This tier list is designed solely for new players in PUB MATCHES, and not intended for competitive reference. The competitive tier list is a much different and I will post a link to it if/when I get it completed. The difference between the two is that the competitive tier list will account for a higher player skill, while this tier list is more focused towards the new/average player, and thus you may see some mercs generally considered “better” or “worse” further up or down the list than you might expect, simply because this is based off pub performance, not organised competitive.
If you are looking for tips and information on which merc you think would suit you best, especially if you are new, this may be a good place to start for pub matches. Note: The mercs in each tier are listed alphabetically, NOT in order of effectiveness or strength – that is what the different tiers are for.
I’d also like to stress that just because a merc is a lower tier does NOT mean they are generally “bad”, it simply means they might have quite a high learning curve for pub matches, or they are statistically worse than another merc of their class-type. Mercs are quite flexible and can be used in a variety of ways, and even a tier 4 mercs in the hands of a skilled player can easily out-play a tier 1 merc.
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Tier 1:
Bushwhacker (Engineer) – Bushwhacker is the go-to engineer. His fantastic objective specialist ability (meaning he can plant C4, defuse C4 and repair objectives twice as fast), along with great defensive ability in the form of his stationary turret provide some good defence and offence for any team. He has the best weapons out of all engineers, which is supported by a decent 110hp.
Fragger (Assault) – Fragger is undoubtedly one of the generally more powerful mercs in the game. He packs one hell of a punch with 2 large area-of-effect grenades that can be cooked for a well-placed and timed throw, causing massive amounts of damage. This, supported by his 150hp, and fantastic arsenal of some of the more superior weapons in Dirty Bomb, go a long way when fighting multiple opponents.
Sawbonez (Medic) – Still the undisputed best medic in town. His 110hp and great weapons arsenal give him good survivability and combat support, while keeping his team-mates alive. Sawbonez is a good medic in the hands of almost any skill-level player, giving him good viability on the battlefield.
Skyhammer (Fire-Support) – Skyhammer’s airstrike ability is easily one of the more powerful unique ability’s in the game, which can deal massive AoE damage and almost destroy an EV by itself. Its indoor use as a weak grenade also provides him extra viability, dealing 75 damage (on 5 less than a sticky bomb). His generous health pool of 120hp and great weapon selection make him an all-round sturdy and reliable pick.
Tier 2:
Aura (Medic) – Lacking in health, with only 80hp, this medic sure makes up for it with speed. Her healing station provides incredibly fast healing and health regeneration, making her almost unbeatable if standing within range and defending (also combo’s well with high damage mercs such as Fragger and Rhino). Unlike Sawbonez who is a little slower, she can dart around the battlefield with insane speed and revive fallen team-mates a lot faster – however her weapons are definitely shorter ranged.
Nader (Assault) – In the hands of a good player, Nader can be good, but overall she’s surprisingly lacking compared to other mercs of her type. For an assault, her arsenal is fairly weak with only SMG’s, unlike Fragger’s assault rifles. Her 120hp is nothing to marvel over, although her Martyrdom ability certainly provides her with value-after-death, although as an assault you don’t really want to be dying in the first place, making it rather redundant. Her grenade launcher is also good, and can 1-shot lower HP mercs with 1 hit, although like many lower tier mercs she is quite situational and simply, there are other mercs that do her job better.
Phoenix (Medic) – With only 10hp less than Sawbonez and a little more speed, Phoenix is definitely a good option for a medic. He can be played offensively to push, although his relatively long cool-down on his heal (up to 20 seconds, depending on charge length) means players can easily find themselves requiring healing and being unable to provide it. His weapon selection is fairly similar to Sawbonez and his healing ability is certainly the best for multiple-target healing while on the move. His second-wind “self-revive” can also turn the tide of battle very quickly if used correctly.
Proxy (Engineer) – In the hands of a skilled run-and-gun shotgunner, Proxy is a deadly foe. What she lacks in health, she makes up for in formidable stopping power and speed. With the choice of 2 shotguns and a powerful SMG she certainly lacks in long range damage – but who needs that when you can out-run them? Her objective-specialist ability is great too, giving her the ability to dart past enemies and plant/defuse before anyone can realise. Her proximity mines are also fantastic for holding out defence, dealing massive damage to anyone foolish enough to step on one.
(due to character limit, this is continued on the next post)


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Let me know if you have any questions. :3