15 Bonds
Doctor
Best low-cost team utility
Choose it for new or coordinated squads that lose runs to failed revives.
Live-screen check required after updates.
Compare costs, mechanics, starting advantages, real use cases, and drawbacks before spending Bonds. Community gameplay data checked August 24, 2026.
Doctor costs 15 Bonds and gives a squad a revive role. Cowboy costs 50 Bonds and provides a straightforward mobile start. Conductor is the dedicated travel pick, while Vampire has the strongest solo upside here but demands sunlight and charged-attack management. Always confirm the live class screen before buying.
Prices and mechanics below are dated community references, not permanent developer promises. The useful comparison is what a class changes in the run and what new failure it introduces.
| Class | Cost | Core mechanic | Best for | Main drawback |
|---|---|---|---|---|
| DoctorTeam recovery | 15 Bonds | Can revive another player by sacrificing 50% of the Doctor's current health; starts with medical supplies in current community references. | New or coordinated squads that lose runs to failed revives. | The revive transfers risk to the Doctor, so healing and positioning still matter. |
| CowboyBeginner generalist | 50 Bonds | Starts with a horse and a practical early combat loadout, giving the run mobility without waiting for a random mount. | Players who want a clear, self-contained start rather than a conditional passive. | Starting gear creates momentum but does not scale into automatic late-run safety. |
| ConductorTrain speed and travel | 50 Bonds | Drives the train 30% faster and currently starts with Coal, reducing travel time when the Conductor is operating it. | Speed routes and teams with other players covering combat and looting. | Starts without a melee weapon, so solo players need to buy or borrow one quickly. |
| VampireFast solo melee | 75 Bonds | Increased movement and melee power plus a Vampire Knife with lifesteal on charged hits. | Experienced solo players who can kite enemies and manage cover. | Takes damage in direct sunlight; careless daytime looting can erase the combat advantage. |
| SurvivalistComeback damage | 75 Bonds | Damage increases as health is lost, rewarding players who can control risk without panicking. | Solo and generalist players who want combat value without a team-specific job. | The passive is strongest when the player is already in danger and should not be treated as free durability. |
| WerewolfNight combat | 50 Bonds | Community references describe roughly doubled physical performance at night with a weaker daytime state. | Players who plan fights and travel around the day-night cycle. | Daytime performance is lower, so the class changes value during the same run. |
| NecromancerSummon pressure | 35 Bonds | Melee kills have a chance to reanimate the defeated enemy at a health cost to the player. | Players comfortable with melee who want enemies to become temporary distractions. | The effect is chance-based and spends health, making reckless farming self-defeating. |
| PackmasterCompanion control | 35 Bonds | Starts with tamed wolves and can turn wild wolves into allies in current community references. | Teams or solo players who value extra bodies for distraction and pressure. | Companion pathing and survival are less predictable than a direct stat bonus. |
A cost table is only useful when it leads to a decision. These cards turn each mechanic into a run-level recommendation.
15 Bonds
Best low-cost team utility
Choose it for new or coordinated squads that lose runs to failed revives.
Live-screen check required after updates.
50 Bonds
Strong first all-round purchase
Choose it for players who want a clear, self-contained start rather than a conditional passive.
Live-screen check required after updates.
50 Bonds
Best dedicated travel role
Choose it for speed routes and teams with other players covering combat and looting.
Live-screen check required after updates.
75 Bonds
High ceiling, high maintenance
Choose it for experienced solo players who can kite enemies and manage cover.
Live-screen check required after updates.
75 Bonds
Flexible but risk-dependent
Choose it for solo and generalist players who want combat value without a team-specific job.
Live-screen check required after updates.
50 Bonds
Powerful on the right clock
Choose it for players who plan fights and travel around the day-night cycle.
Live-screen check required after updates.
35 Bonds
Interesting mid-cost specialist
Choose it for players comfortable with melee who want enemies to become temporary distractions.
Live-screen check required after updates.
35 Bonds
Useful map-dependent utility
Choose it for teams or solo players who value extra bodies for distraction and pressure.
Live-screen check required after updates.
If the party has fewer players, combine jobs rather than leaving train safety unowned. A named class does not replace communication.
Doctor is the cheapest clear team contribution at 15 Bonds. Cowboy is a stronger all-round first purchase at 50 Bonds when you mostly play solo or want immediate mobility and gear.
It can be for an experienced solo player who uses speed, melee, charged Knife lifesteal, and reliable shade. It is a poor first pick if sunlight management or close combat regularly causes deaths.
Current community references list a 30% train-speed bonus while driving and a starting Coal loadout. It costs 50 Bonds but begins without a melee weapon.
Doctor fills recovery, Conductor fills travel, while a generalist or combat class handles clearing. The best team choice is the role your current squad is missing.
No. They are community gameplay references checked August 24, 2026. Confirm the current cost and description on the live Roblox class screen before spending Bonds.
Costs and core mechanics were compared across current community class references. They are not official patch notes. The live Roblox selection screen is the final authority, especially during the Class Mastery event window.
Pair the role with the right vehicle.
Turn the class choice into a run plan.
See how update-sensitive claims are labelled.