Dead Rails has become one of the most popular survival horror experiences on Roblox, with its class system offering diverse playstyles to tackle the zombie apocalypse. With recent updates adding numerous new classes, deciding which ones are worth your precious Bonds is crucial. This Dead Rails tier list will help you choose which classes deserve your investment.

Currently, the meta is dominated by Cowboy, Doctor, and The Alamo for team play, while High Roller and Ironclad offer exceptional value despite their higher costs. This guide will rank all available Dead Rails classes from S-tier to C-tier based on their overall performance, unique abilities, and cost-effectiveness.
Table of Contents
Dead Rails Class Tier List
Here’s how all available classes currently rank in Dead Rails:
Tier | Classes |
---|---|
S Tier | High Roller, Survivalist, Ironclad, Doctor (Team), Cowboy, The Alamo, Vampire, Arsonist |
A Tier | Minor, Priest |
B Tier | Zombie |
C Tier | Doctor (Solo), None (Default), Conductor |
S Tier Classes (Best Classes in Dead Rails)
High Roller (50 Bonds)

- Special Ability: 1.5x money from selling items
- Drawback: 10× more likely to be struck by lightning
High Roller is a game-changer for economic progression. The ability to 1.5x your earnings from sold items creates a massive advantage. While the increased lightning risk is significant, playing carefully during storms mitigates this weakness.
Arsonist (20 Bonds)

- Special Ability: Double fire damage
- Starting Equipment: 4 Molotovs, Shovel
Arsonist specializes in area-of-effect damage through enhanced fire effects. The double fire damage bonus makes Molotovs extremely effective at clearing groups of zombies. Starting with four Molotovs gives you immediate access to this capability. While somewhat limited by its specialized focus, Arsonist offers good value for its relatively low cost.
Survivalist (75 Bonds)

- Special Ability: Deals more damage as health decreases
- Starting Equipment: Tomahawk
The Survivalist excels with a high-risk, high-reward playstyle. The lower your health, the more damage you deal, making this class particularly effective for players who struggle to avoid damage. While expensive at 75 Bonds, it offers a damage-scaling mechanic that can come in handy at clutch moments.
Ironclad (100 Bonds)

- Special Ability: 20% reduced movement speed but high defense
- Starting Equipment: Complete armor set (Chestplate, Helmet, Right and Left Shoulder Armor, Shovel)
Despite being the most expensive class in the game at 100 Bonds, Ironclad delivers exceptional value through its complete armor set. This saves hundreds of in-game dollars you’d normally spend on protection, freeing up resources for other necessities. The movement speed penalty is noticeable early game but becomes less impactful once you acquire a horse or get your train moving.
Doctor (15 Bonds)

- Special Ability: Can heal teammates using half of your health without bandages
- Starting Equipment: 1 Shovel, 2 Snake Oil, 2 Bandages
For just 15 Bonds, Doctor offers tremendous value in team settings. The ability to heal teammates without consuming bandages is invaluable during resource-scarce situations. Starting with multiple healing items gives your team an early advantage in survival.
Cowboy (35 Bonds)

- Special Ability: N/A
- Starting Equipment: Revolver, Saddle, Shovel, Horse
Cowboy provides immediate mobility and ranged combat capabilities at a reasonable price. The combination of a horse for quick movement and a revolver for efficient zombie disposal makes this class exceptionally powerful from the moment you spawn. At just 35 Bonds, it delivers instant value that remains relevant throughout your entire run.
The Alamo (50 Bonds)

- Special Ability: N/A
- Starting Equipment: Helmet, Shovel, 3 Barbed Wire, 3 Metal Sheets
The Alamo specializes in defense and fortification. With three Barbed Wire and three Metal Sheets, you can immediately armor your train, providing protection that lasts the entire game.
Vampire (75 Bonds)

- Special Ability: Takes damage in sunlight, increased movement speed, increased melee damage
- Starting Equipment: Vampire Knife, Shovel
Despite taking continuous damage in sunlight, Vampire offers exceptional benefits that offset this drawback. The Vampire Knife allows you to heal by dealing damage, effectively countering the sunlight penalty. Combined with movement speed and melee damage boosts, this class creates a high-performance playstyle that rewards aggressive tactics.
A Tier Classes
Miner (15 Bonds)

- Special Ability: Enhanced visibility in darkness
- Starting Equipment: Mining helmet, coal, Pickaxe
Miner provides excellent value at just 15 Bonds. The mining helmet significantly improves visibility in dark areas, giving you a major advantage during nighttime segments. Starting with coal also frees up early-game resources. While not as versatile as S-tier options, Miner offers specific benefits that can dramatically improve survival rates.
Priest (100 Bonds)

- Special Ability: Immune to lightning strikes
- Starting Equipment: 2 Holy Water, 2 Crucifixes, Shovel
Priest comes with a hefty price tag but delivers unique utility. Complete immunity to lightning makes nighttime storms significantly less threatening. The starting holy items provide versatile combat options, particularly against special zombies. The high cost prevents it from reaching S-tier, but it remains an excellent choice for specific strategies.
B Tier Classes
Zombie (75 Bonds)

- Special Ability: Can eat dead bodies to heal, cannot use standard healing items
- Starting Equipment: Shovel
Zombie presents an interesting alternative healing mechanic. The ability to consume corpses provides consistent healing opportunities, but the inability to use standard healing items can be limiting in certain situations. The relatively high cost and situational utility keep it from higher tiers.
C Tier Classes
Conductor (50 Bonds)

- Special Ability: Train moves 20% faster
- Drawback: 50% reduced HP
- Starting Equipment: No melee weapon
Conductor offers a significant boost to train speed at the cost of substantial drawbacks. The increased mobility can help outrun threats, but halved health and no starting melee weapon make early-game survival challenging.
Doctor (Solo Play) (15 Bonds)
- Special Ability: Can heal teammates using half of your health without bandages
- Starting Equipment: 1 Shovel, 2 Snake Oil, 2 Bandages
While Doctor excels in team settings, its value diminishes significantly in solo play. The team healing ability becomes irrelevant, leaving you with just the starting healing items as an advantage.
None (Default)

- Special Ability: None
- Starting Equipment: Shovel
The default class provides no special abilities or additional equipment. While challenging, playing without a class can help new players learn the core mechanics without relying on class-specific advantages.
Summary
Dead Rails’ class system adds depth to the game’s survival mechanics by providing unique abilities and starting advantages. While S-tier classes offer the most overall value, even B-tier classes can excel in specific scenarios. Consider your playstyle and team composition when making your choice, and remember that experience with any class will improve your results over time.