Last updated: 01/05/2026
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it’s only by combining both these factors to the highest level a character can reach optimal performance. Our Wuthering Waves tier lists were created with the help of various players who shared their thoughts about Wuthering Waves characters and their performance with us in both TOA and WW modes. If you want to learn more about the characters and why we rated them in that way, check their profiles - in the Review tab we have posted short reviews and pros & cons.
For more general descriptions of how characters are evaluated in endgame contents at a baseline, please refer to the Individual Tier List’s information section. The contents below will solely focus on changes between Individual Tier List (performance-based) to the Value Tier List (value-based).
We base this Tier List on a metric that seems hard to define at first. What is “value”? Well, we consider our definition of value to be as such, varying between DPS and Hybrids but boiling down to the same core:
Value = Performance / Cost
(Details on the metrics used to grade characters in the “Grading System” section below this one.)
The goal of this definition, and this Tier List as a whole, is to qualify what is the best “bang for your buck” when choosing to acquire a certain character, either by what’s best in one specific gamemode by looking at one of the two Tier Lists, or combining both Tier List rankings in order to determine what’s most worth for a reader’s account overall. The idea is to maximize performance at the minimal costs required to clear endgame contents smoothly and comfortably. It’s aimed both at new players looking to clear endgame contents as quickly as possible, and experienced players looking to get characters that can work quickly out of the box, and efficiently.
Combining this Tier List’s assessments with our strict performance-based rankings in our other Tier Lists is strongly encouraged for the most accurate assessment of meta possible.
If you disagree with this definition of value according to the factors we expressed above and in the section that follows, then please feel free to solely focus on objective metrics that we use in our other, strictly performance-based Tier Lists instead of referring to this one.
Characters are graded independently of the performance-based Tier Lists based on the grading system below:
Value = Performance / Cost
The highest value team (or teams for Hybrids/Supports) is (or are) used for the character’s assessment (easy visualization of highest value teams according to our criteria per character will be provided shortly in a following update, please bear with us for the time being).
Where:
Score[base] is granted to characters based on a point system relative to the current highest damage ceiling in the game, measured by strict performance. Characters are granted a baseline score based on the current highest-performing team in the game, and graded relatively, based on how they perform comparatively to that team. Hence, the baseline for score will evolve with the ever-growing meta.
By gamemode, this varies: characters in ToA are evaluated based on loop DPS over 150 seconds, and characters in WhiWa are evaluated based on the score of the highest-performing team with the best Exquisite Token (purple token) equipped, on their best half (Concerto or Resonance Energy half), always in a neutral environment where elemental resistance (that strays away from defaults) and temporary endgame buffs/boss-specific buffs are not a factor.
ConsistencyPenalty is a percentage-based penalty applied (or not) based on the ability of a character to handle all enemies/encounter types they may face with the same capabilities (or not). Resistant enemies are excluded. Some characters can have no ConsistencyPenalty applied to them (it is hence equal to 1).
WeaponPenalty and CharacterPenalty are percentage-based penalties applied based on the amount of limited 5-star weapons present in the team for WeaponPenalty, and the amount of limited 5-star characters present in the team (graded character itself excluded) for CharacterPenalty.
WeaponPenalty and CharacterPenalty are balanced relative to each other, with CharacterPenalty being more more impactful than WeaponPenalty due to higher average cost per character due to the presence of a 50/50 system (whereas weapons do not have a 50/50 mechanic tied to them).
Lastly, 2 biases exist that impact the final rating:
We use the same core formula, except it’s impossible to create a metric backed by performance numbers on characters of such classes, due to the nature of their buffing being defined by the performance of the DPS characters they’re tied to. As a result, more subjective metrics are necessarily used in their value assessment, without number backing, as follows:
This is highly similar to teammate relevancy bias for DPS, except way more essential and impactful to the baseline rating.
Tags represent the most defining features of a character's kit.
Meta Lines categorize each section of the tier list into a power bracket. Here are the three brackets:
We will never share calculation results for full team performance publicly. While we do run those calculations in the background, and testing in practical conditions is easily reproducible and constitutes sharable points of data, neither are fully accurate, and neither can be fully accurate by design.
Our staff sharing team calculation numbers publicly has a track record of causing issues and points of contention that work against the healthy informational and discussion-based environment we aim to create - as a result, our team refrains from publicly sharing team calculation numbers, which is why personal damage calculations are all that’s available on the website.
If you disagree with this way of going about things, then please feel free to refer to the performance-based Tier Lists, or simply your own personal testing results, instead - your personal experience may not be the universal truth (and neither are our calculations and testing), but those results will always be the most accurate for your own account and playstyle.
Thank you for your understanding!
Today we finally re-released the Value Tier List we initially scrapped - this time we came back with more work put into it, and it’s separate from the performance-based Tier List. We spent an excessive amount of time detailing our grading process, so we strongly recommend you to go check that out and see if you agree with this process or not. If you think our grading process is flawed, because “value” is a subjective term, then that’s okay - strictly refer to your own personal testing for value assessments, and view our performance-based Tier Lists for the purpose they’re intended for - it’s a much more objective metric.
We’ll only clarify our Watchlisted characters in this changelog as the rest should be self-explanatory from the context provided by the information sections above this changelog:
For ToA:
For WhiWa:
Tier List (Tower of Adversity)
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