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Tier List Dead Rails

Dead Rails Class Tier List (January 2026)

Best classes in Dead Rails ranked. Complete tier list with all class abilities, perks, costs, and strategies for solo and team play.

6 min read
Dead Rails Class Tier List (January 2026)

I’ve unlocked every class in Dead Rails and tested them all extensively. Some are worth every Bond. Others are traps. Here’s the definitive class tier list.

How Classes Work

Classes are purchased with Bonds at the Tailor shop in the Lobby. Each class provides:

  • Starting items (weapons, supplies, gear)
  • Passive abilities (some classes)
  • Unique playstyles

You keep your class for the entire run. Choose wisely based on your team composition and playstyle.

S-Tier Classes (Best)

Doctor (15 Bonds)

Starting Items: 2 Snake Oils, 2 Bandages

Passive: Revive players using half your current health

Why S-Tier:

  • Cheapest class with massive team value
  • Faster revives save runs
  • Starting healing items are clutch
  • Essential for team survival

Doctor is the best value class in the game. For just 15 Bonds, you get healing items AND the ability to revive teammates faster. Every team needs a Doctor.

Cowboy (50 Bonds)

Starting Items: Revolver, 2 Revolver Ammo packs, Horse

Passive: None (items only)

Why S-Tier:

  • Immediate combat capability
  • Horse provides unmatched mobility
  • Can loot faster than any other class
  • Revolver is reliable early game

Cowboy gives you everything you need from minute one. The horse alone is worth the price - you can outrun any enemy and loot towns before the train leaves.

The Alamo (50 Bonds)

Starting Items: 3 Sheet Metal, 3 Barbed Wire, Helmet

Passive: None (items only)

Why S-Tier:

  • Instant train fortification
  • Sheet metal is expensive and rare
  • Barbed wire damages attackers
  • Helmet provides early protection

Alamo lets your team skip the early barricade grind. Those 3 sheet metals would cost a fortune at the store. Your train is secure from wave one.

A-Tier Classes (Great)

Vampire (50 Bonds)

Starting Items: Shovel, Vampire Knife

Passive:

  • +50% movement speed (faster than horse)
  • +40 knife damage
  • Eat bodies to heal
  • Takes damage in sunlight

Why A-Tier:

  • Fastest class in the game
  • Vampire Knife two-shots most zombies
  • Self-healing through kills
  • Dominates at night

Vampire is incredible but has a learning curve. The sunlight damage is brutal early game. Once you master staying in shadows and timing your attacks, Vampire becomes a killing machine.

Ironclad (100 Bonds)

Starting Items: Full armor set (Helmet, Chestplate)

Passive: Armor provides damage reduction

Why A-Tier:

  • Tankiest class available
  • Can survive hits that kill others
  • Great for new players
  • Expensive but worth it

Ironclad is the “I don’t want to die” class. The full armor set lets you make mistakes and survive. Perfect for learning the game or tanking for your team.

High Roller (50 Bonds)

Starting Items: Shovel only

Passive:

  • 1.5x money from money bags
  • 10x more likely to be struck by lightning

Why A-Tier:

  • Massive economy boost
  • Funds team purchases
  • Lightning risk is manageable
  • Great for experienced players

High Roller prints money. The lightning downside sounds scary but rarely matters if you stay inside during storms. Your team will have the best gear thanks to your income.

B-Tier Classes (Good)

Arsonist (20 Bonds)

Starting Items: 4 Molotovs

Passive: Immune to fire damage

Why B-Tier:

  • Excellent crowd control
  • Molotovs destroy zombie groups
  • Fire immunity is situational
  • Falls off late game

Arsonist dominates early waves. Throw a molotov into a zombie horde and watch them burn. The problem is molotovs run out, and the fire immunity rarely matters.

Conductor (50 Bonds)

Starting Items: 2 Coal

Passive:

  • Train moves faster when you drive
  • Half maximum health
  • No starting melee weapon

Why B-Tier:

  • Faster train = faster runs
  • Starting coal is valuable
  • Health penalty is brutal
  • Requires team protection

Conductor is high risk, high reward. You make the train zoom but die in two hits. Only pick this if your team can protect you.

Priest (75 Bonds)

Starting Items: 2 Crucifixes, Shovel, 2 Holy Waters

Passive: Immune to lightning strikes

Why B-Tier:

  • Holy water destroys vampires
  • Crucifixes have utility
  • Lightning immunity is niche
  • Expensive for what you get

Priest is the anti-vampire specialist. If your run has lots of vampire enemies, Priest shines. Otherwise, the 75 Bond cost is hard to justify.

Miner (15 Bonds)

Starting Items: Mining Helmet, 2 Coal, Pickaxe

Passive: Pickaxe mines ores in one hit

Why B-Tier:

  • Cheap and useful
  • Mining helmet helps at night
  • Starting coal is nice
  • Pickaxe is decent melee

Miner is solid budget option. The mining helmet visibility boost is underrated, and the pickaxe doubles as a weapon. Good for new players saving Bonds.

C-Tier Classes (Situational)

Knight (75 Bonds)

Starting Items: Sword, Helmet, Chestplate

Passive: Buffed when King is on team

Why C-Tier:

  • Requires King for full potential
  • Expensive without synergy
  • Sword is mediocre
  • Armor is nice but not enough

Knight only works if someone plays King. Without the synergy, you’re paying 75 Bonds for gear you could buy cheaper. Skip unless coordinating with friends.

Survivalist (Free unlock)

Starting Items: Varies

Passive: Damage increases as health decreases

Why C-Tier:

  • Low health = high damage sounds cool
  • In practice, low health = death
  • Inconsistent performance
  • Better options exist

Survivalist’s passive encourages risky play that usually gets you killed. The damage boost isn’t worth being one hit from death.

None (Free)

Starting Items: Shovel only

Passive: None

Why C-Tier:

  • It’s free
  • No advantages
  • Only use if saving Bonds
  • Required for Scorched Earth mode

None is the default. Use it while saving for better classes, but switch as soon as you can afford Doctor or Miner.

Class Recommendations

For Beginners

  1. Doctor (15 Bonds) - Cheap, useful, teaches teamwork
  2. Miner (15 Bonds) - Cheap, good starting gear
  3. Ironclad (100 Bonds) - Tanky, forgiving

For Solo Play

  1. Cowboy (50 Bonds) - Mobility and combat
  2. Vampire (50 Bonds) - Speed and self-healing
  3. Ironclad (100 Bonds) - Survivability

For Team Play

  1. Doctor (15 Bonds) - Team healing
  2. Alamo (50 Bonds) - Train defense
  3. High Roller (50 Bonds) - Team economy

Best Value

  1. Doctor (15 Bonds) - Best cost-to-value ratio
  2. Miner (15 Bonds) - Cheap and effective
  3. Arsonist (20 Bonds) - Great crowd control

Unlock Priority

If you’re new, unlock classes in this order:

  1. Doctor (15 Bonds) - First priority
  2. Miner (15 Bonds) - Second priority
  3. Arsonist (20 Bonds) - Third priority
  4. Cowboy (50 Bonds) - When you have spare Bonds
  5. Alamo (50 Bonds) - For team play
  6. Vampire (50 Bonds) - For experienced players
  7. Ironclad (100 Bonds) - When you can afford it

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