Phantom Abyss

Phantom Abyss

29 ratings
Blessings Tier List
By Marquis
Updated 7.14.22

These are the Blessings that I prioritize on a run, and my reasoning behind each. This tier list is based on my experience with the game -- specifically, the blessings I have had the most successful Inferno completions with -- and may differ from yours.

No ability in this game has any kind of detrimental effect on your run, and just because I consider an ability to be lower tier does not mean that I wouldn't ever pick it up -- however, I personally tend to prioritize my blessings based on the following ranks:
   
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S Tier
>> Wings
Freedom of movement is critical in this game, and the Wings blessing grants you ridiculous amounts of horizontal distance while also negating fall damage due to its slow-falling effect. Clever use of Wings can be used to circumvent entire rooms of obstacles. One of its most powerful utilities is being able to slow the game down safely to your own pace, giving you time to analyze a room while falling to find a safe path.

>> Long Whip
It may not sound particularly overpowered at first, but Long Whip grants you excellent horizontal and vertical movement, and can allow you to blitz safely through entire rooms of hazards, especially when used in conjunction with Wings. Should you mis-time a jump, Long Whip can save you in a pinch by grappling those platforms that would otherwise be just barely out-of-reach.
A Tier
>> Double Jump
Mid-air course correction plus additional vertical and horizontal movement is a very powerful ability to have in a game where quick and precise platforming is rewarded. It's even secretly a triple jump -- grappling a platform or wall with your whip will reset your mid-air jump, allowing you to jump > jump > whip grapple > jump again! You may prefer this option over Wings, as both have very similar utilities in correcting mistakes and circumventing obstacles, and I encourage you to choose which feels more comfortable to you if it comes down to one or the other.
B Tier
>> Big Heal
Healing three hearts is insanely good, and can save a poor run, especially near the end. This is a somewhat situational blessing, and can be less useful or even useless on a good run. Your mileage may vary.

>> Heart Container
Heal but better, as it also increases your health cap by one heart. If you have to choose between this and Heal, always choose the Heart Container.

In runs that start with little to no phantoms, this is easily A or S Tier, now that players each begin with a single heart container (unless running health-boosting whips).
C Tier
>> Whip Again
Movement is the name of the game, and Whip Again can drastically extend your air time and vertical distance. With quick enough reflexes, should your first grapple fail to help you reach a safe platform, Whip Again can give you a second chance to avoid falling into the abyss.

However, the temple's rooms are, for the most part, easy to clear with a single grapple at a time, and more often than not, Whip Again is simply a luxury to have. It shines most when paired with Wings, which you can use to easily cross wide chasms or extend the window you have to save yourself from falling.

>> Quick Whip
Quick Whip decreases the time it takes for your whip to crack or connect with a platform, but does NOT reduce the cooldown of your grapple. In a pinch, it can help you if you would otherwise have been just a split-second too late for your whip to connect, and it can literally pull you out of a sticky situation faster.

Since it grapples almost instantaneously, it increases the window of time you have to grapple a platform while falling fast, which is how I've gotten the most use out of it. You can drop through tall rooms with abandon and more safely snag a platform to break your fall.

>>Soul Armor
Soul Armor's best use is as a panic button; if you find yourself overwhelmed with Guardians or traps, or are falling into a bottomless pit, activate your armor and get yourself to safety ASAP, because your invulnerability will not last very long. Your charges are limited, so don't just waste it on barreling through simple traps.

>>Banishing Whip
Banishing Whip serves a similar function to Calm, but can be used in more situational circumstances. With this blessing, striking a Guardian with your whip will prevent them from spawning for thirty seconds. Use this time wisely!

I've gotten the most mileage out of this blessing against the Masked Defiler, whose poison bombs can impede your progress for a great deal of time. If you aren't good at juking the Devouring Rage, you can use this if you end up cornered. Best use against the Eye of Agony is in tight spaces or trap-filled rooms, where your movement is heavily restricted.

>> Calm
This is a blessing that is more useful the later you are in a run. Guardians on their own aren't particularly challenging to deal with, but when you have to dodge both them and the temple's hazards, they can be a nuisance. Calm gives you a brief reprieve by banishing the guardian on a single floor, allowing you to focus solely on room hazards. I only recommend picking this up late in your run, especially if you plan to visit the Inferno.

Of note is the fact that this blessing will prevent the Guardian from reaching its full power at the end of an Inferno run, though the one upgrade that you prevent is not particularly substantial.

>> Heal
Restores one heart. Very situational; take it if you need it.
D Tier
>> Hover Slide
While the ability gives you some pretty good mid-air horizontal movement, it is outclassed by most other movement options. Not a useless ability, but it doesn't have much utility either. It is worth noting that even without the Double Jump blessing, you can jump out of a Hover Slide -- however, even with Double Jump, you only get one jump. Double Jump and Wings offer far more utility and distance, making this ability unfortunately redundant.

With the Ice Whip, however, you can cover absurd amounts of distance very quickly, and I would bump it up a tier or two if you choose to run with said whip.

>> Crouch Jump
Say hello to the most limited movement option in the game. A high-jump sounds good on paper, but in most situations, your whip (especially with Long Whip or Double Jump) will get you as high as you need to be.

Currently, it doesn't synergize well with any non-whip movement blessings, as you have to either stand still or crouch-walk to initiate it, which severely limits its usefulness. Even if you have Double Jump, the boost only occurs on the first jump.

It may help you tackle some vertical challenges, navigate tall rooms, and reach ceiling treasure chambers, but those rooms are few and far-between compared to the more "horizontal" challenges, and all of these can still be easily cleared with your whip and any of the movement blessings above.

Only consider taking this ability if you run the Vine Whip or Ice Whip. The boosted jump of this blessing can stack with the boosted jump of the Vine Whip -- in which case, I would probably move it up a tier.

With the Ice Whip, however, so long as you have the Icy Feet curse still enabled, you can use the momentum of your slide to boost your horizontal distance. Slide, let go of all keys and then quickly crouch and jump while you still have momentum. It may take some getting used to, but it can be an excellent strategy for quickly clearing rooms and obstacles. Should you choose to run the Ice Whip with its curse enabled, this blessing moves from one of the worst to one of the most essential.
F Tier
>> Lucky
Lucky can save you in a pinch, but the random 5% activation chance makes it less consistent than receiving a straight health upgrade, or a good movement upgrade that would help you avoid taking damage in the first place.

>> Lucky Landing
Yes, this is probably S Tier if you have the Deluxe Whip, but chances are you won't be running with that whip 24/7 (and I personally find it to be a cheap and boring strategy). You'll be spending most of your game trying to AVOID fall damage, and if you're a particularly skilled player who knows how to roll, grapple, or use the Wings and Double Jump blessings to halt your fall, you should never see this blessing come into effect. This is essentially Lucky, but worse as it only blocks one specific type of damage.
23 Comments
Uberosh 7 Apr, 2022 @ 6:25am 
Give Lucky Landing a D Tier - so damn kind due one rare strategy.
I'm ruthlessly put it in F tier, thing which clogs Blessing Pool - and keeps me away from DD, Wings, LW, QW.
LorwynGale 17 Jan, 2022 @ 11:24am 
they updated hover slide, dont remember when, so now it does work with double jump, still with the newer traps and rooms, its still a class D
FatalError 29 Oct, 2021 @ 5:06am 
I would put heart container in A tier. And double jump B tier. Heart container is better than double jump. You want long whip and wings anyways, so double jump is pretty useless, plus it glitches out sometimes.
Duck jump C tier, because it's useful for getting chests, especially since the last updates. Otherwise accurate.
AlternateEnding 27 Aug, 2021 @ 3:45am 
This seems pretty correct all-in-all. I might argue that I'd put Lucky in B-tier, as it could theoretically save you 2+ hearts. But otherwise yeah, accurate.
Crit Magnet 20 Jul, 2021 @ 12:12am 
I agree completely with this assessment of the gifts.
BadMedium 13 Jul, 2021 @ 10:06pm 
Best list! I'm a double jump stan, but besides that same list
Xinxinix 11 Jul, 2021 @ 8:44pm 
Quick Whip can help you grab chests before phantoms have the chance to whip them, too.

I've found it more useful for looting than for traversing.
Mr100and1 6 Jul, 2021 @ 5:14pm 
I would say Hover Slide is S tier in conjunction with the red tier Ice Whip.
Salsichon 6 Jul, 2021 @ 11:50am 
I agree with every point you made in this list, Wings, Double Jump and Long Whip are by far the best blessings
Fawxkitteh 29 Jun, 2021 @ 4:48pm 
Hoverslide is great, some traps become quite a bit easier to get past with it.