Here's a Titanfall Assault Tierlist for god knows what reason

Titanfall Assault Tier list for Titanium League - 29th September 2017.



Hi, this is my Titanfall Assault Tierlist. It's not in any way definitive and is very subjective. It's based on about 600 or so matches and my current rank is Titanium 3, that means your meta and mileage may vary if you're in a higher or lower league, so bear that in mind. Also there are a lot of cards which don't unlock until later leagues, so many choices here will not necessarily be available to you. Here is a guide to what the tiers mean.



S - Basically its a must-include in a deck if you have it and is exceptionally good at both its stated job and other things. All round excellent.



A - Very good. A powerful choice that you can't go wrong with. Top class in its role and flexible enough to get the job done in almost all matches.



B - Good, if not necessarily exciting units. Usually very good at their stated roles but otherwise not hugely flexible and require some situational play.



C - This does not mean bad by any means, but these are units which either under-perform at their stated role compared to other choices or are so situational as to make them difficult inclusions in most decks. Can absolutely still be used to great effect given the right circumstances.



F - These are things that I feel are just not good at all and not worthy inclusions. They're usually outclassed by another card that does the job they do better, overpriced or so completely out of meta that putting them in your deck would probably result in a lower performing deck than you would otherwise get with another unit.



? - I haven't seen or played against this and can't speak to its effectivenes.



As usual, don't let tier-lists override your judgment and every card in the game can be used in some situations, its just some might be better at that role than others. Alright, here we go.







S Tier



Holo Grenadier - 90% of games in Titanium say this played. It's frankly overtuned. At 2 cost it has a hologram that can tank for the Pilot and a powerful AOE that can also hit air and has an interrupt quality which can stop Gunner fire. It's basically good at everything and an essential inclusion and I fully expect it to get nerfed, probably with a cost increase to 3.



Gunner - Also an extremely popular inclusion for one simple reason. It has by far the highest DPS of any pilot and more DPS than the vast majority of Titans. It can kill a heavy titan, it can kill a base turret, it can kill anything given enough time to rev up. As long as its behind something else that is tanking for it, it will murder anything in the room and isn't even properly countered by swarms such as Grunts or Spectres, since it wins those trades too in most scenarios. Gunner is probably the reason Holo Grenadier is an auto-include, since its a solid, reliable counter due to it interrupting Gunners ramping damage.



Mine - The humble mine is incredibly practical. It will clear most burn-card drops and is an instant kill on some of the weaker pilots. Its long stun and big AOE damage will turn the tide in most fights and can prevent captures if dropped quickly enough.



Shield Grunts - Titanfall Assault is a game about controlling hardpoints and that means something that sits on a point and has the staying power to hold it is a must. Shield Grunts are the toughest burn card unit in the game by far. They don't put out a lot of damage but will sting robotic units. Their shield makes them very tanky and they serve their purpose of stopping points from being captured better than anything else in the game.



A Tier



BT - Its the priciest card in the game and what you get for that price is the best Titan in the game. Its ability to execute doomed Titans makes it very powerful and its core is very strong. It will counter pretty much any other Titan besides maybe a properly levelled Ronin and also murders pilots and burn card units with ease.



Ronin - Ronin kills Titans, dead. This melee Titan is the fastest Titan in the game and will chop up any Titan very quickly. It is made of paper no doubt and will go down fast but its probably taking whatever it decided to fight with it and then some. It's a dick, I hate the damn things.

Core Scorch - A big, heavy AOE Titan that puts out huge amounts of damage in a cone, flattening large groups of infantry in a single shot. It's very tanky, though it can be countered by Arc Ronin, Ronin and Drones, since it can't shoot. Very fast Titans such as Stryders can also be troublesome, but when it comes to making a big strong push to a tower, Core Scorch is probably the best thing you can drop to do it.



Sentry Tech - Some say this is the best Pilot in the game. I'm not entirely convinced by that argument since the actual unit itself does fairly low damage and isnt particularly strong, but it drops a Sentry wherever you deploy it and that itself is worth quite a lot. For 3 supply you're getting a 2 supply Sentry and a unit that can capture hardpoints and that's a great value package. Sentries at lower ranks are probably the best unit in the game but they fall off a bit in terms of damage scaling later and its tough to get a high level sentry out of the Tech due to this cards Legendary status. Regardless though its a great card and will usually result in you winning your opening fight if you place it right.



Sentry - As above really, the Sentry beats most pilots 1 on 1 and only costs 2 to deploy, which makes it great value for trades. The only downside really is that it doesnt capture points.



Jack Cooper - He's not quite as good as his Titan counterpart but he's an annoying, difficult to remove, expensive pilot who wins most 1v1 pilot trades and can be tough to pin down due to his phase ability. The only issue I have is that phase isn't reliable and doesn't necessarily trigger when you want it to.



Sim Ninja - The only pilot you can drop anywhere on the map, this 4 cost unit has a powerful AOE that can kill multiple pilots at once. He's fast and difficult to pin down, with his natural enemy being Drones. He's a pain in the ass and probably the most frustrating unit in the game to play against.



Reserve Ogre - Here's a cheap option. Easily in my opinion the best of the 3 Reserve Titans, Ogre is a lot of HP and staying power for only 2HP. Reserve Titans are ideal for forcing ground units to change targets and for using Titanfall to clear mines and burncard units on the ground. Since it only costs 2, you can trade this for an instant kill on a unit of grunts and break even before you even fire a shot.



Grunt Captain - You know how I said Shield Grunts are incredible? How about a unit that spawned them for free? Grunt Captain does that and if you can get several spawns out of him he's incredible value and slows down the opponents ability to capture your points hugely. His biggest downside is his weapon that is very low DPS against human units, but performs fairly well against robotics.



Rocket Grunts - This'll probably be controversial, since I put their gun-toting cousins in the B tier. The reason I like Rocket Grunts is that they have long stand-off range and very high alpha-strike ability. That means that when used defensively, they can kill an incoming pilot before that pilot can shoot back, or at least inflict massive damage to the point where the pilot can be finished off by something like a drop-pod or Titanfall. I use these along with Shield Grunts as my 2 infantry burncards.



B Tier



Boomer - A very tough unit with a powerful alpha strike, he's none the less got a very slow attack and is really vulnerable to interrupts, stuns and resets. His A-Shield increases his damage while it's up so if he's left alone as a supporting fire unit, your stuff is gonna die really quickly. Is even a solid match for some Titans.



Grunts - Your bread and butter capturing points burn card. Outclassed by Shield Grunts due to its fragility. The unit is one shot by the majority of AOE and every Titanfall, but its useful to have in your deck regardless alongside Shield Grunts or Rocket Grunts if you can get them.



Stim Bruiser - An easily acquirable early unit that can stay going due to its healing ability when it captures a point. It's a pretty tanky unit and does well against small groups.



Sniper - Annoying as hell to deal with. Placed properly on a roof she can hang out all game just contributing to firefights in most areas of the map. Will force your opponent to do things to deal with her and I feel she does well due to a lack of players running Missile in Titanium since she hangs out on rooftops a lot and doesnt easily get caught out by other AOEs.



Atlas - Maybe the most boring Titan in the game but a great Titankiller for a good price. Tanky enough and does heavy damage against Robotics.



Reserve Stryker - Maybe the second most boring Titan in the game, but does well against Pilots for only 2 supply and has plenty of mobility. As usual, use Titanfall to clear out stationary units for extra value.



Spectre Captain - The lesser of the 2 Captain units in my opinion but he has a good weapon with a lot of burst damage, which lets him blast through weaker units quickly. If he can get rolling with a solid group of Spectres, he becomes a very powerful force.



Pyro Bruiser - A very reliable close range tank with strong AOE against humans. This is a "if I'm going down, you're going down with me" hardpoint holding unit and it does that job very well.



Drones - If Spectres become more popular in the meta these units are going to shine. As it stands though, they zip from point to point shooting at things and are one of the best ways to take down Melee Titans and Sim Ninja. I run them in my deck solely for that reason, they're a fast response unit and can provide excellent supporting fire in a Titan vs Titan fight. Their DPS vs human units is very low, though if you can get a swarm of 6 of them going, since they hang out on the battlefield for a long time before shutting down, they can cut down pilots quickly.



Smoke Stryder - For when you absolutely must clear out a heavily defended point, Smoke Stryder is the best way to do it. The electric smoke will kill infantry in a large radius and damages Titans as well. If Titanfall isn't enough, this will make sure the point gets cleared out for your troops.



Core Ogre - The toughest unit in the game by far, it can soak up immense punishment and is something you often end up being forced to deal with because it pushes towards your base and doesn't stop. It's slow as hell and its damage output isnt the best but you can't just ignore it, because it will slowly, inevitably, murder your stuff if you don't deal with it.





C Tier



Core Ion - This is a pretty situational expensive Titan that can do huge damage if its able to lineup its Core laser correctly. Problem is you have no control over that and the opponent does by placing units around it rather than in a line so what would otherwise be a really strong Titan has inconsistent performance and is pricey at that.



Ghost - Annoying as hell but doesn't seem to see much play. Can be used situationally to take out targets like Snipers or Gunners, but can be bumped out of cloak so isnt the god-tier unit you'd think she could be.



Arc Bruiser - Free stuff is good. Free stuff that helps hold points is very good. Arc Mines are... alright. Performs well late game when Titans are on the field, but isnt an ideal early game unit since he performs fairly poorly against the majority of pilots.



Ogre - Its a tank. It's hard to bring down, slow and does decent damage. Not an exciting unit, but hardly a bad one either.



Grenadier - A cheap, cheerful horde clearer. That's what its good at and very little else.

Missile - I feel like this gets overlooked because mine is just that good. It's still a solid card and unlike mine it doesn't have a timer before it becomes active, however you only have 4 spots for burn cards and it can be hard to justify taking missile over mine if you're forced to make that choice.



Reaper Brawler - It's a pretty dangerous drop that will win against the majority of pilots but its high cost of 5 makes it a difficult call to make, particularly since it tends to lose badly to Gunner and Drones, which are both significantly cheaper cards. In the right situation it can make a significant mess of a group.



Arc Sentry - In the early game this unit is practically worthless. Later on when Titans come into play it can provide very solid supporting fire if there's a meatgrinder with Titans involved going on close by. Problem is its stationary so Titans can be dropped to avoid it most of the time and otherwise there arent enough robotic units used to really justify taking it.



Stryder - Meh, basically. Does an ok job for its cost but doesnt excel at anything.

Striker - This card probably needs a buff. Its described as having tremendous dueling ability but thats simply not true and it loses a lot of 1v1 matchups. Its otherwise a solid, easy pick for the choice that performs fairly well in most situations for not a lot of supply and is easy to level up due to its common nature.



Blast Spectres - These can be extremely potent, Pilot/horde killing AOE for a very low price, however they're hampered by their tendency to go for buildings not units and their warmup timer upon drop. If placed right they are walking mines and do solid AOE damage.



Sniper Ion - This is another one of those units that forces your opponent to do things they might not want to in order to deal with it, otherwise it will just sit there racking up damage from long distance away. It otherwise loses against almost every other Titan in a fight, but given proper protection it can smash defenses and enemy Titans from far away.



Arcfall - The issue with Arcfall is it generally doesnt one-shot things. Usually you want a burn card that is going to trade positively for its cost. Arcfall will do solid damage to Titans, but it wont kill them. It will clear out Sentries and mines but it costs more those things to do it, resulting in a negative supply trade. If static buildings were more meta this might see more play but at Titanium I rarely see this.



Blast Depot - Can be a real annoyance as it constantly spawns blast spectres, but otherwise a costly investment that really needs to get through its whole lifespan to really pay off.



Thermal Scorch - Very situational. Stuff that gets in front of it dies so, don't get in front of it. Moves too slowly to really be a massive threat and is primarily an anti-building weapon when the meta in Titanium isn't to push towers at all.



Arc Ronin - Another very situational unit. It can lock down units like Core Scorch completely which makes it a bit of a nightmare in that situation, but it just isn't flexible enough to be a worthy pick in most decks.



Ion - This is a good solid AOE blaster that kills pilots and burncard infantry well. It will also hold up relatively well in a Titan fight, though its certainly not a duelist. Also shoots up and targets 3 units at once, which makes it the perfect drone killer.



Nuke Atlas - This is a unit thats pretty much all about getting positive trades. It can kill multiple Titans and any pilot/burn card unit within a 5 block radius with its explosion IF it explodes in the right place. That's the problem, if. It will stop to fight Titans, otherwise it will go for buildings. If you can get it into the middle of a Titanfight and doom 3 titans at once with it, you can really turn the tide, but I've phased it out of my deck lately in favour of more flexible cards.



F Tier



EMP - A more expensive Arcfall with a stun against robotic units. Usually used when you want to piss 5 supply away for no gain whatsoever.



Supply Depot - This is the kind of thing that can make you lose the early game, but is most effective when played there. I tried a big money strategy with it, it didn't go well and it becomes Public Enemy No.1 for your opponent as soon as you place it. Rarely ever sees play.



Spectre Depot - An expensive annoyance. A single spectre is getting nothing done unless your opponent completely neglects to defend their hardpoints, which at this level, they should never be doing, so it's worthless.



Nuke - Want to throw a large amount of supply away? Use a nuke. There are some limited scenarios where you could actually get value out of this but I'll be damned if I know what they are. This is a game about capturing points, not fighting big frontline wars. Units are rarely ever clustered in large enough numbers for something like this to be useful. Remember, if it doesn't help you capture a hardpoint, don't play it.



Arc Boomer - I cannot find a use for this. It's not good against Titans, it's not good against pilots its one of the worst AOE units in the game. There is very little use for a small AOE anti-robotic pilot right now and that's not going to change unless Spectres get buffed a lot or new robotic cards get added. It cant fight Titans so it serves no role at all and you only get 3 pilot slots so wasting one on this is just a bad idea.



Charge Sniper - A sniper, but one that does significantly less damage against most units in the game than the regular one so... not good then. Pretty much yeah. Doesn't do enough anti-Titan damage to justify deployment. Absolutely useless early game.



Arc Mine - A worse, more expensive mine. What more is there to say? Mines are primarily used to clear hardpoints and this doesn't do that well.



Scorch - This guy barely ever shows up and I'm not exactly sure what he's supposed to do. He's outclassed in AOE combat, is outtanked by other stuff and doesn't really do a lot of anything well.



Mortar Ogre - Pretty much anything in the game that is designed to kill buildings right now is not going to be that useful. You can win the game by killing the main turret but 98% of games are won through hardpoint victory. Bearing that in mind, a siege mortar unit that targets buildings isn't that helpful. Its nice for knocking out sentries but thats about it.

Personal Shields - Honestly this is almost never used in the league I'm in so I dont have a lot of experience against it. I can see a potential use for it with burn-card heavy decks, but its a 3 cost thing that doesn't capture points and doesn't hurt anything, so I find it hard to justify including it.



Rocket Sentry - In theory this is the most annoying card in the game. In practice its an expensive stationary junkpile that doesn't do a lot of damage and since you can't choose its target usually shoots at the least useful thing it can find.



? Tier



Sniper Spectres - Not available at this tier, haven't seen them used at all.

