Classes are permanent lobby unlocks bought with shards. Shards are found on floors and are also described as a daily login reward of 2 shards. An older badge list tied shards to badge stars, but that list had 33 badges. The current catalog has 51, and those payouts were not republished, so this page does not assign a shard price to each badge or class.
One class overview says the menu has 9 classes. The kits that are actually described are Beginner, Chef, Hoarder, Builder, Teleporter, Doctor, and Nurse. The other two names are not in the sources used here, so they are not ranked.
Documented kits
| Class | Starts with | Use it when |
|---|---|---|
| Beginner | Nothing. 100 HP. 1-star rating in the menu. | You have not unlocked anything else. |
| Chef | Campfire, ham, and carrot. High health and a usable bag. | You want heals in solo or in a group. |
| Hoarder | Extra bag slots, bonus money, and a Gold Ore. | You can already path around entities and want quota speed. |
| Builder | Hammer and two Storage Pots. Pipe barricades. | You hold doors and move Kiwi nests. |
| Teleporter | A Teleporter and a decent bag. | Deep wings, or you hand the tool to a Hoarder. |
| Doctor | 3 Revivers. | A squad that keeps dying. |
| Nurse | 1 Reviver. | A cheaper support kit than Doctor. |
Pipe barricades from Builder are documented to block every entity except Blob and Thorns.
Unlock order
- Chef or Hoarder. Chef if you are still learning audio cues. Hoarder if you already clear Floor 1 without getting hit.
- Builder, for gates, nests, and pots.
- Teleporter, once someone is carrying a full bag out of long wings.
- Doctor before Nurse if the same people keep dying on Floor 6.
Beginner should be left behind as soon as one unlock exists. Two Bone Hound hits are 100 damage, which is the entire Beginner health bar.
The editorial board is at class tier list. Individual kits are under Classes.
How a Teleporter helps a Hoarder
The charge is about 8 seconds and the cooldown is about 2 minutes. A Hoarder with the tool can fill the large bag and warp to the Sell Bin. Unequipping during the charge cancels the teleport and still starts the cooldown. Eggs slow your walk, so do not start the charge in the open while a Kiwi is angry.
Selling the Teleporter at the start of a run is listed as 100 coins in the class notes and on the gold-ore page, and as 25 coins on the teleporter stat table. Those figures disagree. Check the bin before you sell a 750-coin tool.
