FFXIV Dungeons Tier List – EVERY FFXIV Dungeon Ranked



Wanted to rank every single FFXIV Dungeon so far in a FFXIV Tier List. This is obviously my opinion so will be bias. So let me know in the comments what your favourite or worst dungeons are in FF14.

Hopefully I haven’t angered too many people with some of these spicy placements! For me the first impression of a dungeon in final fantasy 14 is huge, which is why I’ve placed normal above hard modes. Also why some that had huge story ties were placed so high. Either way, I hope you find this sort of video enjoyable!

Let me know your favourites and if you want a Raid tier list let me know!

FFXIV Dungeon Tier List:
https://tiermaker.com/create/ffxiv-dungeons-53-571950

Timestamps are kinda accurate, but some dungeons mixed around:
0:00 Intro
0:40 ARR Dungeons
7:30 Heavensward
10:40 Stormblood
14:30 Shadowbringers
17:10 Endwalker

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13 thoughts on “FFXIV Dungeons Tier List – EVERY FFXIV Dungeon Ranked”

  1. Oh dear, you've clearly not done all the revamped ARR and HW dungeons.
    Copperbell Mines has 3 completely new boss fights.
    Livia fight in Meridianum is quite good now. "Such devastation" is no longer in Prae; it's in Porta Decumana (4-player Ultima Weapon). Prae now ends after the fight with Gaius on the lift.

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  2. Here's a list of reasons why Aurum Vale is too high:
    1. The first pull. I know it's been said time and again, but the first room is by far the worst-designed thing to come out of early FFXIV. It's just a huge mass of creatures and piddle puddles, and you'd BETTER make sure you didn't stop the enemies near a gas pocket otherwise your other party members are going to go get a golden shower.
    2. It's level 47 dungeon, sync at 49, meaning you DO NOT GET level 50 abilities, and it SCREAMS being designed with level 50 abilities in mind, the pseudo-invincibility abilities and healing abilities in 50 in particular. But you just… don't get them.
    3. First boss does NOT point out whatsoever how you're supposed to get rid of the stacking debuffs that pile onto you. You're supposed to just know that the morbol fruits in the room will get rid of all debuffs on you. Even just delaying the spawning of the Morbol Fruits to the first time the debuff is hit would tell people, "Hey, maybe this fruit does something".
    4. The change to how dungeons grant experience post-Endwalker hit Aurum Vale possibly the hardest out of any other dungeon, meaning the ONE REASON people have to actually go through Aurum Vale on Leveling is gone.
    5. It's arguably one of the few dungeons that you're better off NOT getting unlocked, because Dzemael Darkhold is at least bearable and does a better job of demonstrating the mechanics of each area and testing you on them at various points.
    6. The last boss's "Hooked Burrs" debuff isn't well explained and it has a crappy tooltip; some people will go in expecting it to do damage over time and immediately try clearing it with Morbol Fruit, every single time they get a single stack of it. Others will see it doesn't do anything and just keep fighting until they get hit by a hit that does more damage than their max HP… and then blame the healer. I have seen very few people come to understand that Hooked Burrs causes the damage done by the boss's roomwide to increase by a set percentage, and that if you see the damage done by the roomwide get close to your max HP, it's probably a good time to eat a fruit.
    7. In this day and age, the equipment you get from Aurum Vale is replaced two levels before you actually get INTO the dungeon, and, unlike the stuff obtained from Dzemael Darkhold, isn't tradeable to make up for that fact.

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  3. My top three are: Mt. Gulg, Gimlyt Dark, and Amaurot.

    I think Endwalker dungeons so far have had better boss fights, but after MSQ, I haven't enjoyed replaying the dungeons as a whole as much compared to past expansions; I'm not really sure why though.

    A lot of the older dungeons are worth revisiting after their reworks for trusts. For example I've been meaning to run Aetherchemical, I think they changed the Ascian Prime fight. Although I don't really like the new Hraesvalgr fight in Sohr Khai. His mechanics are better, but I miss the old arena being split and having to hop around it.

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  4. Mt Gulg is my favourite dungeon purely for being able to do the most insane wall-pulls in the game, I tanked it with a friend the other day for fun and I had to use tank LB on the last pull just to stay alive lmao

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