Godforge offers a lot of fresh takes on our beloved genre and below we have all current heroes in the game ranked and with some background info for you so you can see what heroes really stand out and which ones do rather have niche uses – the most important part is that even lower rarity heroes are useful and pretty much all character serve a use-case compared to other games where a big part of the roaster is just useless.
We’re already having such a blast with the game in the current state and love the mechanics so far
The Best Heroes In Godforge
Below we have all current heroes ranked with a short description why they are ranked the way they are.
The Open Beta is here (May 19th) and although the game will have a FULL WIPE after this, we are finally able to play with almost 200 heroes and gather first real insight into the game. We are still updating rankings on heroes as the beta starts so please mind the oens without ranking are not bad, they are simply not finally ranked.
⚠️⚠️⚠️ The current Open Beta starting in May 19th, 2026 only runs for 2 weeks and is more of a technical foundation test for the developers. Please mind that all progress gets wiped! The Early Access is set to be Q4/2026 and that is the version that will have in-app purchases and carry over the progress into the Global Release version!
Here is the current list:
Legendary - can lock down an entire team.
Legendary - can equialize health and has immortality buffs.
Legendary - you need revive and healing and she is pretty much the top pick here, espcially for dungeons.
Legendary - one of the most sturdy defender in Godforge to keep your team alive.
Legendary - multiplies damage and grants extra turns.
Legendary - cooldown reduction and Divinity manipulator.
Legendary - great defender with a lot of team protection and Petrify as well.
Epic - shielding, healing and reviving defender doesn't just sound like a dream, he is doing really well.
Tier SLegendary - revives himself and has a lot of control.
Legendary - amazing healer, revivals as well.
Legendary - useful to execute low-HP enemies (this is so much more helpful than it sounds like honestly) and durable himself and scales quite well.
Legendary - incredible utility and one of the best heroes in Godforge.
Legendary - gives your team a lot of survivability and protection.
Epic - his cost reduction for Divinity bar and damage reflection is so dangerous when used right and so hard to deal with that I can only rank him high.
Legendary - a lot of buffing, healing and can also revive.
Legendary - One of the top-tier heroes for divinity management, allowing for high-frequency ultimate chain attacks.
Legendary - Provides significant tempo control by reducing enemy turn meters and initiative.
Legendary - has interection and also overall a great defender to keep your team alive.
Legendary - a lot of damage reduction and team defense with the debuff transfer as well.
Legendary - good defender with high utility due to his taunts.
Tier SEpic - very strong support uncluding revives and team buffing.
Legendary - so much damage all the time, really strong.
Epic - taunt and all is good but most importantly can place immortal in your whole team at the start of each wave to dealw ith burst and heal your team up and that is really good.
Epic - good damage and each hit increases the targets Divinity Cost and snowballs with more Divinity generation + steals target shields. Easily one of my favorite epics.
Epic - does a lot of bleed and extra damage against debuffed enemies but also need the right target (bosses or sturdy enemies that will actually tick the bleed) and team synergy.
Legendary - A powerful team utility unit capable of reviving allies, providing block debuffs, and reflecting damage with Radiance.
Legendary - sleeper that feeds off enemy debufss so is not as plug-and play as other heroes.
Epic - strong healer who excels at equalizing team HP and boosting turn meters.
Tier A+Legendary - great attack buffer but if you have issues with survviability he might get you into trouble and turn your team into a glass cannon.
Legendary - can lock out enemies of buffs and steal their turn meter.
Epic - amazing support healer and can revive. Really useful and powerful.
Epic - disrupts and reduces enemy turn meter.
Tier A+Legendary - absolutely snowballs in a bleed-heavy team.
Legendary - can snowball heavily witht he right bleed synergy and the extra turns proccing well.
Legendary - passive healing and attack boost for the team. Almost always useful but sometimes not enough.
Epic - a lot of DPS output.
Rare - his draining make him really sustainable and one of the best rare characters in the game.
Rare - shield, speed buffs and joint attack make her an incredibly strong and versatile rare hero in Godforge.
Epic - really nice buffs, damage and joint attacks.
Epic - the turn meter transfer is wild and also overall quite a nasty fella to deal with.
Tier A+Epic - can turn battles around with HP equalizing and has heavy debuffs + steals target Divinity as well.
Legendary great to clear waves.
Legendary - Charm + more nasty debuffs in his kit.
Legendary - increases buff duration and has also much support buffs in his kit.
Legendary - creat disruptor in all means.
Legendary - cool vanish mechanics and hex debuffs make her really dangerous.
Epic - Divinity deacrease on the target make her quite unique.
Epic - really powerful in terms of damage output and the Phoenix self-revive is more than useful at times.
Epic - defender with barrier and taunt that really works well.
Legendary - high-potential brawler whose joint attack and turn-meter resets after kills make him a massive threat in extended combat.
Legendary - A master disruptor capable of using confuse and charm to force enemies to attack themselves.
Legendary - she can make joint team attacks which maximizes team damage output.
Legendary - great with Blaze archetype teams.
Legendary - can help allies charge ult and snowballs through kills so can sometimes be lackluster until he gets going right.
Rare - cleansing, debuff block, healing and passive revival makes her absolutely one to have on your list.
Legendary - good team protection and damage reduction.
Legendary - has some defense down and can banish enemies but that is rather powerful niche use.
Epic - works with Blaze, Acid and Afterburn teams so build her will go a long way as you can fit her in multiple teams.
Epic - great boss-slayer and that is pretty much what you want him for.
Tier ARare - not primarily great as defender just because of hte low rarity, but with the disable-cleanse and interception he can be super useful.
Legendary - Excels at transferring debuffs and protecting allies.
Epic - can interecept incoming disables and cleanse them.
Epic - alright defender and has taunt.
Epic - stealing HP and Hex make him more interesting that just a meatball.
Epic - his drain and taunt are amazing but can sometimes be a tad glasscannon for that so be careful when you use it.
Legendary - reduce enemy healing and shielding and more powerful towards PvP as it looks like.
Legendary - An internal slayer who revives dead enemies as shades to use their basic abilities.
Legendary - has a lot in his kit but I sometimes miss a bit more damage.
Epic - a lot of buff stealing, cc and debuffing. Really nasty to deal with her.
Epic - defender that can sustain, has quite nice damage output and provides shields through damage.
Rare - good damage output and shines against bosses and his switch between speed and devinity makes him quite versatile.
Epic - can redirect damage but requires more complex team building to really be effective.
Epic - Capable of inflicting defense down, which makes him highly effective for enabling team damage.
Rare Hero - A solid defender with a stun on her basic and highly effective for her role honestly.
Epic - turn incoming damage into barrier but struggles with high burst.
Tier AEpic - a lot of damage output with some extra debuffing chances.
Legendary - enabler for joint attacks and cleansing debuffs.
Epic - defends well but nothng out of the ordinary at this point.
Epic - strong cc effects.
Epic - Strong in campaign and PvP for his taunt mechanics, but limited in dungeons due to boss immunity to disables.
Rare - team buffer with revive and also discounts future ultimates which really us unqiue.
Epic - good healing, cleansing and revive.
Epic - great damage dealer with a lot of bleed.
Epic - the Charm is always good but also the other debuffs are quite impactful.
Legendary - super effective PvP hero with locking down enemies and AoE debuffs.
Rare - supercharges Blaze team but also needs a team that actually does give targets many debuffs so he can scale.
Rare - can lock down enemies with the despair debuff which is alright and useful.
Epic - only really shines in Blaze archetype teams.
Tier B+Rare - good against bosses with the way it extends debuffs and steals effects.
Epic - classic defender. Not that this is bad, just not standing out much.
Legendary - when you need the precision buff shines but rather niche than universally good.
Rare - charm and turn meter manipulation make her more than interesting.
Rare - great enemy Divinity disruption.
Epic - shines in a Bleed team.
Epic - can be good with the ccontrol as well but needs quite some investment.
Epic - I love the vanish and Acid kit but honestly he needs a lot of synergy around to work.
Common - can debuff enemy speed which can be useful at times but I am honestly concerned that when he will be interesting, espcially in PvP later on, his low rarity will be in his way.
Tier B+Rare - alright early-game healer.
Rare - hits like a truck for a rare hero honestly.
Rare - with max Awakening powerful honestly but can be lackluster in terms of getting his kit on the road early on which is a little sad.
Epic - nice buff management.
Rare - more than solid damage dealer with some utility.
Rare - good synergy in bleed teamms.
Legendary - needs a lot of debuff management to make her DoT kit work.
Rare - charm and turn meter reduction make her pretty interesting.
Rare - transfering debuffs and Divinity manipulation make her really interesting, although without debuff heavy enemies she is not that effective.
Rare - solid damage but stands out as she can remove target shields.
Rare - needs to synergize through acid damage and vulnerbilities to sustain your team.
Rare - his lockdowns are quite useful but requires fine-tuning when building your team so it might just not work out well most of the times.
Rare - crit strikes can deal extra damage based on target max HP which makes him despite the low rarity super interesting also for the future.
Tier B+Rare - has bleed and despair and shines very much early game more than later.
Epic - needs Hunahpu who is not great to synergize, not a fan.
Epic - has some nice buffs in the kit but nothing too extraordinary.
Epic - lots of buffing but can also be rng.
Legendary - focused on speed reduction and freezing enemies but honestly kind-of-is missing a little bit of extra as a legendary.
Rare - in Blaze teams he can actually fit in well and work well with his Petrify.
Common - super rng damage dealer that depends heavily on the extra turn chance.
Rare - more towards when you need that Faith and Speed up and with the right team. More useful for PvP I suppose.
Rare - good AoE but that is about it.
Rare - can lock down enemies but hoenstly there are better options. Solid but nothing outstanding.
Epic - with full awakening and in certain dungeon good, otherwise really is looking for a role to shine.
Epic - honestly doesn't feel powerful enough for an epic brawler.
Rare - only really useful for the turn meter buff.
Rare - solid healer but the self-sacrificing can get yourself in trouble here more than a bit. Still a decent choice to fill your team early in Godforge.
Rare - has some decent AoE damage and bleed but honestly only works well enough in early game.
Tier BRare - has some utility but overall shines more early-game in Godforge than later.
Common - tank with shield and team protection. Cool and all but also pretty basic.
Uncommon has some interesting max HP and heal reduction in the kit but still I don't see it anywhere else than pure niche role.
Rare - solid defender with mini heal.
Common - healing and divinity boosting is good, espcially early-game. But realistically as a common hero no endgame hero.
Rare - regular defender with shielding.
Tier BRare - solid support and healer.
Rare Hero - picture a last-man-standing that gains more and more AoE damage for cheese sitatuations where he after having lost all team wipes out the enemy. Honestly a super niche hero but there are cases where he will get you through a stage.
Uncommon - nice for the join-in attacks from allies but no long-term viability.
Rare Hero - Decent for turn meter manipulation and block debuff, but the ultimate feels restrictive/poorly executed.
Tier C+Rare - has Vanis and buffs, but healing could be more.
Common - pretty basic support with some Divinity Management and sleep removal but nothing out of the ordinary.
Uncommon - not good not bad, just sometimes useful.
Uncommon - can be useful early game for the block revive but realistically you will probably fodder him quite early enough.
Rare - alright damage and can reduce enemy speed but that is not really needed when rare heroes are your daily driers honestly.
Uncommon - has some nice early-gae debuffing but realistically not that crazy powerful.
Uncommon - Offers acid application and a niche 25% sleep chance which can be helpful for early game campaign requirements.
Rare - okay buffs but that is about it.
Uncommon - gains extra turns through critical hit so with the right build can potentially snowball pretty wild - but as uncommon realistically not really useful.
Tier C+Uncommon - drain and despair is hard to counter so has some usage a little longer than the very early game.
Common - only useful early game.
Rare - not really good and her vanish makes her barely survive.
Common - can chain extra truun but hoenstly you will not use him after the early game.
Common - not even among his peers a good healer.
Uncommon - self-defense buffs and healings can be nice early on before you really can build team synergies but not too much overall impactful or viable.
Uncommon - with the wards nd taunts a good early-game tank.
Uncommon - A powerful slayer who gains divinity upon defeating targets, making her the standout among common heroes.
Uncommon - Primarily functions as a basic defender, but is largely outclassed by rare-tier invokers and defenders.
Common - filler for a bleed team and packs on Day 1 but hoenstly will be food.
Uncommon - food.
Common - food.
Common - food.
Uncommon - food.
Common - honestly only a fodder.
Tier DUncommon.
Common - His basic stun provides minor utility for early campaign three-star challenges, but he is otherwise low-impact.
Legendary.
Epic.
Conclusion
If you have any feedback to our Godforge list or think there are things we should improve, please let us know in the comments below and we’re happy to get back at you.
You are missing a bunch of champs