Tier List

30 Floors Up Classes Tier List

S through D rankings for lobby classes, cash/gem prices, and when to pick each role.

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Classes Tier List

Classes in 30 Floors Up are lobby jobs you buy with Cash or Gems (about 5 Cash per 1 Gem). They do not spawn free food into an empty pantry; they make one job quieter, faster, or cheaper. The free Survivor can finish every tutorial step. Locksmith is a separate 1299 Robux game pass. This tier list ranks classes for typical Update 2.0 survival and escape goals—water security, quiet movement, co-op stabilisation, and tool access.

Compare picks with getting started before you spend, skim codes for currency gifts when any exist, and return to the tier list hub for other rankings as they publish.

Tier list overview

TierClassesWhy they sit here
SMedic, Cook, ElectricianDirectly extend run length: healing, food economy, lights/radios after the power cut
ACourier, Scout, PorterMovement and logistics that win escapes and quiet scavenges
BScavenger, Caretaker, LocksmithStrong niche value; Locksmith is Robux-gated
CTrapper, PlumberSituational (rooftop birds, valve speed)
DSurvivor, Night WatchBaseline or narrow night focus; fine for learning

Rankings assume Normal difficulty and a mix of solo and four-player lobbies. On Hard, Scout and Medic climb even higher because mistakes cost more health and noise.

S tier — Medic, Cook, Electrician

Medic — 900 Cash / 180 Gems

Bandages restore more health and resolve faster. Downed teammates stabilise in about half the time and stand up stronger; solo self-treatment is also improved. Starts with a small medical pouch (bandages). Health does not passively regenerate in this game, so Medic is the difference between a scratched hallway fight and a dead run. Essential in co-op; still excellent solo when you mis-time floor 16 smoke or a stair panic.

Cook — 500 Cash / 100 Gems

A full cooker batch yields a bonus portion, fuel use per batch drops by half, and cooked meals stay fresh about two extra days. Starts with a covered cooking pot. Because spoil and ration math decide 100-day attempts, Cook is S-tier logistics even though it never creates ingredients from nothing. Pair with pantry discipline from the water-and-food guide mindset: batch cook, then rack.

Electrician — 650 Cash / 130 Gems

Battery gear (flashlights, radios) lasts about 40% longer, hand-crank charging is stronger per turn, and battery swaps are faster. Starts with a spare AA pack. After the early power cut, shafts and stairwells are dark; radios carry construction-site escape clues. Electrician keeps information and vision online when Survivor players are blind.

A tier — Courier, Scout, Porter

Courier — 250 Cash / 50 Gems

Throws noise makers with a landing preview, sprints cheaper while carrying ordinary loads, and marks shortcuts or blocked doors for the whole team. Starts with harmless noise makers. Perfect before bolt cutter moments on east stairs or the lobby door—distract, cut, move. Budget king for escape-focused groups.

Scout — 500 Cash / 100 Gems

Walking and crouching make about 40% less noise, doors and containers open more quietly, and stamina returns faster while you stand still listening. Starts with a hand flashlight. Best solo class for most players: noise is what fills corridors. Still cannot silence sprints, falls, or melee.

Porter — 500 Cash / 100 Gems

Starts wearing a basic backpack (+2 slots), suffers half the slowdown from heavy containers, and drags furniture faster while steadying open buckets. Ideal for tub water moves, floor 19 jug hauls, and barricade setups. Cannot climb ladders while holding furniture or an open bucket—plan handoffs in co-op.

B tier — Scavenger, Caretaker, Locksmith

Scavenger — 250 Cash / 50 Gems

Re-inspecting a searched container can yield one overlooked small supply (once per container for the whole party), and unopened containers telegraph whether they lean food, tools, or household junk. Starts with a 1 L bottle. Great early, weaker once the building is stripped. In a four-player lobby, only one Scavenger needs to touch each cupboard.

Caretaker — 900 Cash / 180 Gems

Repairs doors, braces, and fixtures about 40% faster, inspecting damage shows weak points and required materials, and doors they fix take less follow-up damage. Starts with a screwdriver. Expensive, noisy while working, and materials still required—high value on Hard door-siege nights, less urgent if you play ultra-quiet Scout routes.

Locksmith — 1299 Robux (game pass)

Starts each match with a screwdriver and nine bobby pins, with more forgiving lockpicking. Not a Cash/Gem class. Worth it if you hate backtracking for screwdrivers and pick a lot of locked interiors; skip it if you already loot tools efficiently as Survivor.

C tier — Trapper, Plumber

Trapper — 250 Cash / 50 Gems

Builds and resets pigeon traps faster, uses less bait, and scares rooftop flocks less. Starts with wire mesh. Strong only after you commit to rooftop food loops; irrelevant during the first water crisis. Cook still needed because catches require cooking.

Plumber — 650 Cash / 130 Gems

Frees stuck valves and fixes leaks faster, wastes less drawing from damaged tanks, and slightly speeds rain collectors. Starts with a compact wrench. Excellent the day you open floor 27, then quieter value. Any class can turn the valve once; Plumber just saves minutes and spill.

D tier — Survivor, Night Watch

Survivor — Free

No bonuses. Every critical mechanic still works. Use Survivor while you learn Night 0, door chain habits, and container fills. Upgrade when Cash/Gems stack from donations, playtime rewards, or codes.

Night Watch — budget / niche

Night Watch sits at the bottom for general ranking: its fantasy is overnight vigilance rather than the broad economy of Cook or the clutch saves of Medic. Take it for roleplay or specific night-shift experiments, then respec toward Scout or Medic for serious 100-day or escape campaigns. If your lobby build shows different perk numbers after a patch, re-check the in-game card before spending.

Suggested loadouts

GoalSolo pickFour-player spread
Learn the gameSurvivor → ScoutScout, Porter, Cook, Medic
100-day rescueCook or MedicCook, Medic, Caretaker, Electrician
Roof / lobby escapeScout or CourierCourier, Porter, Electrician, Scout
Water emergencyPlumber (short-term)Plumber + Porter + Cook + Scout

Spending tips

  1. Do not buy four overlapping Scavengers.
  2. Convert Gems at the 5:1 mindset when Cash is short on Medic/Caretaker.
  3. Locksmith’s Robux cost is optional forever—screwdriver spawns exist in-world.
  4. Re-read class cards after major updates; percentages can shift.

Pick the job that fixes your current failure mode: dying (Medic), starving (Cook), darkness (Electrician), noise (Scout), carry weight (Porter), or loud cuts (Courier). Everything else is a luxury until water and doors are stable.

FAQ

Frequently Asked Questions

Quick answers for survivors stuck on floor 30.

What is the best class in 30 Floors Up?

For solo play, Scout is the safest generalist because lower footstep noise prevents most hallway fights. For co-op endurance, Medic and Cook are the highest impact spends.

How much do classes cost?

Cash prices run from free Survivor up through 250, 500, 650, and 900 Cash, with Gem prices at roughly one-fifth those numbers. Locksmith is a 1299 Robux pass, not a Cash class.

Do I need a paid class to finish Night 0?

No. Survivor can complete every tutorial objective, store water, fill the pantry, and handle Daniel’s knock.

Do class perks stack in a group?

Each player picks one class. Some effects help everyone (Courier route marks, Scavenger’s single extra find per container). Healing and cooking bonuses apply to the acting player’s work.

Is Locksmith worth 1299 Robux?

Only if you value starting screwdriver plus bobby pins every match. It is convenience, not a requirement for escape or 100-day routes.