Annulus is a dark fantasy tactical RPG from NIRVANA in which you lead a mercenary regiment across the continent of Novisess, recruiting units of different grades for turn-based battles. Legend is the highest mercenary grade in standard recruitment, and these classes form the backbone of most late-game regiments. This tier list ranks characters in the game, from S tier down to B- tier, so you know which units deserve your training materials first.
How This Tier List Is Ranked
The placements below are based on data recorded in the game. Each class was measured at level 70 with the Affliction VIII advancement, then ranked primarily by total combat power, supported by its stat grades. Raw power slightly undervalues healers and supports, whose value comes from keeping the team alive, so read their placements with that in mind. Mercenary names are assigned randomly to each recruit, so the class is what matters, not the name.
S Tier
These five classes recorded the highest level 70 combat power and should be your first priority for training materials. Any of them can anchor a regiment on its own.
Heavy Knight
The Heavy Knight posts the highest combat power we recorded at 76,343, making it the strongest Legend class in the game. This mounted tank pairs an A-grade HP pool above 23,000 with S-grade physical defense, letting it soak enormous punishment. Its attack is low, so treat it as an anchor and let your backline work behind it.
Heavy Armor Knight
At 75,956 power, the Heavy Armor Knight is almost a mirror of the Heavy Knight, sharing the same A-grade HP and S-grade physical defense on a mounted frame. The gap between them is negligible, so advance whichever one you pull first. Running both gives you two interchangeable mounted walls for separate flanks.
Ranger
The Ranger is the strongest ranged class in the game at 73,749 power. As a mounted archer, it combines B-grade attack with S-grade speed and three action points, letting it move, fire, and reposition in one turn. Use it to kite melee threats and pick off enemy healers and casters before they act.
Archer Knight
The Archer Knight mirrors the Ranger at 73,653 power, with the same S-grade speed and three action points on a mounted archer chassis. It fills the identical hit-and-run role, so the choice comes down to which you advance further. Fielding it alongside the Ranger creates a devastating mobile firing line.
Shrike
The Shrike is the best foot marksman in the game at 68,960 power, and its bio marks it as the corps scout. Its S-grade precision and skill make its shots land reliably, while B-grade luck supports critical hits. It lacks mounted mobility, so keep it screened behind your tanks where it can fire safely.
A+ Tier
The A+ tier sits in a tight power band around 68,000, dominated by the game’s premier defensive classes. They are only a step below S tier and form the reliable core of most frontlines.
Sentry
At 68,459 power, the Sentry is a pure shield defender with nearly 26,000 HP and S-grade physical defense. Its single action point makes it slow, so plant it on a choke point where enemies must grind against it. It is a stationary wall that buys time for your damage dealers.
Light Knight
The Light Knight is the tier’s top-mounted damage dealer at 68,417 power, carrying an S-grade attack above 2,000 and three action points. It excels at charging exposed enemy archers and casters that slower units cannot reach. It’s B grade HP means it should strike and withdraw rather than linger.
Mountain Giant
The Mountain Giant is the orc faction’s premier tank at 68,291 power, with the largest HP pool we recorded at over 26,000. Like the Sentry, it is slow, but its size and A-grade HP make it ideal for absorbing a concentrated enemy push. Position it where the heaviest attacks will land and let it hold the line.
Heavy Armor Guard
At 68,149 power, the Heavy Armor Guard combines a polearm with a shield, backing nearly 26,000 HP with S-grade physical defense of 2,806. It holds ground as well as any defender while adding slightly more reach. That extra threat makes it a versatile pick over a purely passive frontliner.
Defender
The Defender rounds out the tier at 68,044 power and posts the highest physical defense we recorded at 2,858. With over 25,000 HP, it is interchangeable with the Sentry, so the choice comes down to which you advance further. Slot it onto whichever flank faces the most physical damage.
A- Tier
These classes remain excellent long-term investments, trailing the tiers above by a small margin. The tier mixes hard-hitting cavalry, dependable foot archers, and the grade’s best support.
Strike Knight
The Strike Knight delivers 67,850 power with an S-grade attack of 2,078 on a mounted frame with three action points. It plays the same assassin role as the Light Knight, diving onto backline targets and retreating before it is punished. Paired together, the two form a cavalry hammer that can collapse an enemy flank in one turn.
Marksman
At 67,822 power, the Marksman is a foot archer built around S-grade skill with B-grade attack and luck. It trades a little of the Shrike’s output for the same reliable ranged pressure, making it a natural second archer. Kept behind your line, it chips down priority targets consistently across a long fight.
Eagle Eye
The Eagle Eye records 67,610 power with a stat spread nearly identical to the Marksman, including S-grade skill and B-grade luck. If your regiment leans on ranged volleys, it slots in as a third foot archer without a real drop in quality. Stacking archers lets you focus fire and delete key units before they reach your line.
Hyena Lord
The Hyena Lord reaches 67,036 power as a mounted unit with B-grade attack of 1,562, S-grade skill, and three action points, and its bio names it the leader of the corps. On the field, it works as a fast, flexible offensive rider. Its mobility suits both chasing down stragglers and reinforcing a pressured flank.
Nightingale
At 65,540 power, the Nightingale is the premier Legend support, described in its bio as the medic and musician of the corps. Its A grade speed of 434 lets it heal or buff your team before damage lands each round. Its real value far exceeds its raw power, hence its high placement.
B+ Tier
The B+ tier gathers strong melee damage dealers that hit hard but need more protection than the classes above. They excel at breaking enemy lines when you keep a tank between them and the incoming damage.
Giant Swordsman
The Giant Swordsman carries the highest attack we recorded at S grade 2,136, reaching 64,911 power, and its bio calls it the corps breakthrough specialist. It shreds enemy frontlines faster than almost anything else in the roster. Its C-grade defenses are the catch, so pair it with a tank and healer rather than sending it in alone.
Warbeast
At 63,365 power, the Warbeast blends A-grade HP of 19,340 with A-grade attack of 1,869, and its bio calls it the corps’ living shield. It trades blows far longer than a pure attacker can, making it a hybrid tank and damage dealer. Deploy it where you need someone to both deal with and absorb punishment up front.
Frenzied Orc
The Frenzied Orc records 62,742 power with an S-grade attack of 2,090, making it the orc counterpart to the Giant Swordsman. It brings elite melee damage to orc regiments and carves through enemy lines. Its modest defenses punish reckless play, so support it rather than sending it forward alone.
Light Infantry
At 62,478 power, the Light Infantry is a balanced foot soldier with A-grade HP of 19,149 and A-grade attack of 1,885. It both deals and takes respectable damage, making it a dependable line unit that fills gaps without special support. It is a self-sufficient class you can lean on early.
Sword Infantry
The Sword Infantry posts an identical 62,478 power and the same A-grade HP and attack line as the Light Infantry. The two are interchangeable frontline fighters, so advance whichever you pull first. It is a solid, no-nonsense addition to your battle line.
B- Tier
These classes recorded the lowest max level power among Legends, though the supports here still earn a place in many regiments. Nothing here is bad, but each is either outclassed by a similar unit above or valued for reasons beyond raw power.
Raider
The Raider reaches 62,064 power with an A-grade attack of 1,883 and a solid HP pool, playing as another aggressive foot attacker. It performs honestly, but offers nothing the Light Infantry or Sword Infantry do not already cover at similar power. That makes it a lower training priority.
Berserker
At 61,879 power, the Berserker is an orc melee unit with A-grade HP and an A-grade attack of 1,842. It is a serviceable bruiser that holds its own in a melee. But it sits below the Frenzied Orc in output and the Warbeast in staying power, leaving it a secondary option.
Punisher
The Punisher records 61,151 power as a caster-style unit with an A-grade attack of 1,668 and B-grade magic defense of 548. That grade is rare among Legends and gives it a genuine niche against magic-heavy teams. Bring it out against heavy spellcasting, where its resistance lets it outlast units that would otherwise crumble.
Holy Healer
The Holy Healer posts the lowest Legend power at 59,803, but that figure is misleading since it is the grade’s dedicated healer. Its A grade speed of 434 lets it act early each round to keep your frontline standing. Its placement reflects raw power alone, so keep one advanced despite the low number.
The Legend roster in Annulus splits into mounted tanks and archers at the top, a dense middle band of defenders and cavalry, and melee attackers and supports below them. If you are deciding where to spend advancement materials first, the Heavy Knight, Heavy Armor Knight, Ranger, and Archer Knight give the biggest return, with the Shrike as your marksman anchor. Remember that power values do not tell the whole story for supports, so keep a Nightingale or Holy Healer growing alongside your damage core. Use this list as a training priority guide, then adapt it to the classes your recruitment luck delivers. For the best gaming experience, play Annulus on BlueStacks!









