Damage
Delete priority zombies and bosses. This feels great when your aim, reload timing, and credit spending are all on point.
Role guide
Your class decides what you bring to the run. Pick something that covers a real team need before you chase the pick everyone is arguing about.
Last checked: May 30, 2026
Unlock path
Costs can shift after updates, but these public guide values give players a realistic unlock path instead of a vague best-class answer.
| Class | Cost | Role | Best for | Watch out |
|---|---|---|---|---|
| Survivor Default | Free | Starter baseline | Learning lanes before spending credits | Replace it once you can afford Medic or Marksman. |
| Medic Uncommon | 10,000 Credits | Healing and sustain | First co-op unlock and public lobbies that keep dropping | Less flashy solo, but excellent when teammates use your sustain. |
| Marksman Uncommon | 15,000 Credits | Long-range DPS | First solo unlock, players with steady aim | Needs space or a front line because it has limited defense. |
| Engineer Rare | 20,000 Credits | Turrets and barricades | Holding chokepoints while the team clears | Falls off if the squad keeps moving and abandons your setup. |
| Ninja Rare | 25,000 Credits | Stealth and close-range clutch | Emergency escapes and risky revives | Not a good first unlock if you want stable late waves. |
| Demolitionist Epic | 50,000 Credits | Knockback, stun, and area damage | Stopping stacked zombie packs at funnels | Needs good placement to beat cheaper DPS picks. |
| Tactician Epic | 75,000 Credits | Defensive anchor | Teams that want to lock down a position | Setup-heavy, so it feels worse when everyone rotates constantly. |
| Bastion Legendary | 200,000 Credits | Squad defense | Teams trying to keep everyone alive during heavy pressure | Expensive and best when the whole squad plays near the hold. |
| Necromancer Legendary | 250,000 Credits | Summon scaling and late-wave control | Leaderboard pushes and players who can manage minion timing | Do not rush it before you understand spawns and wave flow. |
Role map
Most class choices boil down to damage, support, control, or survival. A balanced team usually lasts longer than four players all trying to be the highlight.
Delete priority zombies and bosses. This feels great when your aim, reload timing, and credit spending are all on point.
Keep teammates alive and reduce downtime. Support looks quiet until the lobby starts dropping and you are the reason it recovers.
Slow, redirect, or soften crowds. Control is what buys the squad a few extra seconds when everything starts pushing inward.

Team role
Before spending credits, look at what your lobby is missing. A Medic can save a shaky squad, a Marksman can clean dangerous targets, and a setup class only shines if the team holds near it.
Quick picks
| Tier | Classes | Best use |
|---|---|---|
| S | Necromancer | Great when your team can hold space and let summons turn zombie pressure back on the wave. |
| A | Medic, Marksman, Tactician, Bastion | The safer public-server picks: healing, range, support, and front-line control all save messy runs. |
| B | Engineer, Demolitionist | Useful when the team plays around their setup, especially chokepoints and crowd control. |
| C | Survivor, Ninja | Playable early, but most players move on once credits and better role choices open up. |
Class cost check
Related guides
Checked links