Fellowship Dungeons Tier List (by Difficulty)

Fellowship Dungeons Tier List (by Difficulty)

Written by Tactyks - 16th October 2025

This Fellowship Dungeon Difficulty Tier List was drafted by Tactyks, an avid M+ pusher who has achieved every single 0.1% title on top of competing in The Great Push as a tank player. He has created in-depth guide videos covering every single Dungeon in Fellowship.

This Tier List will be attempting to rank the difficulty of all dungeons assuming all Ascensions are active and all other things are equal, but in reality aspects such as dungeon level and what Curses are active can drastically change the difficulty, so keep that in mind. If you’re interested in more information on Ascensions and Curses, check out our article on that here.

Tier List Disclaimers

Note that this article was made based on pre-Early Access tuning, so it’s possible some things have changed since then, and if they have this list will be updated accordingly. Something else to be aware of is that we’ve excluded all 4 capstone dungeons from this ranking, as until you reach Endless mode these are only available on a static difficulty, making it hard to compare them to the single boss dungeons.

Dungeon Difficulty Tier List

The easiest dungeons are in S tier, with them increasing in difficulty until you get to the hardest dungeons in C tier. For more insight as to why dungeons are ranked where they are, see the notes below the tier list.

S
Wyrmheart
A
Sailor's AbyssSilken HollowEmpyrean Sands
B
StormwatchGodfall QuarryEverdawn Grove
C
Urrak Markets

Tier List Discussion

S-Tier (Easiest)

Wyrmheart - This dungeon is shaping up to be the easiest one available, as the only dangerous trash mobs are entirely avoidable, and the boss does relatively low damage to both the group and the tank, even if interruptible casts are missed.

A-Tier

Sailor’s Abyss - While this dungeon doesn’t give a ton of choice in terms of routing, almost all the mobs are either easy to deal with or only put pressure on your tank, allowing good tank players to trivialize many pulls. The boss itself does have some coordination involved for non-tanks, but once players are familiar with the dance it becomes one of the easier encounters available.

Silken Hollow - The last of the Early Access additions, this is also looking like the easiest of the three, as there are minimal instances of group damage as well as interrupts, a plethora of pathing options to choose from to avoid dangerous mobs, plus the boss encounter is one of the easier ones available with fairly forgiving mechanics.

Empyrean Sands - This dungeon gives a lot of flexibility in terms of routing, allowing you to avoid many of the most dangerous mobs while still hitting your count requirements. On top of that, changes to Sin-Magir since open beta have made the fight a bit more forgiving to heal, reducing the overall difficulty a fair bit.

B-Tier

Stormwatch - A fairly forgiving dungeon for the most part, with the exception of the final encounter with Warlord Brogg. After his dominance during Open Beta I expect his damage numbers to be tuned down, but time will tell if that allows this dungeon to move up this list.

Godfall Quarry - Another new dungeon coming to Early Access, the trash in here is fairly forgiving for the most part, with plenty of routing options if needed. The main difficulty here comes from the final boss, which can deal extremely high damage if you aren’t able to quickly kill off the waystones, so the better your DPS are at swapping the easier this dungeon will be.

Everdawn Grove - Newly added in Early Access, this dungeon has quite a few dangerous casters and elites that are mostly skippable, but even the relatively small number you still pull are enough to give groups some trouble. The boss encounter with Malgut is also very punishing when it comes to positioning, where one misstep at the wrong moment can lead to a full wipe.

C-Tier (Hardest)

Urrak Markets - Looking like one of the harder dungeons overall, this has a mix of moderately difficult trash mobs along with an extremely difficult final boss, requiring good positioning, an interrupt rotation, and smart defensive usage across the board in order to overcome.

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