Path of Exile 2 0.5.1 Class Tier List (Runes of Aldur): Best Ascendancies for League Start and Endgame

Published: ~11 min

Every Path of Exile 2 ascendancy ranked S to D for the Runes of Aldur league as of patch 0.5.1, covering league-start comfort, time to Tier 15 maps, and endgame power, plus what 0.5.1 changed and the safest picks for new and solo self-found players.

This tier list ranks every Path of Exile 2 ascendancy for the Runes of Aldur league as of patch 0.5.1, from the S-tier picks that carry you from act 1 to endgame down to the builds you should not touch on a fresh character. Rankings weigh campaign smoothness, time to Tier 15 maps, and your defensive baseline around level 80 without crafted gear, since almost anything works once you pour in 100 divines.

Patch 0.5 launched on May 29 and went to war with comfortable builds: instant leech was removed, pure Energy Shield stacking was kneecapped, and several archetypes were nerfed by name. Patch 0.5.1 on June 4 threw casters a lifeline with real elemental buffs. Spirit Walker, Martial Artist, and Deadeye still sit on top, and Blood Mage and Infernal Legion are still dead.

One caveat before the grades: a tier list is a snapshot of community consensus, not gospel. These placements line up across the major build sites, but your own comfort with a play style matters more than a single letter. If you would rather skip the climb, ready leveling gear shortens the road to maps.

How These Tiers Are Ranked

The list is built around the first 25 to 40 hours of the league, the window that actually decides whether a starter feels good. Each ascendancy is judged on three things:

  • Campaign smoothness - how painful acts 1 to 6 are before your first or second ascendancy lands.
  • Time to Tier 15 maps - how quickly the build reaches red maps on cheap, self-found gear.
  • Defensive baseline at level 80 - how survivable it is without crafted gear in a patch that punished regen and pure Energy Shield.

What Patch 0.5.1 Changed

0.5.1 is not a mood update. It adds structural buffs to elemental casters that arguably should have shipped at launch, plus targeted fixes to several broken interactions. The headline is that Attunement supports now work on elemental skill gems, handing casters free damage supports that attack builds always had.

Change
Affects
Type
Attunement supports (Ice Bite, Innervate, and others) now apply to elemental skill gems
Casters
Buff
40 new elemental passive skills added, mostly on the upper tree
Passive tree
Buff
Several Infusion notables buffed, which Sorceress uses directly
Sorceress
Buff
New Lineage support gem added
Skills
Buff
Additional Atlas passive skills added
Atlas tree
Buff
Abyss end-of-level rare drop rates adjusted
Endgame drops
Buff
Acolyte of Chayula: Archon of Chayula no longer blocks your elemental damage
Monk
Fix
Lich: Eternal Life no longer prevents Life Reservation
Witch
Fix
Gemling Legionnaire: Mote buff stacks persist between non-town areas
Mercenary
Fix
Repulsion Triggered Wave: base critical chance set to 6%
Skills
Rework
Refutation: cooldown no longer recovers while the buff is active
Skills
Nerf
Further Delirium bug fixes
League mechanic
Fix

If you are on any non-chaos elemental build, rebuild your support gem links right away to slot the Attunement supports you could not use last week. To fund the rebuild and your early crafting, NextTier can supply Divine Orbs for the new league.

The Full Class Tier List

Ascendancy first, with the meta build it is usually played as and a one-line verdict. Ordering within a tier is rough, not exact.

Tier
Ascendancy (Class)
Meta build
Verdict
S
Spirit Walker (Huntress)
Twister + Whirling Slash
Safest and fastest start; untouched by every 0.5 and 0.5.1 nerf
S
Martial Artist (Monk)
Tempest Bell, Whirling Assault, Glacial Cascade
Highest melee ceiling in the patch; rough acts 1 to 2, then absurd
S
Deadeye (Ranger)
Ice Shot + Snipe
Fastest mapper and the friendliest pick for new players
S
Invoker (Monk)
Lightning and spirit scaling
Gear-independent and consistent every single patch
A
Lich (Witch)
Essence Drain + Contagion + Bonestorm
Beginner-safe and race-viable; 0.5.1 frees Life Reservation
A
Oracle (Druid)
Comet, Thunderstorm, Plants
Never leaned on leech; 0.5.1 caster buffs help directly
A
Wyvern (Druid)
Oil Barrage, Wing Blast + Rend
Nerfed about 35% but still the strongest Druid league start
A
Titan (Warrior)
Whirling Slash, Boneshatter, Rolling Slam
Armor and physical mitigation are premium in the ES-nerf meta
A
Witchhunter (Mercenary)
Grenades
Excellent low-budget bossing; clear speed is the only weak point
A
Tactician (Mercenary)
Supporting Fire Ballista
Very safe and cheap to scale; wants deliberate tree pathing
A
Amazon (Huntress)
Ice Shot
Budget-friendly with strong value when low on currency; lower ceiling than Deadeye
A
Disciple of Varashta (Sorceress)
Plants, spectre summons
The tanky caster that fixes the patch's early Energy Shield problem
B
Pathfinder (Ranger)
Poison
Heavy poison nerfs; the expensive version lives, the budget one does not
B
Gemling Legionnaire (Mercenary)
Grenades, buff stacking
0.5.1 Mote-persistence fix helps; ceiling waits on alternate-quality data
B
Chronomancer (Sorceress)
Cold and trigger spells
Reworked defensively in 0.5; 0.5.1 caster buffs lift it back up
B
Witch Minions (Witch)
Spectres and minions
Safe once core gear lands; gear-luck variance during the campaign
C
Acolyte of Chayula (Monk)
Cold and chaos
0.5.1 fixes the Archon block, but the ES overhaul still stings
C
Sorceress Elemental Spells
Ember Fusillade, Ice Nova, Spark
The infusion ramp makes the first three acts a slog; Plants and EDC reach maps faster
C
Lightning Arrow / Spear / Arc
Lightning attacks and Arc
Single-target nerfs and a clunky clear pattern; lose to better picks on the same trees
C
Crossbow Mercenary
Galvanic Shards, Storm Blast, Permafrost
Reload nerfs hurt; Permafrost is just a worse Ice Shot
D
Blood Mage (Witch)
Leech, Cast on Crit Comet
Its identity was leech, and leech is gone; endgame-only after a big budget
D
Infernal Legion (Infernalist)
Minion burn
IL3 removed, base damage and ignite radius halved; the build is buried
D
Pathfinder Concoctions (Ranger)
Flask concoctions
Lowest pick rate and no scaling path; do not
D
Huntress Bleed (Huntress)
Rake, Blood Hunt
Needs 100+ divines; a maps transition, not a starter
D
Abyssal Lich (Witch)
Twister
Busted endgame, but unlocked only in maps via Kulemak; a transition, not a start

S-Tier: The Blessed and the Untouched

Spirit Walker (Huntress) is the headline ascendancy of Runes of Aldur and the safest league starter in the game. It channels Stag, Owl, and Bear spirits, and the Twister plus Whirling Slash interaction freezes whole screens before they finish loading. The Owl notable hands out the projectile speed Twisters scale on at very low investment, which is exactly what you want in the first 25 to 60 hours. Neither 0.5 nor 0.5.1 touched it.

Martial Artist (Monk) reshapes the Monk's gear stats through passives, and the math comes out absurd. Triple Tempest Bell detonations and Glacial Cascade delete bosses, and it works with almost any unarmed, bell, or power-charge build. The catch is acts 1 and 2, which are squishy until your evasion and Energy Shield bases drop around level 30 and the first ascend lands. Patience there buys you an outer-space scaling curve.

Deadeye (Ranger) stayed invisible to the nerf bat. Ice Shot clears the campaign in eight to twelve hours, Snipe one-shots bosses once frozen, and the evasion and Deflect access keeps you alive. It is the recommended entry point for anyone who does not enjoy suffering. If you want to skip straight to maps, a ready league starter build gets you there on a clean ascend and tree.

Invoker (Monk) rounds out the top on the strength of lightning and spirit scaling that barely cares about gear. It has been a ladder fixture since 0.1 and remains one of the most reliable picks for players who want power without a shopping list.

A-Tier: The Safe, Scaling Picks

Anything here carries you cleanly from act 1 to Tier 15 maps on low-budget gear, with a clear answer to the patch's defensive changes.

Lich (Witch) running Essence Drain, Contagion, and Bonestorm is the boring-effective answer to reaching maps fast. It is race-viable, beginner-safe, and the 0.5.1 fix that stops Eternal Life from blocking Life Reservation removes a real annoyance. Oracle (Druid) never relied on leech, so it dodged the systemic nerfs, and the 0.5.1 caster buffs push its Comet and Thunderstorm options up further. Wyvern (Druid) took a roughly 35% composite cut to Oil Barrage but is still the strongest Druid start, and the best generic recommendation if Spirit Walker and Martial Artist do not appeal.

Titan (Warrior) benefits directly from the meta: armor and raw physical mitigation are premium now that Energy Shield stacking is dead, and Boneshatter or Rolling Slam feel smooth after their tuning. Witchhunter (Mercenary) grenades remain a comfortable, low-floor bossing build that reaches pinnacle content on throwaway crafts; its only real gap is map clear speed. Tactician (Mercenary) Supporting Fire Ballista is extremely safe and scales without much gear, with armor break stacking on bosses while towers chain through packs; it just asks for deliberate passive pathing and a tolerance for totem play.

Amazon (Huntress) plays Ice Shot like Deadeye but with a stronger budget floor: when you do not have currency to invest, it holds up well, even if its ceiling is lower than Deadeye's. Disciple of Varashta (Sorceress) is the tanky caster of the patch, with Energy Shield recharge bonuses that specifically fix the early-leveling ES problem 0.5 created, making it a strong pick for Hardcore.

B-Tier: Good, With a Catch

Solid builds that each carry one real limitation. Pathfinder (Ranger) poison took multiple heavy hits; the expensive version is technically alive while the budget version is not. Gemling Legionnaire (Mercenary) was reworked in 0.5, and the 0.5.1 Mote-persistence fix is meaningful, but its true ceiling sits behind unpublished alternate-quality data, so most players league-start Witchhunter or Tactician and respec in later. Chronomancer (Sorceress) was reworked defensively and is lifted by the 0.5.1 caster buffs; it is an enthusiast pick rather than a first character. Witch Minions are easy and very safe once a minion sceptre and a plus-level helm land, but the gear-luck variance during the campaign keeps them out of A.

C-Tier: Only If You Love It

Each of these has a better alternative on the same class or skill cluster. Acolyte of Chayula (Monk) finally has its Archon elemental-damage block fixed in 0.5.1, but the Energy Shield overhaul hit it disproportionately, so it stays punishing. Sorceress elemental spells (Ember Fusillade, Ice Nova, Spark) suffer from an infusion ramp that makes the first three acts a slog, and even with the 0.5.1 help, Plants and Essence Drain Contagion reach maps faster. Lightning Arrow, Lightning Spear, and Arc lost single-target burst and clear awkwardly, losing to Twisters, Snipe, and grenades on the same trees. Crossbow Mercenary builds (Galvanic Shards, Storm Blast, Permafrost) were hurt by reload nerfs such as Arjun's Mettle dropping from 100% to 25% reload-on-kill, and Permafrost is simply a worse version of the bow-based Ice Shot.

Avoid as a Starter, or Transition Only

These are not day-one picks. Some are genuinely dead; others are strong endgame builds you reach by leveling something else first.

  • Blood Mage (Witch) - the archetype was leech, and the leech overhaul removed instant leech, capped it at 40,000 damage per instance, and allowed only one source per resource. Endgame-capable after a multi-divine budget, not before.
  • Infernal Legion (Infernalist) - Infernal Legion 3 was removed and its base damage and ignite radius were halved, more than a 50% loss. The build is buried, though the Infernalist ascendancy still has other viable pathways.
  • Pathfinder Concoctions (Ranger) - the lowest pick rate in the game with no scaling path. Skip it.
  • Huntress Bleed (Rake, Blood Hunt) - a screen-clearing build at 100+ divines, but a maps transition rather than a starter.
  • Abyssal Lich Twisters (Witch) - one of the strongest mapping builds in the league, but the ascendancy unlocks only in maps after defeating Kulemak. League-start a normal Lich and transition once your gear pile is online.

Caster Rehabilitation: What 0.5.1 Means for Spellcasters

Before 0.5.1, elemental casters worked but were starved of supports that attack builds took for granted. The core change is that Attunement supports such as Ice Bite and Innervate now apply to elemental skill gems, which is free damage casters simply did not have. Stack that on top of 40 new elemental passives and several Infusion notable buffs, and the caster math from last week is outdated.

The biggest winners are Oracle (Druid), Chronomancer (Sorceress), and elemental Lich variants running secondary elemental damage. Acolyte of Chayula also picks up its bug fix that finally lets elemental damage through Archon. Any non-chaos elemental build should rebuild its support setup immediately.

SSF and New-Player Picks

Solo self-found has never been in better shape, thanks to deterministic Abyss progression, Expedition-based crafting, and Ritual that exclusively drops omens and uniques. The Runic Ward system also adds defensive layers that do not require hunting specific items.

For solo self-found, the standout picks are Lich (Essence Drain Contagion) for reliable early damage, Deadeye for map speed without gear dependency, and Invoker for passive survivability. For brand-new players, Deadeye and Spirit Walker are the gentlest learning curves with the highest payoff. If acts 1 to 6 are not your idea of a fresh start, NextTier can run the campaign for you on any class and hand it back at maps with a clean ascend.

0.5.1 Class Tier List FAQ

What is the best class for the Runes of Aldur league start?

Spirit Walker (Huntress) is the safest and fastest, untouched by both 0.5 and 0.5.1 nerfs. Deadeye (Ranger) is the most beginner-friendly and the fastest mapper, so it is the better pick if you are new.

What did patch 0.5.1 actually add?

Attunement supports on elemental gems, 40 new elemental passives, extra Atlas passives, a new Lineage support gem, adjusted Abyss drops, and several bug fixes, including the Acolyte of Chayula Archon block and the Lich Life Reservation issue.

Is Energy Shield still viable after 0.5?

Hybrid evasion and Energy Shield bases with Runic Ward work fine. Pure Energy Shield stacking past early maps does not, and budget pure-ES builds stop functioning quickly.

Did casters get better in 0.5.1?

Yes. Attunement supports on elemental gems, Infusion notable buffs, and 40 new tree nodes all apply directly. Oracle, Chronomancer, and elemental Lich variants benefit the most.

What are the safest SSF picks?

Lich running Essence Drain Contagion for reliable damage, Deadeye for gear-light map speed, and Invoker for passive survivability.

Which builds should I avoid on a fresh character?

Blood Mage, Infernal Legion, and Pathfinder Concoctions are poor starters. Abyssal Lich Twisters and Huntress Bleed are strong endgame builds, but you reach them by leveling something else first.

Should I play Spirit Walker or Deadeye?

Both are S-tier. Spirit Walker is the safest and fastest overall, while Deadeye is the most beginner-friendly and the cleaner mapper. New players usually have an easier time on Deadeye.