This page will always show the latest DOTA Underlords Tier List for competitive play, and is designed to rank units in terms of their strength in the current meta. Although some are considered niche or balanced, those that aren't higher tiers shouldn't be considered poor. While any match can be won with any unit, this list is designed to present you with the strongest to weakest. You can view our Underlords Alliances Tier List here.

Updated: 10 August 2019

Tier List Descriptions

Tier S+ - Greatly Overpowered. Units who define the meta and are considered top tier. 

Tier S - Overpowered. Units which define the meta, and are often first pick material for any effective draft.

Tier A - Balanced. These units should see few if any changes and are considered balanced. Important for their defined strategies.

Tier B - Slightly Underpowered. These units require a niche composition, or a highly skilled player. They can be substituted frequently other units.

Tier C - Underpowered. Considered weak, team compositions generally need to be built around a units in this pool. Rarely, if ever, seen in competitive play. 

Tier D Greatly Underpowered. These units are a liability and should be avoided. 

Tier List Movement ⬆⬇

No real movement still, but anticipate it this week as a new update lands. 

S+ Tier

No Units are currently considered S+ Tier.

S Tier

A Tier


B Tier

C Tier

D Tier

No Units are currently considered D Tier.

S+ Tier

No units are currently considered S+ Tier.

S Tier
Drow Ranger: Two stacks of Heartless are easy to obtain, while her passive ability allows her to grant attack speed (based on her upgrade level) to those near her. As long as she's protected, it affords units nearby amazing damage potential. 

Keeper of the Light: Super vulnerable to burst, KOTL is great because of his Human alliance, but also because if he's left to channel Illuminate, he can absolutely wreck a tight group of units. 

Kunkka: His Human status helps his team silence (when you have 2) and he's also a Warrior. Best of all, his Ghostship offers a good splash of AOE for those tightly grouped up.
Medusa: She has AOE attacks, and her ability, Stone Gaze, can freeze an entire team if they're grouped up and don't shut her down. Ridiculously strong.

Shadow Fiend: A safe Demon choice with easy access to lifesteal, his true damage is great and Requiem of Souls offers excellent AOE potential. Brilliant if you get an early upgrade on him. 

Tidehunter: Without doubt he's top-tier, simply because his special ability offers the hardest crowd control in the game. If he's front-line, with items, at level 2, he takes an age to kill and can cause enormous disruption across the board.

A Tier

Abaddon: His Knight alliance combined with Aphotic Shield allows him to protect allies, and be a strong front-line. He can be slow to gain mana to trigger it, but if paired with another few Knights, can do very well. 

Alchemist: A good late-game favorite, Alchemist is sought after due to his easy-access of Lifestealt (15%) but also because Acid Spray lowers armor in a huge area, allowing his team to captialize on the additional damage. 
Arc Warden: With the right items, Arc Warden can be terrifying at higher ranks. His ability to multiply - if left unattended - can see him become a terrifying opponent late game.
Chaos Knight: With Demon and Knight alliances, Chaos Knight has a low cooldown ability that can deal solid damage. He's a safe choice, that compliments melee heavy teams who're Knight stacking. 
Disruptor: A personal favorite thanks to him being Brawny (pairs great with Axe and Beastmaster) but also his Shaman alliance. Locking down an enemy with a Frog cast, for 6 seconds, is amazing. His ability, Static Storm, is also fab as a silence and gradual damage dealer.

Doom: Benefitting from the fact he's a Demon (gaining pure damage), he's also a Warrior. What makes him particularly potent, however, is the fact his ability (also called Doom) provides a powerful silence that stops spellcasting, items and deals damage over time.

Dragon Knight: Brilliant after recent changes, and Dragon is super easy to cap out with Puck or Viper. Scary with a full stack of Knights and Trolls behind him. 

Engima: He can be burst down quickly late game, but his ability - Midnight Pulse - if he gets it off, offers massive damage. It takes maximum health from enemies, so can destroy tanky compositions.

Gyrocopter: A late game, expensive heavy hitter, Gyrocopter is desirable because of his AOE ability in Call Down, but also because Deadeye and Inventor alliances - with a single Sniper - ensures low health units are focused, and they both gain HOT. 
Lich: Purely here because of Chain Frost, it's a ridiculously strong ability that slows and deals damage to multiple enemies, for a huge amount. Left to his own devices, Chain Frost will ravage most teams quickly. 

Lone Druid: My go-to unit, Lone Druid is a ranged attacker that's capable of massive damage if you pursue his Savage alliances. He's also easy to get to level 3 upgrade, if you take two Druid alliances. Lastly, Spirit Bear is super annoying, and focuses the attacks of enemies (while letting him freely attack). 

Necrophos: Heartless and Warlock are a good combo of alliances, as both only need two for bonuses. Paired with Alchemist and Lich, he can do super well when protected by a strong front-line. 
Pudge: His Hook is brilliant for pulling a caster into the front-line (often gaurenteeing a kill), while his Warrior/Heartless alliances gaurentee good early-game potency. 
Queen of Pain: Two brilliant alliances in one, Queen of Pain gains true damage from her Demon form, but as an Assassin, she's also great early game for picking off squishy compositions. Scream of Pain is also great for softening up multiple foes, from 3 cells away. This makes her potent, even if she's being body-blocked. 

Sand King: I like Sand King, but he's only in B Tier because Burrowstrike lacks the pure damage of Bounty Hunter's Shuriken Toss, or the utility of Templar Assassin's damage and mitigation. 

Slark: My favorite Assassin, who's brilliant early to mid game, Slark's Scaled alliance pairs amazing with Tidehunter and Medusa, ensuring he and his team can quickly mitigate 30% magic damage. His attack speed is also ridiculous with Tier 4 items. 
Sniper: While he can be deleted by an Assassin heavy composition, Sniper, if left unchecked, can regularly one-shot units thanks to Assassinate. 
Slardar: A good early Warrior who pairs well with Slark, let down by the fact Corrosive Haze is single target only. 
Techies: A Tier 5 unit that's expensive, but valued if they're left unfocused to gain mana. Remote Mines can clear the board, and with their low cooldown and if itemised, can be terrifying. 

Terrorblade: Amazing if you can level him, and he's often easy to upgrade as he isn't a popular pick. The only snag is the need to pair him with Anti-mage (more often than not).

Templar Assassin: Highly valued due to the strength of Elusive, Refraction allows her to not only build on this and mitigate further damage, but also deal it. Amazing when upgraded. 
Tiny: The most popular Warrior and not entirely surprising. Cheap, easy to upgrade, and his ability - Toss - sees him gain a quick and valuable stun. He's valuable all game, right through to the finish.

Treant Protector: Elusive alliance makes Treant Protector valuable, while Leech Seed is never a bad thing (a DOT and HOT to enemies/allies). Pairs brilliantly with Lone Druid.

Troll Warlord: My favorite Warrior, he's ranged and also has Troll alliance. Once he winds up, his attack speed is terrifying. If you combine this with items, and one other Troll, such as Witch Doctor, there's no stopping him. 
Windranger: Powershot is fantastic, on a relatively low cooldown with the ability to cleave. Not as good as some mages, but still very strong if protected.

Venomancer: Not particularly great alliance pairings (Savage/Warlock) and Plague Wards are super easy to kill. They get absolutely destroyed mid to late game. 

B Tier

Anti-mage: A niche pick designed to counter Demon drafts or mana heavy compositions. 
Axe: A cheap, and functional unit that has value in Taunt. Unfortunately, his value late-game plummets when fighting Knights.

Beastmaster: An early unit that can do OK. Wild Axes offers good cleave and a low cooldown, but he brings little else.

Bounty Hunter: An early game unit that's strong, with a powerful ability, but his Scrappy Alliance is poor, and Knights nuture his burst potential.

Bloodseeker: Like Batrider, he's fine for a few early rounds, but his Passive leaves him vulnerable that he can die ridiculously fast, even when upgraded. The fact he runs through units - rather than teleports or leaps - also sees him have some odd pathing. Unless he gets an early kill, he's feast or famine. Great for getting that Assassin bonus early. 

Crystal Maiden: A sleeper unit that I suspect will grow in prominence, her mana gain for her team is outrageous, but her damage is truly terrible. 

Juggernaut: A safe early pick that falls off quickly, due largely to the fact that Blade Fury doesn't have amazing damage. Solid early game, mind. 
Lina: Her ability is powerful, and can lop off lots of health, but it's only single target, takes a long time to charge, and her basic damage isn't great.
Luna: Her Elusive and Knight alliance is fab, but her primary ability - Moon Glaives - isn't amazing, not when other units have powerful ones. 

Lycan: Solid end-game, with a good ability and a mix of Alliances. Great with just one other Savage, and acting as a front-line. Can get melted by Mages however, especially if you've reached unit cap.

Mirana: Useful in the sense that she can leap around the board, Mirana is weakened by the fact she's a Hunter - it's not easy to stack 3, and when you do, you've a super squishy composition. 
Morphling: Brilliant early game but he falls off quickly. Waveform is brilliant if he can gain enough mana to cast it, but its damage isn't particularly high and neither is the number of cells it affects.

Omni Knight: I like Omni Knight a lot, and he pairs well with Luna and Chaos Knight. Limited against true melee units, as he can get destroyed super quickly by Assassins after his nerfs.

Phantom Assassin: Elusive is OK, and her Assassin alliance lets her harrass the back-line easy early game. However, Coup De Grace being a passive puts her behind most of her peers. 
Puck: Good if you've got Dragon Knight, and are pursuing a Mage heavy composition. However, super squishy, and Illusionary Orb has low damage, reflecting its low cooldown. 

Razor: Another solid Mage, Razor has OK AOE potential in Plasma Field if he's protected. His Primordial Alliance lets him down massively. 

Timbersaw: Similarly to Tiny, Timbersaw is popular and it's not surprising why. He's cheap, his Inventor alliance gives him a strong early game if you trigger it, and Whirling Death can be charged quickly. Drops off massively, and quickly. 

Tinker: Like many Scrappy/Inventor alliance units, he's just a safe cheap pick that isn't incredible, but not particularly bad either. Let down further by the fact Salvo is random. 
Tusk: Walrus Punch is good, and easy to gain mana for quickly. However, it doesn't deal damage and only provides a slow. A cheap unit to upgrade quickly. 
Viper: Dragon alliance instantly makes him niche, while Viper Strike isn't incredible. By the time he has charged it, and it being a DOT, it's often too late. 
Warlock: The AOE damage and healing potency of Shadow Word is fine, but it has a high cooldown and without it, he's pretty useless. There are far better ranged alternatives, who can instantly delete opposing units. 
Witch Doctor: Paralyzing Cask is really good, as the AOE stun - when he's upgraded - can slow a team if he has a front-line. His Troll status does make him a little niche, as it means he has to pair with a Troll Warlord to have real value (the other Trolls are poor). 

C Tier

Batrider: Largely good early game, but his value is only retained through his Alliance. His Knight alliance is fab, though his ranged damage isn't amazing, and you won't get other Knight units until mid-game. 
Clockwerk: Battery Assault isn't amazing as it attacks random units, while Scrappy alliance is also a random bonus to allies. Inventor however is cheap to obtain, and he's a low Tier (cost) unit. 
Enchantress: It can often take too long for Nature's Attendants to even activate (or have the mana for it), while her Savage alliance sees her needing to pair with Lone Druid: you won't get him till late game, at which point she has likely been a liability. 
Nature's Prophet: The Treant's are fine for creating a few nuisance adds, but that's about it. Too easy to kill, too little utility. 
Ogre Magi: Blood-bound alliance is limited (it needs 2, and someone to die), while Bloodlust rarely seems to cast on himself. Fine early game, but move him on quickly. 

Shadow Shaman: Just a super niche unit, that needs not only another Troll to have value, but also another Shaman (you won't get Disruptor for a while). Hex is fine, and can work in some circumstances, but he's too easy to kill and deals too little damage. 

D Tier

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Last Updated: Aug 10, 2019

About The Author

Lewis is currently playing The Division 2, Dota Underlords and Destiny 2, having covered a variety of genres for many years.