrels. Bosses with free initiative actions—explained in combat UI—require Sade zone denial or turret zoning so your damage dealers survive extra turns.
Respec and future heroes
Respec freely between missions when testing a hero stuck in B tier. Full release will add ten-plus characters with new class intersections; revisit this list quarterly during Early Access. Until then, use these tiers as a recruitment priority guide, not a reason to leave story companions unused.
Frequently Asked Questions
Quick answers to the most common questions.
Why is Tizon listed twice in community discussions?
Tizon's support and damage talent branches play like different characters. This list ranks the damage build in S tier and notes that full support Tizon fits A tier in sustain-heavy squads.
Should I bench Rayder completely?
No. Rayder gains value in later Act 1 missions and after talent investment. C tier here means lower priority on first skill point spends, not permanent exclusion.
Do tiers account for gear from the Citadel?
Rankings assume average gear progression for story order. Over-leveled equipment can lift any hero one band temporarily.
How do I combine these rankings with squad building?
Pick one tank, one controller, and two damage dealers from A tier or above, then add a flex slot. The squad compositions guide lists complete five-hero templates.