9 classes · dev-confirmed facts · May 20, 2026

Best Classes

Permanent class unlocks cost Credits earned each wave. Start with the best class for your situation, then compare every kit with abilities, solo/team tiers, and honest unlock advice.

Quick answer

Situation-based picks before reading full breakdowns.

Situation Class Cost Solo tier
Best overall Necromancer 250k S
First unlock solo Marksman 15k A
First unlock co-op Medic 10k A
Squad defense Bastion 200k A
Team anchor Tactician 75k A
Crowd control Demolitionist 50k B
Skip first unlock Ninja 25k C

Full class roster

Class Cost Rarity Solo Team Beginner Role
Survivor

Lowest damage and survivability; outgrown quickly on the Rooftop Map.

Free Default C C B starter
Medic

Underwhelming solo — most value comes from keeping teammates alive.

10,000 Uncommon B A A support
Marksman

Limited defensive tools — positioning matters on Rooftop stairwells.

15,000 Uncommon A A A dps
Engineer

Poor adaptability when repositioning — Tactician is the direct upgrade path.

20,000 Rare B B B defense
Ninja

Pro Game Guides rates Ninja D-tier; close-range kit falls off mid-to-late waves.

25,000 Rare C C D control
Demolitionist

Damage profile leans on gear more than raw weapon DPS — shotgun stays viable late.

50,000 Epic B B C control
Tactician

Setup-heavy; weaker when the lobby keeps rotating across the arena.

75,000 Epic A A B defense
Bastion

media_reported — tier contested (PGG S-tier vs Destructoid A-tier). Likely added ~May 2026; dev-previewed drone gear 2026-05-03.

200,000 Legendary B A D defense
Necromancer

Only S-tier class; cost updated to 250,000 in May 2026 sources (older guides cite 200,000). Requires active kit management.

250,000 Legendary S S D dps

Survivor

Cost: Free (starter) · Solo tier: C · Team tier: C

Abilities

  • Default kit — No deployable gear; vanilla baseline with no damage or survivability bonuses.

Best for: Brand-new players with zero Credits; First run before any unlock

Unlock advice: Free starter — replace as soon as you can afford Medic (10,000) or Marksman (15,000).

Synergies: medic, marksman

Medic

Cost: 10,000 Credits · Solo tier: B · Team tier: A

Abilities

  • Stim Shot — Heal burst for teammates or self.
  • Mending Tower — Area heal over time.
  • Healing Station — Sustain platform for squad uptime.

Best for: First serious co-op unlock; Team sustain on public lobbies; Players who want cheapest A-tier entry

Unlock advice: Best budget first unlock for co-op (10,000 Credits). Dev-confirmed: Medic earns Credits from healing structures and players (2026-02-01 patch).

Synergies: tactician, marksman, bastion

Marksman

Cost: 15,000 Credits · Solo tier: A · Team tier: A

Abilities

  • Frag Grenade — Burst damage for packs or elites.
  • Deadeye — Bullet pierce — scales with rifle kill volume.
  • Sonar Ping — Zombie detection — marks threats before they reach you.

Best for: Best first unlock for solo DPS; Credit farming with rifle + pierce; Carry role in mixed public teams

Unlock advice: Recommended first paid unlock for most players (15,000). Pair with handgun → shotgun → rifle weapon path.

Synergies: medic, tactician

Engineer

Cost: 20,000 Credits · Solo tier: B · Team tier: B

Abilities

  • Flame Turret — Automated lane damage.
  • Auto Turret — Consistent DPS from a fixed position.
  • Steel Barricade — Blocks chokepoints — strong on Rooftop stairs.

Best for: Holding a chokepoint in team play; Stepping stone before Tactician

Unlock advice: Buy only if you enjoy turret play; otherwise save for Tactician (75,000) as the structural-defense upgrade.

Synergies: tactician, demolitionist, medic

Ninja

Cost: 25,000 Credits · Solo tier: C · Team tier: C

Abilities

  • Cloak — Short invisibility window — zombies ignore you.
  • Blade Fury — Melee burst for clutch moments.
  • Shuriken — Ranged secondary for picks.

Best for: Early-wave stealth and clutch revives; Fun novelty runs

Unlock advice: Skip as a first unlock — Marksman delivers better solo and team value for 10,000 fewer Credits.

Synergies: medic

Demolitionist

Cost: 50,000 Credits · Solo tier: B · Team tier: B

Abilities

  • Stim Shot — Self sustain between bomb cycles.
  • Shockwave Bomb — Knockback + stun for packed zombies.
  • Molotov — Persistent fire patch — area DOT.

Best for: Crowd control on stairwell charges; Stalling waves while teammates reposition

Unlock advice: Mid-progression pick for teams that need pack disruption; not required before Tactician unless you love AoE kits.

Synergies: tactician, necromancer, marksman

Tactician

Cost: 75,000 Credits · Solo tier: A · Team tier: A

Abilities

  • Vanguard Turret — Auto-targets elite zombies.
  • Spikes — Passive chip damage on chokepoints.
  • Steel Barricade — Extended fortification durability.

Best for: Team anchor on Rooftop chokepoints; Structural defense leaderboards; Engineer upgrade path

Unlock advice: Top A-tier structural pick — aim for this after Marksman if your squad holds lanes. Strong on Rooftop Map since 2026-04-18.

Synergies: medic, marksman, necromancer, bastion

Bastion

Cost: 200,000 Credits · Solo tier: B · Team tier: A

Abilities

  • Bunker — Squad-wide invincibility bubble + HP regen + damage boost — whole team benefits.
  • Laser Turret — Auto-tracks and fires red lasers at range.
  • Drone — Auto-shoots and soaks damage; stackable drone swarm.

Best for: Squad-wide defensive holds; Keeping full 25-player lobbies alive in clutch waves

Unlock advice: Unlock if your team prioritizes squad survival over solo scaling; save Necromancer grind unless leaderboard-focused.

Synergies: medic, tactician, marksman

Necromancer

Cost: 250,000 Credits · Solo tier: S · Team tier: S

Abilities

  • Soul Harvester — Consume defeated zombies for resources.
  • Raise Undead — Zombie minions fight for you — kills credit the player (patched 2026-02-01).
  • Death Nova — Detonate minions for massive area damage in funnels.

Best for: Late-wave leaderboard pushes; Rooftop stairwell funnel meta; Timing-based resource scaling

Unlock advice: Endgame unlock — farm after Marksman → Tactician fundamentals. May 8, 2026 buff: higher minion walkspeed and damage (exact values undisclosed).

Synergies: tactician, medic, demolitionist

Dev-confirmed facts

  • 2026-02-01: Necromancer minion/detonation kills credit the player.
  • 2026-02-01: Turrets no longer friendly-fire Necromancer minions.
  • 2026-02-01: Medic earns Credits from healing structures and players.
  • 2026-05-08: Necromancer buff — higher minion speed and damage (values undisclosed).

Credit investment ladder

  • Free–15k: Survivor, Medic, Marksman
  • 20k–25k: Engineer, Ninja
  • 50k–75k: Demolitionist, Tactician
  • 200k–250k: Bastion, Necromancer

FAQ

What is the cheapest A-tier class?

Medic at 10,000 Credits. Best budget co-op unlock; earns Credits from healing per Feb 2026 patch.

What is the best solo class?

Marksman (15,000) early; Necromancer (250,000) for late-wave leaderboard pushes once you can manage minion economy.

Should I buy Ninja?

Not as a first unlock. C-tier for late waves — Marksman delivers better solo and team value for 10,000 fewer Credits.

When was Necromancer buffed?

May 8, 2026 Mini Content Update — higher minion walkspeed and damage (exact values undisclosed). Feb 2026 patch fixed minion kill credit.

See also: All guides · Tier list · Credit Planner · Beginner guide