This page will always show the latest DOTA Underlords Alliances Tier List for competitive play, and is designed to rank Alliances 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 Alliance composition, this list is designed to present you with the strongest to weakest. You can view our Underlords Unit Tier List here.

Updated: 5 September 2019

Tier List Descriptions

Tier S+ - Greatly Overpowered. These Alliances are undeniably too strong and can be placed in any composition and succeed.

Tier S - Overpowered. Alliances which are often first pick material and are considered top tier. 

Tier A - Balanced. These Alliances should see few if any changes and are considered balanced.  

Tier B - Slightly Underpowered. These Alliances require a niche composition, or a highly skilled player to maximize their potential. 

Tier C - Underpowered. Considered weak, team compositions generally need to be built around Alliances in this pool. 

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


Tier List Movement ⬆⬇

⬆ Moved Primordial to S+ Tier. Massively overbuffed, it effectively makes Hunters useless. For now, we're keeping Hunters where they are, purely because of the fact that Valve are already due to nerf Primordial. 

⬆ Moved Scrapp to C Tier. Way better after the buff, especially considering 

S+ Tier

No Alliances are currently considered S+ Tier

S Tier

A Tier

B Tier

C Tier

     

D Tier 


S+ Tier
 
S Tier
Knight: Undoubtedly one of the strongest Alliances, Knight allows you to mitigate physical and magic damage. Owning just two grants 25% reduction, and owning 4 a 35% reduction. Considering the strength of Chaos Knight, Abaddon and Luna, it's super easy to obtain the base bonus. 

Mage: Despite my love of Crystal Maiden's passive, and their liklihood of further nerfs, they're strong. Lich is amazing, and most - if protected - deal eye watering damage. Hurt at the moment due to anti-magic items, and Knights. 

Troll: Not every Troll unit is amazing, but some - such as Batrider - when combined with Knights and Warlock Alliances - are amazing. Right now, top-tier due to that setup.

A Tier

Brawny: With only 4 units in the Brawny Alliance pool, it's not always easy to reach the cap on its bonuses. However, it's fairly easy to pickup Axe and Juggernaut early game. Brawny would be higher, if it weren't for the fact both these units fall off late game. You either stick with them for maximum health return, based on their bonuses, or dump them mid-game.

Human: The ability to silence enemies on attacking is significant, and while the starting bonus % might be low (20% chance) it's easy to reach the % chance by grabbing 4. Kunkka, Keeper of the Light, Lycan and Lina are all solid drafts, while we suspect Crystal Maiden will continue to rise in popularity. 

Hunter: A mixed Alliance with some excellent units, Hunter is only let down by the fact you need 3 units for the first bonus. That said, if you can hold them up in the corner surrounded by Warriors, they're terrifying late game. 

Scaled: Easily capped and obtained, Scaled offers high mitigation against Magic. If you also consider Tide Hunter, Medusa and Slark are part of this pool, it's not surprising to see it as a popular Alliance. Great bonuses, great units.

Scrappy: Untouched from recent updates, the boost to Scrappy is significant and provides them with significant staying power. Most of the Scrappy units are solid, and Alchemist is still a headache for most compositions to deal with.

Warlock: After their rework and with the right items, Warlock's are ridiculously strong. They've been nerfed a little, but 4 Warlocks are capable of surviving long periods, and sustaining their team; they are a headache to shut down if protected.

Warrior: Kunkka, Tiny and Doom are all brilliant, but until you have these 3, the Warrior pool can really struggle versus ranged compositions. That said, they'll carry you all the way to end-game without any issues. 

B Tier

Assassin: For their ability to snowball early, and the fact you only need 3 for the first valuable bonus, Assassin is undoubtedly strong. While the composition falls flat mid game, it will carry there with ease. Add this to powerful units such as Templar Assassin and Bounty Hunter, and you'll find early encounters particularly easy.

Deadeye: There's no mistaking that Sniper and Gyrocopter are solid units, but with both needed for the Deadeye bonus, you won't be getting it any time in a hurry. It's a shame, because having them focus low health units is valuable in the right situation. 

Demon: Demon's are strong in Underlords, with units such as Doom, Queen of Pain and Chaos Knight topping tier lists. The fact you gain a +50% true damage bonus, and if they're upgraded, can see them deal good damage.

Druid: While neither Enchantress or Nature's Prophet are considered powerful units, Druid as an Alliance is decent early game. Allowing you to quickly snowball with upgraded units, having multiple 2 and 3 star very early on, isn't outside the realms of possibility. Druid units also act as a sponge for Assassin based compositions. Falls off late game because they offer so little. 

Elusive: Providing Elusive units with 20% Evasion, it's a good amount of mitigation. For units such as Luna, Mirana and Windranger, it ensures they can survive for far longer periods, while still dealing damage. The only downside is the fact much of this potency is mitigated by Knights/Warlocks, leaving them weaker than they should be. Not only that, but most Elusive units are pretty meh. 

Heartless: It's easy to obtain the Heartless bonus (-5 armor) by having just two units, with Pudge and Drow Ranger the most common. Reaching the second tier, however, is a challenge without Fall From Grace. Lich and Necrophos tend to be mid-late game units, which aren't common to grab. That said, it's a valuable Alliance with the right setup.

C Tier

Demon Hunter: Terror Blade is great, but Anti-Mage is garbage, and drafting for this Alliance, just in case your enemy has a Demon, is - as far as I'm concerned - a huge waste. 

Dragon: Dragon Knight, Puck and Viper are weak units, but after their recent buffs, Dragon Alliance is OK, but still niche. Works reasonably well with Knights, but pushed out by Trolls.

Inventor: The HP regeneration is OK early game, and needing only two will see you reach the bonus quickly. That said, its value is incredibly small mid game, and you'll quickly find that it's fairly useless. Complimentary to Scrappy more than anything else. 

Savage: While Savage units aren't incredible (with the exception of Lycan and Lone Druid), having just two of them grants allies % attack and bleed damage. Two is an easy reach early game, and can make a significant difference during those first encounters if paired with Druid. Besides that, it's pretty dump.

Shaman: Turning opponents into a Chicken for 4 hops is solid, but you need to draft Arc Warden and Engima for it (Shadow Shaman isn't amazing late game). It'll make your composition fairly niche, and there's a heavy dose of RNG here.

D Tier

Blood Bound: Ogre-magi is weak, Warlock not much better, and the Alliance bonus requires your unit to die, in order to gain the buff. Considering Blood Bound only affects these two units, makes it incredibly limited.

Primordial: Buffed, nerfed and nerfed again, its bonuses are garbage and the units not much better. Avoid.


To read the latest guides, news, and features you can visit our Dota Underlords Game Page.

Last Updated: Sep 09, 2019

About The Author

Lewis is a long standing journalist, who freelances to a variety of outlets.

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