Tier List

March of Giants Tier List

Par Équipe éditoriale du Wiki de March of Giants · Publié · Dernière mise à jour · 7 min

March of Giants tier list for the Pioneer Playtest: why Goliath and Victoria sit at S+, which archetypes counter them, and how the rankings are weighted.

There is no official March of Giants tier list. Ubisoft has not published win rates or balance data, so every ranking you see is community-derived. On the evidence available, two names are called out repeatedly as outliers: Goliath as a soldier-scaling lane bully, and Victoria as a tanky stun-lock teamfighter. Everything below is built from community reports and should be treated as provisional while the playtest build keeps changing.

Why there is no official ranking

Balance data is not public. The tier list that circulates most widely states plainly that no official balance data or win rates have been published, which means any ranking is an interpretation of gameplay rather than a measurement.

That matters because the playtest is still moving. Ubisoft's own vision post describes itemisation being expanded and systems around Soldiers and Battleworks being reworked, so a placement that is accurate on day one of the playtest may be wrong by the end of it.

Third-party rankings also come with conflicts of interest. One prominent fan tier list comes from a competing fan wiki, and its own reliability is unverified. Treat it as a signal about what players are discussing, not as a verdict, and mark specific placements as 待确认.

How a defensible ranking is weighted

The most transparent community methodology weights five criteria, and it is worth knowing them because they explain why the top picks are the top picks. Lane pressure carries the most weight at 35 percent, because losing a lane in a four-player team snowballs into lost outposts and free enemy rotations.

Wave clear is next at 25 percent, since Soldier waves decide most fights and clear speed decides who owns a lane. Teamfight impact is 20 percent, covering stuns, area damage and sustain, while scaling is 15 percent and ease of execution is the final 5 percent.

The last two weights are deliberately small for a reason. A simple kit that always works beats a complex kit that rarely does, and a character that only comes online after three items is a liability in a mode where games can be decided before that point.

The S+ picks and why they are named

Goliath sits at the top because his identity is army scaling. The more his Soldiers attack, the more Soldiers he can command, which turns a won trade into a push that opponents cannot answer. Community footage shows the same pattern repeatedly: teams that cannot instantly clear a wave watch their health evaporate.

The counterplay is narrow. If you cannot erase Soldiers in one or two abilities, your realistic options are to swap lanes with a teammate who can, or to farm safely and accept a deficit. That narrowness is exactly why the pick is rated so highly.

Victoria is the second named outlier because she combines three things that normally do not coexist: tankiness, near-permanent stun pressure, and enough damage to top her team's charts. She also clears waves quickly, which means she counters the same soldier-scaling strategy Goliath relies on.

The rest of the pack by archetype

Below the two outliers, most rankings group characters by archetype rather than naming individuals, which is honest given how little data exists. Wave-clear specialists sit immediately below S+, because deleting a Soldier wave in one ability neutralises the Goliath win condition.

Ranged poke characters are rated as strong in range-versus-range lanes but vulnerable to a large Soldier push, since they have no answer to hundreds of bodies walking at them. Melee bruisers are placed lower because ranged pressure bullies them during laning, and utility or setup characters are rated lowest in solo play while being valuable in coordinated teams.

Community discussion around the ranking adds an important caveat: tier strength shifts with the lobby. When opponents punish mistakes, only the strongest lane bullies stay reliable; when nobody punishes, almost anything can reach full items and feel overpowered.

The skill-gap effect

The most useful insight in the community data is that March of Giants punishes passive laning harder than a standard MOBA. Because Soldiers provide damage, vision and sustain, a player who manages them well can win a lane without winning a single duel.

That is why melee characters look weak in some reports and fine in others. In the "Overall Impressions" discussion, one player argued melee Giants get smashed by anyone who understands range, while another pointed out that melee characters get health regeneration and shields from their recommended paths while ranged characters do not.

The same thread produced the bluntest line of the playtest: "None of this applies to Goliath. He is insanely overpowered." Whether that survives a balance patch is 待确认, but it is the clearest statement of the current consensus.

How to use a tier list properly

Use a tier list to decide what to practice first, not what to play exclusively. If you are new, pick one S or S+ character, learn their wave management, and ignore rankings until you can hold a lane without help.

If you are facing a top-tier lane bully, the fastest answer is usually structural rather than mechanical: deny their wave, force them to fight away from their Soldiers, and rotate to an objective instead of trading in a losing lane. Match-up knowledge beats tier position at every level below the very top.

Finally, check any ranking against the live build. If the game received a balance patch during the playtest, treat every placement as 待确认 until players have re-tested the specific match-up.

Where to go next

For full character details, read the characters overview and the Giants roster. For the systems behind the rankings, see March of Giants gameplay, and for build paths see the builds guide.

Objectives, not duels, decide most games

A tier list built only on fighting misses how matches are actually won. A team wins by destroying two of the opponent's three Bastions, and the map offers several ways to do that which have nothing to do with winning duels.

The siege dozer is the early answer. It spawns in the top or bottom lane, has to be captured and repaired by soldiers, and then does heavy damage to Outposts, trenches and nearby structures. A Giant that can hold a lane long enough to escort it is worth more than one that only wins trades.

The Colossus and the Abomination are the late answers. The Colossus grants a temporary buff for the last hit, described as faster revives, extra movement speed and a larger soldier rally cap, plus a core that permanently increases Kinetic and Alchemic damage. The Abomination drops the Sovereign Gun, which shells Bastions from range.

That is why rankings weight lane pressure and wave clear so heavily. Giants that can contest objectives without help outrank Giants that need a team to set them up, and the community numbers behind those specific buffs should be treated as 待确认.

Sources

  • March of Giants Tier List: Best Giants Ranked for Every Lane (third-party fan wiki): https://marchofgiantsgame.wiki/tier-list/march-of-giants-tier-list/
  • Reddit r/MarchOfGiants, Overall Impressions: https://www.reddit.com/r/MarchOfGiants/comments/1ncb4mk/overall_impressions/
  • Reddit r/RealTimeStrategy, Official Gameplay Trailer discussion: https://www.reddit.com/r/RealTimeStrategy/comments/1wwu1if/march_of_giants_official_gameplay_trailer_new/

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