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Hero Siege Season 8 Tier List — Best Classes for Leveling

Arcellana
Last updated: September 13, 2025 9:28 am
Arcellana
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Season 8 of Hero Siege is here, and with it comes a huge wave of class tuning, item reworks, and balance shifts that shake up the entire leveling and endgame meta. Whether you’re looking to blast from 1–100, farm Hell 5, or just find a smooth new main, this tier list breaks down the best classes and specs across all stages of the game.

Contents
  • Hero Siege Season 8 Tier List — Best Classes for Leveling
  • 1–40 Leveling (quick rankings)
  • 40–100 (augments online)
  • Hell Progression (H1 → Hellfire)
  • Fast takeaways

This guide is based on Graxy’s in-depth Season 8 tier list video, with rankings pulled directly from his commentary and organized for quick reading. Every class is judged on how well it performs in:

  • Early leveling (Lv 1–40)
  • Midgame augments (Lv 40–100)
  • Endgame progression (Hell 1 through Hellfire)

We’ve also included notes on movement speed, clear speed, bossing, and how much gear each build needs to feel good.

Hero Siege Season 8 Tier List — Best Classes for Leveling

1–40 Leveling (quick rankings)

  • S Tier
    • Orb Frost (Mage): Pops at 16/24; teleport, strong res/shatter; cruises campaign.
  • A Tier
    • Amazon (KIC Spearhead / Lightning Fury): MS passive + usable movement; fast attacks → fast clears.
    • Demon Spawn (Blood Surge / Bonestorm): Great clear; no true movement skill but smooth overall.
    • Marksman – Frag Grenade: “Premium” early pick; shrapnel shotguns bosses; Vault mobility.
    • Samurai – Blade Barrier: Vortex‑style clear; run through packs to delete.
    • Stormweaver – Chargebolt: Teleport + solid clear/bossing.
  • B Tier
    • Pirate – Anchor Swing: Damage arrives at 24; slow (no dash/tele).
    • Butcher – Slicing Throw: Knife‑tele mobility; decent bossing after buffs.
    • Lightning Bard: Great clear; single‑target/mana shaky pre‑30.
    • Frost Thunder (Mage): Needs projectile “juice.”
    • Marauder – Bomba / Heavy Ball: Okay clear; movement feels clunky.
    • Shaman – Tornado / Totems: Both viable; Tornado = mana hungry, Totems = hands‑off.
    • White Mage – Soulspur: Superb sustain; comfy leveling.
  • C Tier
    • Demon Slayer – Bullet Hell: Best of its archetype but slow; RMB penalty; little mobility.
    • Shieldancer – Shield Wall: Average.
    • Stormweaver – Lightning Surge: Clear similar to Chargebolt; worse bossing.
  • D Tier
    • Flickerbard: Group zoomer, weak solo bossing.
    • Demon Slayer – Slice of Shadows / Shredder Trap: Slice needs augment; Shredder = boss meme early.
    • Pyromancer – Scorching Aura: Above‑average kill circle; limited radius.
    • Redneck – Chainsaw: Poor for leveling.
  • Unknown / Not rated: Exo (speedrun tech), Coldexo.

40–100 (augments online)

  • S Tier
    • Orb Frost (Mage): Remains top; teleport + throughput.
    • Stormweaver – Chargebolt / Lightning Surge: “Excel” feel; tele + fast clears (bossing a notch lower).
  • A Tier
    • Amazon – Lightning Fury: Storm Dash tele scales with AS; very good clear.
    • Demon Spawn (Blood Surge / Bonestorm): Still “really good” for zones + bosses.
    • Paladin – Lightning (FoH nerfed): Strong with augment; FoH proc change keeps it out of S.
    • Samurai – Blade Barrier: Keeps ripping through content.
    • Viking – Shockwave: S with great weapons; averaged to A for most players.
  • B Tier
    • Amazon – KIC Spearhead: Solid, behind Lightning Fury now.
    • Demon Slayer – all variants: Blink helps; overall middling speed.
    • Frost Thunder (Mage): Good with extra projectiles; below Orb Frost.
    • Marauder – Heavy Ball: A with MS gear; B for average gear.
    • Marksman – Frag Grenade: Starts to fall off.
    • Gunner Drone (Cyclops augment): Good 40–100 farmer.
    • Life‑Stack Necro: A only if you mine Wilder Jewels; otherwise falls.
    • Nomad – Sand Gush: Keeps blasting; cloud augment = fast zoning.
    • Pirate – Anchor Swing: Many projectiles with augment; still slow without MS.
    • Pirate – Parrots: Becomes decent.
    • Plague Doctor – Crematus: Feels good; Randy mount buff helps juicing.
    • Redneck – Pickup Rate: “Blaster,” but nerfed duration hurts early Nightmare.
    • Shaman – Tornado: Solid through 40–100.
  • C Tier
    • Totem Shaman: Rough in Nightmare; acceptable later.
    • Shieldancer: Between B/C depending on movement.
    • Surgical Bloodletting: Average until more power.
    • Pyromancer – Scorching Aura: Still radius‑limited; average.
    • Marksman – Multi‑shot: Needs oversized weapon.
    • Marauder – Chain Trap: From unviable → viable; still mid.
    • Pirate – Cannonball: Needs a “thick” weapon.
  • D Tier
    • Viking – Odin’s Fury / Whirlwind: Augments don’t add enough; need huge weapons.
    • Stormweaver – Bonus Fury: Needs AoE; weak bossing.
    • Poison Nova Necro: Underperforms.
  • Worth testing: Arcane Necro (Teeth/Bone Spear) post‑40 reported strong; try before swapping.

Hell Progression (H1 → Hellfire)

  • No “free S” builds: Nothing trivializes Hell without gear this season.
  • A Tier (few key items): Orb Frost, Anchor Swing, Heavy Ball, Blade Barrier.
  • B Tier (solid foundation): Casters needing FCR/pen/charms; many phys specs jump if you secure Shadow weapons—harder Reaper fight makes that less guaranteed.
  • C Tier (gear hungry): Wants leveled relics, +skills runeword bases, high FCR/crit cap, strong weapons.
  • D Tier (unrealistic or weak): Sanguardian, Fire Exo, Odin’s Fury, Whirlwind, true endgame Gunner Drone, Poison Nova.

Fast takeaways

  • Movement speed/teleports decide tiers in 1–40 and still matter 40–100.
  • Orb Frost is the safest start and stays strong to Hell.
  • Stormweaver (Chargebolt/Lightning Surge) rockets after 40.
  • Paladin FoH strong but proc‑nerfed, so not S.
  • Frag Grenade is your turbo 1–40; plan a swap later.
  • Life‑Stack Necro needs a mining detour (Wilder Jewels) to feel right.
  • Weapon‑check builds (Heavy Ball, Shockwave, Whirlwind) swing with drops.
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