This is my personal tierlist. I believe certain units could be argued up or down a tier. At the time of making this I have about 250 hours into the game.
S - The best of the best of units. Can legitimately carry your team with minimal to no investment. Has some sort of super niche that sets them apart from their peers in an exponential way.
A - Super units. Can carry your team.
B - Better than average units. Has some type of a niche that make them slightly better than average units.
C - Average units. Can still be great units with some investment or favoritism in the form of Elixirs or Rings.
D - Irredeemable units. There are none. Any unit in this game can be viable.
S - Brokenly overpowered to the point of trivializing the game
A - Not quite broken but has strong skills or passives that see a lot of usage
B - Above average classes that have a really strong skill or niche they can do
C - Average classes that have decent skills or combat performance
D - A little bit below the average classes but may still perform well but don't do anything too remarkable
F - Below average classes that tend to lack performance
Ascendant - Divine Flow stacks stack. Can't get hit? Busted.
Godfrost - Absolute Zero = 3 turns + Scales with Aqua Ring + Stacks. Enemies can't do damage? Busted.
Tidecaller - Dancer = Good. Healer = Good. Passive = Good.
Scholar - Building Knowledge, Phase, Ancient Writ = great into late game!
Aegis - Repulsor Shield = great into late game!
Monk - Charged Ki = beat the stat curve
Slayer - Ricochet = OCTUPLE! Wyvern Strike & Stinger Strike = great!
Nightblade - Shadowstep, Grim Stroke, Fleet Feet = great into late game!
Gallant - Honorclad, Call to Arms, Overpower = great into late game!
Reaper - Visage of Death, Blink, High Mastery Class = great!
Cuttthroat - Scrapper, Licky Lasso = good!
Warlock - Blackflame, Hellfire, Poison Nova = good!
Necromancer - Soul Steal, Animate = good!
Cosmician - Empyrial Magic, Astral Reckoning, Meteor = good!
Spirit Keeper - Soul Synergy, Spirit Bomb = good!
Wave Seer - Aquatic Affinity, Healing Wave, Whirlpool = good!
Ellisant - Magical Damage, Eternal Sun, Full Draw, Blinding Light, High Mastery Class = good!
Stormkeeper - Obliteration = great! Lightning Strike = good!
Deadeye - Wing Buffet = great! Lethality = okay. Command Hawk = okay.
Seeker - exclusive 2 range of a class tree with 1 range. Enchant weapon strong early game.
Tamer - Strong player phase and early game. Kind of bulky to take a hit or two even with middling speed.
Dreadnought - Decent in the mid game. Dread Blessing should be lower mana cost or Severe Block instead.
Geomancer - Light Block decent early game. "Rescue" and access to a small heal is versatile and strong early game.
Ritualist - Ability to heal self very strong early game for sustain.
Quickdraw - Solid bases and growths and passive mana regen for skills.
Conduit - Chain Lightning is good and Defibrillate is a strong emergency heal. Good Mastery growth.
Loremaster - Very fast unit with respectable combat and a decent passive and not much else.
Elementalist - Flame Strike scales with Inferno Ring and can kill early game threats with ease but costs a lot of mana, holding it back. It's passive is great; but again, the mana cost of the skills is so bad, they can't really abuse it.
Beastmaster - A bulky class that has a decent player phase but doesn't really bring anything remarkable as far as combat, skills, passives or anything of the sort. On top of this, the passive only applies to "Command" type skills which are their offensive, single target ones.
Hemomancer - Simulacrum is a great skill and Dark Magic passive is okay but requires setup. You will almost never use Soul Tear, like... ever. Thematically, its cool, practically, its not.
Champion - Champions get a lot of hate from the community but they're pretty bulky and hit pretty hard. If you're trying to kill something, you'll probably fail unless you have a crit based build or have prior setup via chip damage of something like Wing Buffet. Cut Them Down is an underrated skill that's pretty damn good at refilling your Stormkeeper's mana via Obliterate overkill or just setting up kills for your supports.
Ancarant - Personally, I love this class; however, looking at it objectively it doesn't offer anything great. Glaive Toss damage is trash, but does offer vampirism glyph, Moonlight Beacon is decent but only debuffs foes to take more damage in combat twice. Midnight Ride is a questionable passive because there's not a setup you can consistently stay under that threshold while ultimately being worse than Nightblade's Shadowstep because at least Shadowstep stacks. While offering a large speed growth, its power growth is extremely pitiful and is increased in base upon promotion but not growth.
Relic Knight - This class theoretically infinitely scales but resets every turn and is locked to 1 range. Objectively, the class's skills suck and while its passive is decent, you don't have much bulk even as Alden (the posterchild of this class), without being buffed first and getting your first few kills with Repulsor Shield. If Swirling Blades had 2 range and/or the Unstoppable passive lasted 2 turns, this class could actually be decent, but unfortunately its not.
Frigillan - This class ended up creeping to this tier solely because it has a niche - blocking (or making) choke points. Additionally, the passive isn't bad - especially in Demonic where enemies tend to have high avoid. The major drawbacks of the class is that it has pretty low growths in everything but HP, Power and Defense. For that reason, its combat tends to lag a bit behind.
Ranger - what if we give them a stun skill? do you think it'd make up for their terrible stats? what if we give them a skill to reduce crit resist? uhhhhh....... heavy block?
Devoted - I heard you like light block on a 1 range locked class with JUST BELOW AVERAGE growths in almost everything. Here's some bleed too since you aren't killing anything IN COMBAT. HAHAHA!
Gale - Here's 2 situational skills and not enough dodge to dodge, or power to kill.
Tempest - Here's 2 more situational skills, 1 of which is useless and you still don't get enough dodge to dodge but you might get a crit.
Juggernaut - Here's 50-60 hp. Get hit and heal mana. By the way, your skills cost 50 mana. Good luck.
Warden - Here's a bear, its not very good. Oh, and here's another one, but not really.