An Endless tier list should answer which job a tower performs on the final board, not which unit has the loudest showcase. Current community strategy repeatedly discusses endgame anchors such as Yorick, ITrapped and Dusekkar, with Helper Bot, Cola and other support choices shaping damage uptime. Chance, Noli, Mage and accessible openers can still be valuable, but their tier depends on role, owned tier, Tower Path, map and the current patch.
Provisional Endless role tiers
These are test priorities, not immutable S/A/B grades. Public sources do not provide a complete official DPS model, and community screenshots often omit tier, path, modifier and support context.
How to rank a tower fairly
Record placement cost, total cost to the compared breakpoint, damage behavior, range, target cap, detection, placement limit and support received. Compare towers on the same map, modifier, party size and elapsed time. For a damage slot, note the first wave where it stops controlling its assigned lane. For support, measure how many developed carries actually sit inside the radius and whether the buff changes the failure wave.
Economy and openers should be ranked by what they enable, not end-screen damage. A cheap opener can be Endless-worthy if it safely funds a much earlier carry, even when it is sold later. A farm can be poor despite high total income if its payback arrives after the run has already become unstable.
Build the final board from roles
Use at least one scaling damage core, a second damage profile for the threat the first core handles poorly, real support/control, and an economy plan. Reserve positions before filling the map with bridge units. On maps with several entrances, early coverage may require a temporary second opener; plan the sell order so the final board does not run out of legal tiles.
Do not stack two supports that provide the same practical effect unless the live mechanics confirm they stack. Do not count a tower’s self-buff as team support. Check current target properties and ensure at least two important placements can answer them.
When to move a tower up or down
Move it up when a same-condition test shows a later failure wave, lower total cost for the same breakpoint, or meaningful role compression. Move it down when its best showcase requires an unavailable Tower Path, perfect limited support, a retired event bonus or placement geometry your chosen map cannot supply.
The Endless loadout guide turns these bands into six slots. Use the DPS, Support and Farm lists to compare within a single job before changing the team.
Patch checklist
- Confirm tower tier and Tower Path.
- Recheck costs, range, target cap and detection in the live card.
- Record map, modifier, party size and support.
- Separate opening value from final-board value.
- Repeat the test; one lucky control chain is not a tier.
Questions a tier label must answer
Is the tower ranked for opening or the final board? State this explicitly. A bridge can be excellent because it funds the core and still deserve to be sold later. A costly final carry can be top tier without being a legal first placement.
Which version is being ranked? Record tier, Tower Path, patch date and required support. If the useful version is not owned or currently obtainable, it should not be presented as an immediate recommendation for that player.
Promote a result responsibly
Use two comparable runs and save the first failure in each. A genuine upgrade either reaches a later repeatable wave, achieves the same breakpoint for less total cost, compresses a needed role or improves placement flexibility. High end-screen damage alone is not enough if another slot carried the opening or support package.
When sharing the list, keep “current community candidate” separate from “official fact.” Link acquisition status and warn when a Limited unit is unavailable. This keeps the tier list useful to players with different collections instead of turning it into an inventory showcase.