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
More guides & tools
26 deep-dive class, weapon, and wave articles.
Beginner guideFirst 5 runs and Credit milestones.
Best loadoutsSolo, team, farm, and leaderboard frameworks.
Best weaponsHandgun, shotgun, rifle, World Ender, and new guns.
Waves guideAuto Skip rules and Credit spend phases.
Enemies guideElite priority, pack control, and counters.
Rooftop map guideCurrent map routes, hold spots, and Atlantis notes.
Credit PlannerPlan Medic, Marksman, or Necromancer unlocks.