9 TO DIEPlay

Tier List

Updated · Version 0.1.0 · Update notes

How is this tier list worked out?

Every tier here is arithmetic from the game's own numbers, not an opinion. A skill is ranked by its damage per second at rank 5, using its evolved form when it has one, with no bonuses. A role is ranked by the average of its pool, weighed equally against its health.

Calibration is final. Please do not discuss your tier with colleagues.

Skill tiers by position: S is the top 10%, A the next 20%, B the next 40%, C the next 20%, D the rest. The sum cannot see stuns, pulls, healing, range or how many enemies a shot passes through, so a low number can still be a very good skill. Nobody has play-tested these ranks into a verdict, and the tags show what the number leaves out.

Which role is strongest?

Facilities comes first on the arithmetic, with Finance last. The score is half the role's average final-form damage against the best role, and half its health against the toughest. All nine draw on the same shared skills, so only their own eight skills and health separate them.

Your rating has been shared with your manager's manager.

TierRoleScorePool average dmg/sHealthSkills that evolve
SFacilities94169.61502
ALegal91172.21402
AMarketing82192.8951
BIT74155.61003
BHR64921201
BEngineering5967.31251
COperations5870.11201
CSales4858.31001
DFinance4037.5901

Which skills rank highest?

Balls in the Air tops the 99 skills, at 1422 damage per second in its final form. Sort the table by any column, or filter it by tier or owner. Evolved forms are ranked through the skill that leads to them, because you can only reach one by building that skill first.

Top performers will be recognised at a future date.

TierSkillOwnerShapeRank 1Rank 5Evolves intoFinal dmg/sWhat the number misses
SBalls in the AirSharedOrbit147.4802.7Juggling1421.8Drops on hit
SWet FloorFacilitiesMine63693Recently Polished872.7Slip
SBrand GuidelinesMarketingOrbit147.3756.3Does not evolve756.3Orbit
SDiscoveryLegalRain165.4622.6Does not evolve622.6Rain
SPatch DayITRain142.1473.6Does not evolve473.6PeriodicReset
SSticky NotesSharedRain132444.4Does not evolve444.4Rain
SThe Work FriendSharedSummon14.638.7The Group Chat429.4Friend
SThe NewsletterMarketingRain130.4409.8Does not evolve409.8Rain
SCulture DeckHRRain104.5406.3Does not evolve406.3Rain
STwo-FactorITBolt15.6182Enter the Code392Echo
AHard StopSharedDash33.3100.6Back-to-Back377.4Dash
AJust-In-TimeOperationsLob15.4154.1Same-Day376.7Predictive
AParking LotSharedMine57.8347Does not evolve347Hold
AAction ItemsSharedOrbit165.8331.6Does not evolve331.6Orbit
APrecedentLegalMine28.4296.7Does not evolve296.7Rearm
ALoop InSharedChain27.382.8Adding Everyone271.6PullHold
ACease & DesistLegalBolt15.6172Legal Hold257Stun
AQuick QuestionSharedBolt16208Does not evolve208Fast
ARaise a TicketSharedSummon6.420.6Priority 1187.2Delayed
APer My Last EmailSharedBoomerang8.6100.5With Receipts178.6ReturnsScaling
ABadge InSharedNova71.3178.1Does not evolve178.1Fast
ACold CallSalesBolt15.3191.7Auto-Dialler174Furthest
ADeclineSharedBolt14.340.9Declined Without Comment160.7HeavyPrefers biggest
AHotfixEngineeringNova72.4159.3Does not evolve159.3Fast
AShadow ITITTurret15.636.3Business-Critical139.5Turret
AMuteSharedCone22.652.8You're On Mute123.9Stun
AGoing ViralMarketingBolt13.934.7Thought Leadership122.9Mark
AHVAC OverrideFacilitiesLine12.827.4Climate Control120Push
AForced RebootITCone20.144.2Remote Wipe113.8Reset
ASprinkler TestFacilitiesRain47.6111.2Does not evolve111.2Slow
BMaster KeyFacilitiesDash33.3107Does not evolve107Through walls
BFirehoseSharedBeam11.329.4Onboarding106.7Push
BKick the CanSharedBolt10.924.1Next Quarter101.8FreezeSend back
BDeath by SlidesSharedLine10.622.7Can Everyone See My Screen95.4Stun last
BPneumatic DispatchFacilitiesBolt9.494.4Does not evolve94.4Teleport
BUnsubscribeSharedChain31.489.8Does not evolve89.8Chain
BMerge ConflictEngineeringChain26.289.6Does not evolve89.6Pull
BSubpoenaLegalChain22.283.9Does not evolve83.9Pull
BPaper TrailSharedTrail22.853.2Cc'd My Manager83Trail
BThe VaporwareMarketingSummon14.581.4Does not evolve81.4Decoy
BEngagement SurveyHRChain3081Does not evolve81Chain
BWarm LeadSalesChain2877.5Does not evolve77.5Chain
BReconciliationFinanceChain28.376.4Does not evolve76.4Chain
BWorks On My MachineEngineeringAura27.972.5Does not evolve72.5Aura
BOut of OfficeSharedAura31.172.5Does not evolve72.5Reflect
BPress ReleaseMarketingBolt13.171.2Does not evolve71.2Fear
BBudget FreezeFinanceRing11.224.5Zero-Based Budget71.1Denial
BTechnical DebtEngineeringMine34.489.4Rewrite From Scratch65.9Grows
BCc the VPSharedDrop from above8.221.5Looping in Leadership64.7Hurts youRespected
BOpen Door PolicyHRAura23.661.2Does not evolve61.2Aura
BWalk and TalkSharedTrail27.859.5Does not evolve59.5Move
BCommissionSalesAura22.859.3Does not evolve59.3Stacking
BFine PrintLegalTrail22.859.3Does not evolve59.3Root
BThe SighSharedCone26.556.9Does not evolve56.9Short
BThrow Under the BusSharedLane vehicle5.514.7Shuttle Service55.1Brakes for rescues
BStack TraceEngineeringLine22.652.6Does not evolve52.6Line
BForce PushEngineeringCone21.449.9Does not evolve49.9Knockback
BWellness ProgramHRZone2.55.9Pizza Party49.4Heal
BThe CloseSalesBolt14.349.3Does not evolve49.3Execute
BCoffee RunSharedBoomerang1147.2Does not evolve47.2Multi
BTake It OfflineSharedBolt1647.1Does not evolve47.1HeavyPrefers elite
BExit InterviewHRBolt1647.1Does not evolve47.1Finisher
BAccrualFinanceAura21.346.8Does not evolve46.8Stacking
BThe VPNITAura21.346.8Does not evolve46.8Slow
BSpreadsheetSharedZone6.715.7Pivot Table44.4Grid
BPitch DeckSalesCone20.644Does not evolve44Burst
BRerouteOperationsCone17.641Does not evolve41Push
BBackorderOperationsMine3.940.8Does not evolve40.8Delayed
BBranded PensMarketingLob1637.4Does not evolve37.4Pull
BPIPHRBolt15.836.8Does not evolve36.8Dot
CPassword ResetITNova15.436Does not evolve36Stun
CCI BotEngineeringTurret15.132.4Does not evolve32.4Turret
CThe FunnelMarketingCone13.631.8Does not evolve31.8Scaling
CRebrandMarketingNova14.331.3Does not evolve31.3Confuse
CWatercoolerSharedTurret15.430.9Does not evolve30.9Spread
CInvoiceFinanceLob14.330.1Does not evolve30.1Dot
CEscalationITLob14.229.6Does not evolve29.6Delayed
CExpense LunchSalesLob14.328.6Does not evolve28.6Splash
CMandatory TrainingHRZone727.2Does not evolve27.2Root
CBirthday CakeHRLob12.627.1Does not evolve27.1Stun
CExpense ReportFinanceBolt11.526.9Does not evolve26.9Economy
CSupply DropOperationsDrop from above13.226.3Does not evolve26.3Pickup
CInjunctionLegalRing6.96.9Restraining Order23.7Denial
CThe AuditFinanceBeam1023.2Does not evolve23.2Crit
CElevator RecallFacilitiesDrop from above11.923.2Does not evolve23.2Heavy
CGantt ChartOperationsLine10.322.6Does not evolve22.6Line
CClass ActionLegalCone9.522.2Does not evolve22.2Scaling
CSix SigmaOperationsBolt10.320.6Does not evolve20.6Crit
CShrink WrapOperationsRing8.220.5Does not evolve20.5Root
CRing the GongSalesNova9.219.4Does not evolve19.4On kill
DDesk MoveFacilitiesZone7.418.5Does not evolve18.5Stun
DClawbackFinanceBoomerang7.816.7Does not evolve16.7Returns
DRollbackEngineeringZone716.2Does not evolve16.2Rewind
DQuotaSalesRing514.7Does not evolve14.7Weekly
DGroup PolicyITZone6.513.9Does not evolve13.9Slow
DNDALegalZone7.712.4Does not evolve12.4Hide
DForklift CertifiedOperationsLane vehicle611.9Does not evolve11.9Lane
DFloor PolisherFacilitiesLane vehicle4.910.2Does not evolve10.2Lane
DFiscal Year EndFinanceNova3.49Does not evolve9Big

How is each kind of skill counted?

Each shape is counted the way the game actually fires it, so a blast counts one hit per target, a zone counts its ticks, and a helper counts its attacks. Shapes that last less than their cooldown are scaled by the share of time they are up. These are the exact rules.

The methodology has been reviewed by the methodology team.

ShapeDamage per second
BoltDamage × shots ÷ cooldown
BoomerangDamage × shots ÷ cooldown (outward pass only)
MineDamage × mines ÷ cooldown
LobDamage × lobs ÷ cooldown
Drop from aboveDamage × drops ÷ cooldown
ConeDamage ÷ cooldown
RingDamage ÷ cooldown
NovaDamage ÷ cooldown
BeamDamage ÷ cooldown
LineDamage ÷ cooldown
DashDamage ÷ cooldown
Lane vehicleDamage ÷ cooldown
RainDamage × (strikes + 2) ÷ cooldown, if they all land
ChainSum of each jump at 85% of the last ÷ cooldown
ZoneHalf damage every half second × zones × share of time up
Trail40% damage every 0.4 s × share of time up
Aura45% damage every 0.45 s
Orbit55% damage every 0.28 s × orbiters
SummonDamage × helpers ÷ 0.7 s × share of time up
TurretDamage × turrets ÷ firing rate × share of time up