Why is this Guildrun tier list split into Early / Mid / Endless?
Because relic RNG and mode goals change hero value every run. A static ladder teaches players to force bad drafts.

This Guildrun tier list ranks heroes and archetypes by run phase — Early, Mid, and Endless — for Guildrun by Leyline. A single static S-tier table lies: relic RNG, Lovers pairs, specialization capstones, and weekly patches move power every run.
Demo roster size: 25 heroes with 180 specialization paths and 300+ relics. Last verified July 20, 2026. Launch from Steam.
We grade roles and patterns first, named heroes second. Letter ranks inside a run (C→S hero upgrades) are separate from these meta bands — climbing a hero’s letter still matters, but it does not make every Assassin permanently S-tier.
| Tier | Meaning | Example context |
|---|---|---|
| S | Wide margin over alternatives right now | Frontline tank before relics stack (Early) |
| A | Strong default; works without perfect RNG | Ranged DPS with linear first relics (Early–Mid) |
| B | Needs specific support or tags | Summoner / burst without setup relics |
| C | Punished by current modifiers or phase | Heal-only seats under anti-heal weeks |
Autobattler roguelikes tie power to run variables. A burst specialist is S-tier with execute relics and a debuffer partner, and B-tier without them. A frontline tank is essential on dive-modifier difficulties and merely good against ranged-only packs. Publishing one immortal ladder trains players to force bad drafts.
No fake DPS spreadsheets. Bands come from role coverage needs, specialization flexibility, relic-tag density, Endless sustain requirements, and consistent demo run patterns (shield engines, poison-crit Assassins, shard economy spikes). Recheck after updates.
Full roster index: heroes. Per-hero entity pages arrive in Phase 2 when unique data is verified.
Early phase favors stability over ceiling. You lack relic depth, so roles that prevent wipes outrank late-scaling specialists.

| Archetype | Tier | Why (Early) | Draft note |
|---|---|---|---|
| Frontline Tank | S | Stops back-row wipes before relics stack | Place on dive hex first |
| Support / Healer | S | Buys time for first shops | Skip if anti-heal modifiers are live |
| Ranged DPS | A | Linear damage with first relics | Needs a real frontline |
| Buffer | A | Amplifies the one carry you can afford | Cover aura hexes |
| Melee Bruiser | A | Flexible soak + damage | Good when tank pool is thin |
| Debuffer | B | Needs DoT / amp relics to pop | Pick if first relics already DoT |
| Summoner | B | Investment-heavy early | Hold until minion relics appear |
| Burst specialist | B | Setup-dependent | Avoid as lone damage seat |
| Economy / Utility | B | Compounds later | One seat max unless shards are the plan |
| Second glass DPS, no tank | C | Common wipe pattern | Do not draft |
Frontline and sustain seats are Early S because auto-combat punishes exposed carries before you own shield vessels or poison loops. If your opener lacks a tank-quality hero, treat the next shop freeze as mandatory for a frontliner — not another damage toy.
Ranged DPS and buffers sit at A: they scale cleanly with the first offensive relics without demanding a full combo engine. Rank the primary damage hero’s letter grade when free upgrades appear; spreading C-rank fillers dilutes Early power.
Summoners, pure burst, and double glass DPS without soak are B–C Early. They can become Mid S after relics, but drafting them as your only plan fails the first boss check. Cross-check sample comps on builds.
Mid phase starts when a defining relic (or two) locks a damage type, trait tag, or shield engine. Tiers reshuffle hard — heroes that enable the lock climb; narrow specialists without support drop.
| Pattern / seat | Tier | Mid condition | Pivot hint |
|---|---|---|---|
| Carry matching relic tags | S | Two+ relics already amplify that seat | Freeze matching items |
| Shield engine (tank/bruiser) | S | Shield-layer relics online | Rank the shield hero |
| Poison-crit Assassin core | S | Assassin + poison loop complete | Protect from pulls |
| Flex hybrid with open tree | A | Can respec into the lock | Spend respec here |
| Off-tag specialist | B | Does not hold required traits | Bench or respec |
| Forced Lovers duo, no synergy | C | Pair fights the relic plan | Break the pair |
If your shop stacked Assassin crit and poison amplifiers, Assassin-capable carries become Mid S and unrelated casters fall to B unless they hold the same tags. Trait-gated items (Assassin / Mystic / Warrior) make “almost fits” seats expensive mistakes.
Hybrid pivot heroes that can retrain into the locked plan deserve Mid A even if Early they looked average. Spend respec on the seat that completes the relic sentence — details on specializations.
A Mid S carry dies like a C-tier pick if the frontline hex is empty. Keep tanks relevant even when damage relics dominate — see positioning.
Endless Mode stretches fights and scores bonus points on a global board. Burst-only Mid comps often cliff; sustain, ranks, and shard conversion climb.

| Archetype / pattern | Tier | Endless reason | Build link |
|---|---|---|---|
| Shield / sustain front | S | Survives scaling enemy HP | Builds |
| Ranked carry (A/S letter) | S | Letter climb multiplies long fights | Builds |
| Shard→crit / economy engines | A | Banked shards convert into stats | Endless mode |
| Poison / DoT stacks | A | Percent checks punish fat enemies | Relics |
| Burst execute only | B | Falls off without setup windows | Pivot to sustain |
| Glass double DPS | C | One focus deletes the run | Rebuild frontline |
Early S healers can become Mid/Endless B under anti-heal modifiers or when enemies outpace flat heals. Endless S favors shields, max-HP, defense auras, and carries whose letter ranks already climbed. Read scoring notes on endless mode.
If you only need a clear, Mid S burst can finish a short push. If you want Endless bonus score, rebuild toward sustain before the cliff — do not copy Early draft tiers into a thirty-minute board.
Unlock and practice modifiers through the difficulty guide so Endless entries are not your first time seeing armor inflation or anti-heal.
Weekly patches and difficulty modifiers can demote an entire archetype for a week. Re-tier before trusting last run’s S picks.
| Modifier pressure | Rises | Falls | Tier shift |
|---|---|---|---|
| Dive / frontline focus | Tanks, bruisers | Glass backline | Tank → S |
| Anti-heal | Shield engines | Heal-only supports | Healer → C |
| Armor inflation | Percent DoT / execute | Flat auto carries | DoT → A/S |
| Crit suppression | Ability / DoT lanes | Pure crit Assassins | Crit → B |
| Swarm waves | AoE / multi-hit | Single-target burst | AoE → S |
Leyline ships frequent demo balance. After a patch, skim updates and community notes on Discord, then rebuild Early/Mid/Endless bands — do not keep a stale screenshot of “the” meta.
Optional challenges can ask for unusual constraints. Prep flexible boards via red rift challenges instead of forcing a single Endless S comp into every objective.
Because relic RNG and mode goals change hero value every run. A static ladder teaches players to force bad drafts.
No. In-run C→S upgrades power a specific hero. Table tiers are draft/phase priority bands with color badges.
Nobody permanently. Early favors tanks/sustain; Mid favors the relic-locked carry; Endless favors ranked sustain comps. Start from the matching table above.
Open builds for combo frameworks, heroes for roles, and relics for tag stacking.
After major weekly patches — watch updates. Last verified July 20, 2026.
Matched by build plan, shared topics, and guide progression — not random related links.