What's inside
- Quick comparison: every sin at a glance
- The scoring rubric behind these tiers
- S tier: the sins that carry almost any content
- A tier: strong picks with one clear condition
- B and C tier: situational, and how to make them work
- Pick by play style: a decision matrix
- What falls off first, and the mistakes that cost you
- Frequently Asked Questions
- Quick comparison: every sin at a glance
- The scoring rubric behind these tiers
- S tier: the sins that carry almost any content
- A tier: strong picks with one clear condition
- B and C tier: situational, and how to make them work
- Pick by play style: a decision matrix
- What falls off first, and the mistakes that cost you
- Frequently Asked Questions
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Wrath is the best sin in Absolvement for most players, with Pride a close second — Wrath delivers the highest reliable damage with the least setup, while Pride snowballs harder once you can protect its stacking buffs. Sloth and Lust sit at the bottom of the tier list not because they are weak, but because their value depends almost entirely on a specific team composition or encounter type. Everything below is ranked on a published rubric so you can re-weight it to your own play style rather than take the order on faith.
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What we cover
- Quick comparison: every sin at a glance
- The scoring rubric behind these tiers
- S tier: the sins that carry almost any content
- A tier: strong picks with one clear condition
- B and C tier: situational, and how to make them work
- Pick by play style: a decision matrix
- What falls off first, and the mistakes that cost you
- Frequently Asked Questions
Quick comparison: every sin at a glance
| Sin | Tier | Best for | Signature mechanic | Ramp to full power | Main trade-off |
|---|---|---|---|---|---|
| Wrath | S | General play, boss burn phases | Converts damage taken into a flat damage bonus | 2–3 fights | Effectively no defensive layer; punishes sloppy positioning |
| Pride | S | Experienced players, solo carrying | Stacks that scale with your own buffs and kills | 4–6 fights | Slow start; stacks reset on death |
| Greed | A | Farming, upgrade economy | Bonus currency and loot rolls from kills | 1 fight | Lowest damage ceiling in boss content |
| Envy | A | PvP, mixed enemy rosters | Copies the last ability the target used | 3–5 fights | Inconsistent against single-mechanic bosses |
| Gluttony | A | Solo survival, long attrition fights | Converts incoming damage into healing over time | 1–2 fights | Slow clear speed, weak burst windows |
| Sloth | B | Zone control, hardcore no-death runs | Aura that slows enemies and reduces incoming damage | 2 fights | Lowest damage output; every fight runs long |
| Lust | C | Co-op support, crowd control | Charm and debuff application | 1–2 fights | Poor solo damage; near-useless against charm-immune bosses |
The scoring rubric behind these tiers
Each sin is rated 1–10 on six criteria, then weighted. The weights used for the default ranking are: damage ceiling 20%, consistency across content 20%, resource economy 15%, survivability 15%, team utility 15%, and ease of piloting 15%. Tier cut-offs are S ≥ 7.00, A 6.50–6.99, B 6.00–6.49, C below 6.00. Exact in-game values shift with every balance pass, so treat the ratings as a decision framework rather than fixed patch data — and verify current numbers in-game before committing a build.
| Sin | Damage (20%) |
Consistency (20%) |
Economy (15%) |
Survival (15%) |
Utility (15%) |
Ease (15%) |
Weighted score | Tier |
|---|---|---|---|---|---|---|---|---|
| Wrath | 10 | 9 | 6 | 5 | 5 | 9 | 7.55 | S |
| Pride | 9 | 8 | 7 | 6 | 7 | 5 | 7.15 | S |
| Greed | 6 | 7 | 10 | 6 | 5 | 7 | 6.80 | A |
| Envy | 8 | 7 | 6 | 6 | 8 | 5 | 6.75 | A |
| Gluttony | 4 | 8 | 7 | 10 | 5 | 7 | 6.75 | A |
| Sloth | 4 | 6 | 7 | 9 | 7 | 4 | 6.05 | B |
| Lust | 5 | 5 | 6 | 5 | 9 | 5 | 5.75 | C |
Envy and Gluttony tie on total score; the tiebreak is consistency, which is why Gluttony is listed first among the A-tier picks for players who value predictable runs.
S tier: the sins that carry almost any content
Wrath — best overall
Wrath suits players who want results immediately and are willing to trade defense for tempo. Its damage bonus builds from damage taken, which means it rewards aggressive, forward-pressure play: the fights you nearly lose are the fights where Wrath hits hardest. It is the easiest top-tier sin to pilot because it has no stack management and no long ramp.
The trade-off is real, though. Wrath’s bonus is flat, so it loses relative value as enemy health pools grow and burst windows stop closing fights. In late content, a Wrath build that cannot kill inside its peak window is a build with no defensive layer and no plan B.
Pride — best for high-skill snowballing
Pride rewards players who already know the encounters. Stacks accumulate from your own buffs and kills, so its ceiling is the highest on the list — but the first four to six fights of a run are noticeably weaker than a Wrath start, and everything resets if you die.
Choose Pride if you are replaying content you have cleared and want a carry build. Choose something else if you are learning a new area, because Pride punishes exactly the mistakes a new area forces you to make.
A tier: strong picks with one clear condition
Greed — best for farming and upgrade economy
Greed’s bonus currency and loot rolls make it the fastest way to fund upgrades, and it comes online in a single fight — the shortest ramp of any sin. It suits players in a progression phase who need to buy gear rather than clear the hardest boss this week.
The condition is content type. Greed’s economy lead caps once you have bought out the vendor for your level band, and its damage ceiling is the lowest among the A-tier picks. Run it for farming loops, then respec for the boss.
Envy — best for PvP and adaptive play
Envy copies the last ability the target used, which makes it the most flexible sin in mixed enemy rosters and the strongest choice in duels where opponents telegraph their kit. Its utility rating of 8 is the second highest on the board.
The trade-off is variance. Against a boss with one repeating mechanic, Envy has nothing to steal and effectively plays as a below-average damage pick. If your roster is mostly single-mechanic bosses, skip it.
Gluttony — best for sustain and solo survival
Gluttony converts incoming damage into healing over time and scores a perfect 10 in survivability. For solo players running long attrition fights or learning a hard area without a group, it is the most forgiving pick on the list, and its ramp is only one to two fights.
It pays for that safety with the lowest damage rating among the A-tier options, so clears are slow and burst-check encounters are a genuine problem.
B and C tier: situational, and how to make them work
Sloth — best defensive zone control
Sloth’s slowing aura and damage reduction make it the safest pick for no-death runs and for holding a chokepoint while a group retreats. It scores 9 in survivability and 7 in utility, so it is not a bad sin — it is a slow one. With the lowest damage rating on the board, every encounter takes longer, which in a timed or escalating encounter is its own kind of risk.
Lust — best co-op support, weakest solo
Lust is the clearest example of a pick that is mis-ranked by a generic list. Its utility rating of 9 is the highest of any sin, and charm plus debuff application can trivialise group encounters and add phases. Solo, it has no damage and no survivability, which is why it lands in C.
Run Lust when you have at least two other players to cover damage. Against charm-immune bosses, its core mechanic does nothing at all.
Pick by play style: a decision matrix
| Your situation | Best pick | Runner-up | Why |
|---|---|---|---|
| First playthrough, low familiarity | Wrath | Gluttony | Shortest ramp to useful output; no stack management |
| Farming upgrades for 5–10 hours | Greed | Wrath | Economy bonus compounds while you are not pushing bosses |
| Co-op with 2+ friends | Lust | Pride | Utility scales with team size; charm covers allies’ weak phases |
| Solo boss progression | Wrath | Pride | Burst windows decide boss fights more than sustain does |
| PvP duels | Envy | Wrath | Copying a telegraphed opponent ability is worth more than flat damage |
| Hardcore / no-death run | Gluttony | Sloth | Survivability ratings of 10 and 9 respectively |
| Sessions under 45 minutes | Wrath | Greed | Both reach full value in 1–3 fights instead of 4–6 |
Re-weighting the rubric for your own play style
If you only play co-op, the default weights are wrong for you. Set utility to 40%, survivability to 20%, and drop damage and consistency to 10% each (economy and ease stay at 10%). Re-running the same ratings changes the order substantially:
- Pride: 6.90 — moves from second to first
- Lust: 6.70 — jumps from last to third
- Gluttony: 6.60
- Wrath: 6.40 — drops from first to fourth
That single re-weighting is why a tier list without published criteria is close to useless. Decide which criteria matter to you, apply the weights, and rank accordingly.
What falls off first, and the mistakes that cost you
Knowing which part of a sin expires first is more useful than knowing its peak power.
- Wrath’s flat damage bonus is the first thing to expire. It stops closing fights once enemy health pools outscale it — roughly when a boss fight runs past the burst window.
- Pride’s stacks are borrowed power. They are the first thing you lose on death, so a Pride run is only as strong as your last clean fight.
- Greed’s economy lead caps, it does not scale. Once the vendor for your level band is bought out, the bonus is dead weight until the next tier.
- Lust and Sloth burn consumables. Charm items and defensive cooldowns are their real resource; budget them per encounter rather than per run.
- Respec costs escalate. Treat respecs as a per-run decision, not a per-fight one. Farming builds and boss builds should be planned as two separate runs, not swapped mid-session.
Three mistakes show up repeatedly. First, splitting investment across two sins — hybrids ramp slower than either parent and peak lower. Second, building around a single enemy type and then blaming the sin when the roster changes. Third, judging Lust or Sloth on solo damage, which is measuring them on the one axis they are not designed for.
Frequently Asked Questions
What is the best sin in Absolvement overall?
Wrath, on the default rubric, with a weighted score of 7.55 out of 10. It has the highest damage rating, the joint-highest ease rating, and the shortest ramp of any top-tier pick. Pride is a close second at 7.15 and overtakes Wrath if you weight team utility more heavily.
Is Wrath or Pride better for a beginner?
Wrath, clearly. It needs no stack management, reaches full power in two to three fights, and its bonus builds from damage you were going to take anyway. Pride needs four to six fights to come online and loses everything on death, which is exactly the wrong profile for someone still learning an area.
Which sin is best for co-op play?
Lust, provided your group has at least two other players covering damage. Its utility rating of 9 is the highest on the board, and charm plus debuff application shortens group encounters considerably. Under a co-op-weighted rubric, Lust moves from last place to third.
Do these rankings change with balance patches?
Yes, and the rubric is designed so you can absorb that. The ratings here reflect relative strengths, not fixed patch values, so when a balance pass shifts a mechanic, re-score the affected criteria and recalculate the weighted total. The criteria weights matter more to the final order than any single rating.
Can I respec if I pick the wrong sin?
You can, but respec costs escalate with repeated use, so it is a per-run decision rather than something to do between fights. The practical approach is to pick Greed for a farming run and respec once for the boss run, rather than swapping every time an encounter goes badly.
Which sin should I pick for a hardcore no-death run?
Gluttony first, Sloth second. Gluttony converts incoming damage into healing and rates 10 in survivability; Sloth’s aura slows enemies and reduces incoming damage and rates 9. Both cost you clear speed, which is the correct trade in a run where a single death ends everything.

