LAST STOPWIKI
SEPTEMBER 2026 META RANKINGS

Last Stop Classes Tier List & Comparison

Survivor classes rotate in the in-game shop every few hours. Use our tier list to evaluate which archetypes are worth spending your hard-earned Tickets on, and compare any two classes head-to-head.

Dual Class Side-by-Side Comparison

Select any two classes below
S TIER

Vampire

Cost: 12,000 Tickets • Role: Combat
Passive Ability:
Cannot use standard Medkits or Bandages. Enemies cannot sense your presence. Gains +40% Speed, +35% DMG, and 25% Lifesteal during nighttime.
Pros & Cons:
  • Immune to zombie stealth detection
  • Insane survivability in night scavenging
  • Never needs healing supplies
  • Very expensive ticket cost (12K)
  • Cannot be healed by team Medics
S TIER

Necromancer

Cost: 899 Robux • Role: Combat
Passive Ability:
Reanimates defeated zombies into friendly thralls. Up to 10 minions at Level 3, which can be outfitted with salvaged armor.
Pros & Cons:
  • Creates passive defensive buffer around bus
  • Scales exponentially against large hordes
  • Thralls absorb boss aggro
  • Robux-exclusive unlock
  • Thralls require line-of-sight command
TIER SGame-breaking survivability and top-tier scaling
899 Robux

Necromancer

Role: Combat

The ultimate horde commander. Slayed infected rise as obedient armored minions that fight for your bus.

Passive:
Reanimates defeated zombies into friendly thralls. Up to 10 minions at Level 3, which can be outfitted with salvaged armor.
Level 1-3 Scaling:
  • Lv 1: Up to 3 zombie thralls (50% max HP)
  • Lv 2: Up to 6 zombie thralls, thralls can equip armor
  • Lv 3: Up to 10 zombie thralls (100% max HP) with health regeneration
12,000 Tickets

Vampire

Role: Combat

A nocturnal stalker that completely avoids enemy detection at night while unleashing lethal lifesteal attacks.

Passive:
Cannot use standard Medkits or Bandages. Enemies cannot sense your presence. Gains +40% Speed, +35% DMG, and 25% Lifesteal during nighttime.
Level 1-3 Scaling:
  • Lv 1: Night lifesteal 15%, +20% movement speed
  • Lv 2: Night lifesteal 25%, +35% damage bonus
  • Lv 3: Undetectable to Sprinters and Stalkers even in full darkness
1,000 Tickets

Medic

Role: Support

The heartbeat of the survival squad. Heals allies twice as fast and grants permanent team health multipliers.

Passive:
Uses Medkits and Bandages 2x faster when healing self or teammates. Grants +15% to +25% max health aura to all bus passengers.
Level 1-3 Scaling:
  • Lv 1: +15% Max HP, 50% faster revive speed
  • Lv 2: +20% Max HP, healing grants temporary defense buff
  • Lv 3: +25% Max HP, passive group regeneration while inside the bus
TIER AStrong core combat and vehicle efficiency choices
1,500 Tickets

Bus Driver

Role: Utility

Master of momentum. Tunes the bus transmission for faster cruising speeds and reduced zombie climb windows.

Passive:
Increases bus maximum cruising velocity by +30% and reduces zombie grip chance on doors and windows by 40%.
Level 1-3 Scaling:
  • Lv 1: +15% bus cruising speed
  • Lv 2: +25% bus cruising speed, 20% fuel efficiency bonus
  • Lv 3: +30% bus speed, horn honk stuns nearby zombies for 3 seconds
4,000 Tickets

Engineer

Role: Defense

Fortification specialist who repairs bus plating instantly and boosts mounted defense turrets.

Passive:
Repairs damaged bus windows and armor 50% faster with 25% less scrap. Mounted roof turrets deal +25% damage.
Level 1-3 Scaling:
  • Lv 1: 30% faster repair speed
  • Lv 2: 50% repair speed, +15% turret damage
  • Lv 3: Deploys auto-repair drone inside the bus cabin
4,500 Tickets

Berserker

Role: Combat

High-octane melee brawler that cleaves through clusters of zombies without spending a single bullet.

Passive:
Melee attacks deal +40% cleave damage and inflict severe bleeding. When dropping below 20% HP, enters 6-second invulnerable frenzy.
Level 1-3 Scaling:
  • Lv 1: +25% melee damage, 15% stamina reduction
  • Lv 2: +40% melee damage, heavy cleave hits 3 targets
  • Lv 3: Berserk frenzy triggers +50% movement speed and life recovery
TIER BSolid situational utility and fire support
2,500 Tickets

Marksman

Role: Combat

Pinpoint sniper designed to eliminate high-threat special infected before they can get close to the bus.

Passive:
Headshots deal +50% critical damage. Scoped rifles cycle and reload 35% faster. Has built-in night vision zoom.
Level 1-3 Scaling:
  • Lv 1: +30% headshot damage multiplier
  • Lv 2: +50% headshot damage, scoped sway eliminated
  • Lv 3: Piercing bullets pass through up to 2 zombies
2,000 Tickets

Scavenger

Role: Utility

Resource hoarder who extracts premium fuel canisters and rare weapon crates from abandoned buildings.

Passive:
Increases rare loot drop rates by +25%. Carries 2 additional backpack slots and opens locked safes 2x faster with Crowbar.
Level 1-3 Scaling:
  • Lv 1: +15% loot discovery chance, +1 backpack slot
  • Lv 2: +25% loot discovery chance, +2 backpack slots
  • Lv 3: Highlights fuel canisters and ammo through walls within 15 meters
3,500 Tickets

Heavy Tank

Role: Defense

An armored behemoth who acts as the door guard, blocking zombie entry and absorbing boss strikes.

Passive:
Innate +50 Armor plating. Immune to knockback effects and can body-block doorways while taking 40% reduced damage.
Level 1-3 Scaling:
  • Lv 1: +25 bonus armor, 20% knockback resistance
  • Lv 2: +50 bonus armor, shield bash stuns 3 enemies
  • Lv 3: 40% damage reduction when standing in doorway
TIER CNiche utility that requires team coordination
1,200 Tickets

Chef

Role: Support

Morale and nutrition expert. Turns basic canned food into survival stews that eliminate starvation and sanity drop.

Passive:
Food processed in the furnace feeds all bus members simultaneously, providing double hunger replenishment and sanity boost.
Level 1-3 Scaling:
  • Lv 1: Food gives 50% bonus hunger saturation
  • Lv 2: Stews grant +10% movement speed for 2 minutes
  • Lv 3: Cooking food produces bio-fuel scraps for furnace
1,800 Tickets

Electrician

Role: Utility

Grid engineer who overclocks the bus's electrical system, deploying electrified perimeter wires and blinding searchlights.

Passive:
Bus headlights shine 2x farther with wide-angle UV illumination, slowing nocturnal enemies by 30%. Can place shock traps.
Level 1-3 Scaling:
  • Lv 1: +50% headlight brightness and range
  • Lv 2: Electrified bus door handles shock breaching zombies
  • Lv 3: Stun traps arc electricity across 4 adjacent enemies
TIER DEarly-game only starter classes
750 Tickets

Carpenter

Role: Defense

Beginner builder who starts with raw wood materials to board up windows during the opening kilometers.

Passive:
Starts every run with a Hammer and wood supplies (15 at Lv 1, 20 at Lv 2, 30 at Lv 3). Can reinforce wood barricades by 20%.
Level 1-3 Scaling:
  • Lv 1: Starts with 15 Wood Planks
  • Lv 2: Starts with 20 Wood Planks, +10% barricade HP
  • Lv 3: Starts with 30 Wood Planks, hammer hits repair wood