Is this a hero tier list?
No. Angels Fall First has no heroes — only loadout roles ranked here.

The Angels Fall First tier list on angels-fall-first.wiki ranks loadout combinations, not hero characters. Angels Fall First has no fixed classes — your battlefield role comes from seven loadout slots constrained by Combat, Support, and Command requisition budgets.
Combined-arms sci-fi warfare — infantry, vehicles, fighters, and capital ships on planetside and in space. Meta tables below sort assault, support, anti-armor, and boarding builds into S / A / B / C bands for the July 2026 1.0 launch window. ULA and AIA gear are parallel — tiers describe roles that work on either faction tree from the factions page.
This is not a weapon encyclopedia. Individual gun stats expand on weapons; vehicle counters live on vehicles. Use this hub when you ask "what loadout should I spawn?" rather than "which hero is S-tier?"
Rankings synthesize loadout tutorial guidance, faction weapon overviews, community weapon tier videos, and early 1.0 pub reports. Patch days can reshuffle rows — cross-check updates after major Steam notes.
Offline single-player bot matches are the fastest way to verify a build before trusting a tier label online.
Each Angels Fall First tier list row scores practical spawn value: cap point fighting power for assault, team sustain for support, vehicle deletion for anti-armor, and interior burst for boarding. Cost efficiency inside requisition caps matters as much as raw TTK.
S-tier builds define the meta — spawn most matches unless map or squad comp demands a switch. A-tier builds are strong generalists or situational answers. B-tier builds work in bot lobbies or niche maps but lose to optimized loads online. C-tier builds are budget traps or meme sets — fun, not competitive.
Heavy armor and dual primary setups slow movement — tiers penalize builds that win duels but miss rotations on large planetside maps. Light suit assault loads that keep sprint uptime rank higher for pub capture modes.
Command attachments (optics, suppressors, underbarrel launchers) can bump a B primary to A if you invested Command XP via commander play — tiers assume average attachment rank for fresh 1.0 accounts.
Boarding tiers ignore open-field sniper excellence; corrosive and shock ammo matter more in ship corridors. Anti-armor tiers prioritize Support budget launchers over Combat rifle comfort.
| Tier | Meaning | Spawn advice |
|---|---|---|
| S | Best-in-slot for the role | Default pub spawn |
| A | Strong · slightly map-dependent | Swap in when comp needs it |
| B | Playable · outscaled online | Bot practice or meme nights |
| C | Budget trap or novelty | Avoid in serious MP |
Assault builds prioritize flexible primaries, moderate armor, and enough sprint to rotate cap points. They fund mostly Combat requisition with a sliver of Command for red-dot optics.
Dual mid-range rifles dominate pub capture — ULA DK11A and AIA P6I lines sit in S because both handle medium lanes with acceptable TTK after attachment rank. P6I wins close peek trades; DK11A wins sustained tracking.
SMG rush builds (Aeger TA, P4, YAS-13) rank A on tight maps and ship interiors but drop on open Errah-style territories where LMG suppression wins.
Shotgun and melee hyper builds are B — devastating in bot lobbies, punished by open sightlines and vehicle splash. Sniper-primary assault gimmicks land C unless you are on a defined long-lane defense squad.
| Tier | Assault build | Core slots | Why |
|---|---|---|---|
| S | Medium AR flex (DK11A / P6I) | Light/medium suit · AR primary · pistol backup | Best cap rotation DPS · attachments scale with Command XP |
| A | SMG entry (Aeger TA / P4 / YAS) | Light suit · SMG + grenades | Strong CQB · falls off on open ground |
| A | LMG anchor | Heavy suit · LMG primary · ammo kit | Point hold · slow rotate |
| B | Shotgun rush | Light suit · shotgun · melee | Pub stomp in bots · hard online |
| C | Dual pistol meme | Three pistols · no wrench | No team utility · novelty only |
Support builds spend Support (blue) budget on med kits, ammo boxes, repair tools, and turrets. The multi-wrench sidearm is the hidden S-tier item — repairs armor on vehicles and allies and revives downed teammates, occupying the sidearm slot instead of a backup gun.
Medic + light AR combinations rank S because they keep cap points alive during armor duels. Dropping the wrench for a pistol drops you to B unless your squad never pushes vehicles.
Ammo resupply + LMG partners rank A for sustained defense. Deployable turret nests are A on static objectives, B on mobile boarding ops where you must relocate constantly.
Pure grenade spam without sustain tools is C — requisition spent on explosives alone does not recycle team value.
| Tier | Support build | Core slots | Why |
|---|---|---|---|
| S | Combat medic | Multi-wrench · light AR · med kit | Revive + armor repair win team fights |
| A | Ammo LMG anchor | Wrench or pistol · LMG · ammo box | Sustain point holds |
| A | Engineer turret | Wrench · carbine · deployable turret | Strong on fixed caps |
| B | Pistol medic | Pistol backup · med kit · no wrench | Less vehicle synergy |
| C | Explosive-only | Grenade stacks · no sustain | Selfish req spend |
Anti-armor builds tax Support budget for AT launchers, mines, and sometimes heavy suits to survive return fire. Combat budget covers a fallback carbine for infantry duels while you reload tubes.
Dedicated AT + light carbine loadouts rank S on mixed armor maps — you delete LAV/IFV pushes then still fight infantry on the cap. Dual launcher meme builds are C — too slow, too helpless vs riflemen.
Mine satchel specialists rank A for ambush lanes near vehicle pads but require map knowledge. Energy rifle anti-shield setups sit A when AIA/ULA shield tech appears in pub comps, B otherwise.
Bringing zero AT to a mech-heavy Operation is how assault tiers feel like C regardless of rifle skill — check enemy vehicle count in offline single-player before spawning.
| Tier | Anti-armor build | Core slots | Why |
|---|---|---|---|
| S | AT + carbine flex | Support AT launcher · DK11A/P6I · light suit | Hard counter armor · still wins infantry trades |
| A | Mine ambusher | Satchel/mines · SMG · light suit | Pad denial · map knowledge required |
| A | Anti-shield energy | Shock ammo energy rifle · pistol | Counters shield tech · niche |
| B | Heavy HMG anti-light | LMG · minimal AT | Soft counters LAV · weak vs tanks |
| C | No AT rifle only | Dual rifles · no Support spend | Feeding mechs on mixed maps |
Boarding builds optimize for capital ship interiors — close quarters, subsystem sabotage, and core rush timing. They differ from open-field assault tiers even when using similar guns.
Light suit SMG + breaching grenades rank S for corvette pushes — sprint length matters more than LMG DPS in corridors. Corrosive ammo builds rank A because acid DoT shaves max HP on armored ship defenders.
Heavy armor boarding loads are B — you win peek trades but miss evac windows when the core detonates. Sniper primaries inside ships are C unless your squad assigns dedicated long lanes.
Always pair boarding weapons with Support spend on med kits or wrenches — core runs fail to hallway attrition without revive tools. Full routes live on the boarding guide.
| Tier | Boarding build | Core slots | Why |
|---|---|---|---|
| S | SMG breacher | Light suit · P4/YAS/Aeger · frags | Mobility + CQB TTK in corridors |
| A | Corrosive AR | Medium suit · corrosive AR · med kit | Shreds armored defenders · slower rotate |
| A | Shotgun stack | Light suit · shotgun · melee | Room clear · weak vs open hangar |
| B | Heavy AR slow push | Heavy suit · DK11A/P6I | Wins duels · misses evac timing |
| C | Sniper interior | Sniper primary · minimal CQB | Map-dependent · usually wrong role |
No. Angels Fall First has no heroes — only loadout roles ranked here.
Yes at the role level. Swap mirror weapons (DK11A ↔ P6I) on the factions trees.
S-tier medium AR flex (DK11A / P6I) with light/medium armor for 1.0 pub capture modes.
Sidearm-slot repairs and revives outperform pistol backup for team value — see loadout tutorial notes.
Run offline bot matches — single-player guide.
After major updates and verified community balance reports post-1.0.
Matched by build plan, shared topics, and guide progression — not random related links.