Path of Exile 2 The Third Edict 0.3 has completely reshaped the hardcore meta, rewarding strong defensive layers, adaptability in solo self-found (SSF), and the ability to survive sudden burst mechanics. Read our PoE 0.2 SSFHC tier list, you’ll find detailed breakdowns for each class, including their clear speed, defenses, single-target capabilities, and ease of play, tailored specifically for SSFHC progression.
PoE 2 0.3 SSFHC Best Ascendancy - Path of Exile 2 0.3 SSF Hardcore Tier List
This Path of Exile 2 0.3 SSFHC tier list breaks down every major ascendancy’s strengths, weaknesses, and SSFHC viability, ranking them from S-Tier (league-defining) to C-Tier (niche or late-game only). Whether you’re looking for a safe league starter like Infernalist, an untouchable tank like Warbringer, or a high-skill ceiling powerhouse like Gambling Legionnaire, this guide provides a clear snapshot of what’s performing—and why—in the current hardcore environment.
S Tier
Gambling Legionnaire
Strengths:
Best hardcore defensive mechanic: “If mostly red sockets → cannot take extra crit damage” = insane survivability. High potential ceiling: Big-brain build potential with item quality scaling.
Weaknesses:
Extremely hard to pilot/master, especially in SSF where you can’t buy required gear. Weak early-game damage and needs planning around socket colors/items.
SSFHC Verdict:
Clear: 2/4 (depends on interactions/gear)
Defense: 3–4/4 (arguably best in HC)
Single-target: 3/4 (scales very well with proper setup)
Ease of Play: 0/4 (hardest class in SSF)
Total: ~12–14/15 (S-Tier potential, D-tier for beginners).
Best high-skill HC class in Abyss, terrible for casuals/new players.
Warbringer
Strengths:
Best current survivability in the game (4/4): 75% max block, Jade Heritage buff, totem damage redirection. Can run 2H weapons without losing tankiness. Very reliable for HC SSF.
Weaknesses:
Average DPS (2/4) without sacrificing defenses. Clear mediocre (2/4)—you trade damage for survival. Requires active play (maintaining totems/Jade Heritage).
SSFHC Verdict:
Clear: 2/4
Defense: 4/4
Single-target: 2/4
Ease of Play: 2.5/4
Total: ~13/15 (S-Tier HC tank/support class).
Probably the safest overall HC class this league—perfect for SSFHC progression.
Deadeye
Strengths:
Survivability: 2.5/4 – Windward Ward + Deflection (70% less damage taken) and Tailwind for constant evasion make it deceptively tanky for a ranged DPS.
Easy to play: 3/4 – Auto-marking, projectile chaining, and Tailwind speed simplify gameplay.
Weaknesses:
Boss damage: 3/4 – Excellent single-target DPS, but loses momentum if hit and stacks drop.
Clear speed: 2.5/4 – Strong chaining and automatic marks, but suffers against instant close-range spawns (Abyss cracks).
SSFHC Verdict:
Clear: 2.5/4
Defense: 2.5/4
Single-target: 3/4
Ease of Play: 3/4
Total: ~14/15 (S-Tier versatile ranged carry, only weak to sudden burst threats).
Chronomancer
Strengths:
Survivability: 4/4 – Temporal Rift, Time Freeze, and movement-slowing auras make it nearly unkillable if piloted correctly.
Easy to play: 1.5/4 – High skill ceiling, requires timing and positioning with Temporal Rift.
Weaknesses:
Boss damage: 3/4 – Flood of Echo stores damage and doubles burst, incredible for bosses.
Clear speed: 1.5/4 – Weak innate clear, must sacrifice damage/defense nodes for AoE.
SSFHC Verdict:
Clear: 1.5/4
Defense: 4/4
Single-target: 3/4
Ease of Play: 1.5/4
Total: ~14/15 (S-Tier hardcore caster; godlike defenses, but punishes mistakes).
A Tier
Mercenary Tactician
Strengths:
Pin utility: Free crowd control for bosses/rares—huge safety in HC.
Deflection + Armor scaling: Potentially one of the best armor-based defenses in the game (possible synergy with Staylight for big-hit mitigation).
Consistent survivability: 3/4 defense baseline, possibly 4/4 with optimized gear.
Weaknesses:
No inherent damage boost—kills slower.
Clear speed: 1/4, nothing built-in.
SSFHC Verdict:
Clear: 1/4
Defense: 3–4/4
Single-target: 1.5/4
Ease of Play: 2.5/4
Total: ~11/15 (A strong defensive HC pick).
Safe, reliable, perfect for hardcore players who value survivability over speed.
Storm Reaver
Strengths:
Mana-as-life setup via Force of Will, Lucidity, Adverse Growth (3–4/4 defense potential). Good sustain, scaling INT = damage + defense. Infusions potentially game-changing for DPS and utility.
Weaknesses:
Unknown infusion meta (unproven ceiling). Clear not inherently strong (2/4)—needs good builds to shine.
SSFHC Verdict:
Clear: 2/4
Defense: 3–4/4
Single-target: 2/4
Ease of Play: 2.5/4
Total: ~12.5/15 (Promising, potentially top-tier once optimized).
A sleeper pick for HC—mana tanking looks extremely strong this patch.
Titan
Strengths:
Massive single-target damage (3/4) via heavy stuns, aftershocks, and 50% stronger small passives. Can pivot between heavy damage and solid tanking.
Weaknesses:
Lowest survivability of warrior classes (2/4) if focused on damage. Clear is only average (2/4).
SSFHC Verdict:
Clear: 2/4
Defense: 2/4
Single-target: 3/4
Ease of Play: 2.5/4
Total: ~12/15 (Top-tier boss killer with flexibility).
One of the best warrior picks for damage-focused HC builds.
Lich
Strengths:
Bypasses life mechanics (ES-based tanking) → can be durable if played right. Built-in Impending Doom for strong curse-based clear (3/4). Good scaling with curses and damage-over-time builds.
Weaknesses:
Requires knowledge to maximize defenses (life bypass, ES sustain). Early game survivability is mediocre without proper setup.
SSFHC Verdict:
Clear: 3/4
Defense: 2.5/4
Single-target: 2/4
Ease of Play: 1.5/4
Total: ~11.5/15 (High-skill, high-reward caster).
Great for curse-based DoT players, but punishing for beginners.
Witch Hunter
Strengths:
Survivability: 2/4 – Elemental defenses via Sorcery wards, great offense-as-defense, but vulnerable to phys/DoT.
Easy to play: 2.5/4 – Strong kit but requires awareness due to low defensive layers.
Weaknesses:
Boss damage: 4/4 – Zealot’s Inquisition, Decimating Strike, and instant weapon swaps = absurd single-target.
Clear speed: 4/4 – Exceptional mapping speed and scaling.
SSFHC Verdict:
Clear: 4/4
Defense: 2/4
Single-target: 4/4
Ease of Play: 2.5/4
Total: ~14.5/15 (A+/S-Tier – perfect in SC, top damage in HC but less forgiving).
Infernalist
Strengths:
Survivability: 3/4 – Demon Form + Mind Over Matter make it mobile and tanky with basic regen gear.
Easy to play: 4/4 – Extremely straightforward; fast movement and simple gearing make it ideal for new leagues.
Weaknesses:
Boss damage: 3/4 – Strong overall but slightly lower peak DPS in endgame bossing.
Clear speed: 3/4 – No built-in AoE but high movement speed compensates.
SSFHC Verdict:
Clear: 3/4
Defense: 3/4
Single-target: 3/4
Ease of Play: 4/4
Total: ~15/15 (S-Tier league starter; safest, smoothest progression option right now).
B Tier
Pathfinder
Strengths:
Built-in poison spread + double poison → strong clear potential (3/4). Sustainable Practice (50% evasion → ele damage reduction) + freeze immunity → solid defenses.
Weaknesses:
No real single-target boost. Requires setup gear for optimal performance (e.g., poison gloves + Herald of Plague).
SSFHC Verdict:
Clear: 3/4
Defense: 2–3/4 (potentially higher with deflection)
Single-target: 1/4
Ease of Play: 2/4 (requires planning)
Total: ~9–10/15 (B-Tier).
Good league starter with strong mapping, but not a boss killer.
Smith of Kitava
Strengths:
Survivability: High base strength, life, and resistances early on (3/4 defense).
Easy to play: Straightforward defenses and setup.
Weaknesses:
Poor boss damage (1/4).
No built-in clear mechanics (1/4) → slower in Abyss, where fast AoE is key.
SSFHC Verdict:
Clear: 1/4
Defense: 3/4
Single-target: 1/4
Ease of Play: 3/4
Total: ~10.5/15 (B-Tier safe starter).
Solid HC starter tank, mediocre scaling.
Invoker
Strengths:
Solid single-target damage (2.5/4) with elemental penetration. Energy Shield sustain via Meditate (even post-nerf) + historically top HC performer.
Weaknesses:
No native clear speed tools (1/4). Setup required (pre-casting Meditate, managing ES properly).
SSFHC Verdict:
Clear: 1/4
Defense: 2.5–3/4
Single-target: 2.5/4
Ease of Play: 2/4
Total: ~10.5/15 (B-Tier, reliable HC pick).
Safe, proven HC pick with slower clear—not flashy, but effective.
Ritualist
Strengths:
Triple rings + rare modifiers → strong scaling for both damage and defense mid-late game. Life recovery scaling buffed (10% missing unreserved life recovery) → good sustain if not one-shot.
Weaknesses:
Early survivability lacking (1.5/4) until gear/modifiers kick in. Setup reliant (needs rare modifiers, skill duration for curbed lifeforce). Struggles in fast-moving boss fights/ubers.
SSFHC Verdict:
Clear: 2/4
Defense: 1.5–2/4
Single-target: 3/4 (scales well)
Ease of Play: 2/4
Total: ~10.5/15 (B-Tier mid/late-game class).
Scaling powerhouse, but early game feels bad in SSFHC.
Chayula
Strengths:
Can now specialize (Lucid Dreaming = choose mana type focus). Darkness buffs improve survivability with Mind over Matter synergy. Good chaos damage scaling.
Weaknesses:
Clear: Nothing built-in; needs investment.
Still partially unproven in Abyss (new changes = uncertainty).
SSFHC Abyss Verdict:
Score ~10–11/15.
Tier: B-Tier league starter.
If you rush Mind Over Matter, it’s solid for Hardcore. Not top-tier clear, but safe and viable.
C Tier
Bloodmage
Strengths:
Late-game boss killer (can one-shot bosses with the right setup). High scaling with proper gear/strength stacking.
Weaknesses:
Terrible early-game: Mana costs cripple you; weak sustain; requires heavy setup.
Clear speed: Poor without investment.
SSFHC Abyss Verdict:
Score ~8.5/15.
Tier: C/D-Tier league starter, A/S-Tier late-game pivot.
Don’t league-start it. Use another build, farm gear, respec later.
Amazon/Huntress
Strengths:
Best single-target in the game (4/4 uniques kill rating). Simple mechanics, easy to gear (accuracy rolls are a bonus).
Weaknesses:
Survivability: Nearly none (unless you gamble with rare uniques like Kaom’s Heart/Deflection).
Clear: Weak without Lightning Spear (nerfed).
SSFHC viability: Poor due to lack of defensive layers early.
SSFHC Abyss Verdict:
Score ~9/15.
Tier: C/B-Tier. Great for softcore or geared transfer, bad for SSFHC start.