Dino Kid

Every 99 Nights in the Forest class ranked S to D with gem cost and starter tool. Find the best classes for the Dino Kid update meta.

Last updated: July 12, 2026
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99 Nights in the Forest — Class Tier List

All 41 classes ranked S→D with gem cost and starter tool. Updated 2026-08-01.

99 Nights in the Forest forest camp gameplay view
Pick a class, survive the forest
S-TierBest-in-class — pick these first.

Big Game Hunter

600 Gems

Late-game powerhouse with permanent buffs; best for long runs.

A late-game powerhouse built for marathon runs. Permanent buffs stack as you survive longer, turning the Rifle into a sustained-damage machine. Expensive at 600 Gems, but it is the clearest win-condition for Day 50+ pushes and boss farming once you have the economy to afford it.

Starts with: Rifle (12 Ammo)

Cyborg

600 Gems

Widely regarded as the best all-rounder; infinite ammo.

The community's default pick and the safest all-rounder. The Laser Cannon never runs out of ammo, so you never scavenge for bullets mid-fight, and Alien Armour keeps you alive through the Deer and Cultist waves. Strong in both solo and co-op, which is why it tops most tier lists.

Starts with: Alien Armour + Laser Cannon

Necromancer

600 Gems

Raises an army of undead; strong late-game.

Raises fallen enemies as an undead army that fights for you, scaling hard into the late game. The Cultist Staff enables a snowball playstyle where your summons clear camps while you stay safe. Best when you can afford to play slow and greedy rather than race the clock.

Starts with: Cultist Staff

Vampire

600 Gems

Lifesteal bruiser that sustains through fights.

A lifesteal bruiser that heals by dealing damage, sustaining through prolonged fights without constant bandages. The Scythe plus Vampire Cloak make it excellent for solo boss kills and Cultist Stronghold clears. Its only real weakness is burst it cannot out-trade before the lifesteal ramps.

Starts with: Vampire Cloak + Scythe
A-TierExcellent all-rounders and specialists.

Assassin

500 Gems

High-burst melee assassin.

A high-burst melee specialist. The Katana deletes squishy mobs instantly and 120 Throwing Knives give reliable ranged poke. Fantastic for hit-and-run Cultist kills, but fragile — mispositioning gets you killed before the burst lands, so positioning is everything.

Starts with: Katana + 120 Throwing Knives

Beastmaster

400 Gems

Tames animals to fight alongside you.

Tames wild animals to fight alongside you, effectively giving you free allies for every encounter. The Good Taming Flute opens the strongest pet economy in the game. Great for players who want a passive army without the Necromancer's heavy late-game commitment.

Starts with: Good Taming Flute

Brawler

100 Gems

Tanky frontliner that soaks damage.

A cheap, tanky frontliner at just 100 Gems. Leather Body soaks enormous damage, letting you body-block the Deer or hold a doorway while teammates loot. Low skill floor and solid value, but it trades raw damage for pure survivability.

Starts with: Leather Body

Chef

150 Gems

Cooks Hearty Stew — the best food in the game.

Cooks Hearty Stew — the best healing food in the game — from a station you place at base. Indispensable for keeping Dino Kid's Hunger bar full and reviving teammates fast. The 150-Gem price is a steal for any co-op or care-focused run.

Starts with: Chef's Station Blueprint + Recipe Book

Explorer

80 Gems

Reveals the map and aids navigation.

Reveals the map and dramatically improves navigation, so you stop getting lost in the forest at night. The Compass and Map pay for themselves by cutting travel time and avoiding ambushes. A strong quality-of-life pick for newer players.

Starts with: Compass + Map

Fire Bandit

200 Gems

Fire damage-over-time specialist.

A fire damage-over-time specialist. The Infernal Crossbow plus Wildfire Potion melts groups as burning stacks tick, and the DoT keeps chipping through armor. Best against clustered mobs; single-target boss DPS is merely good rather than great.

Starts with: Infernal Crossbow + Wildfire Potion

Gambler

55 Gems

Risky loot roulette; cheap entry.

The cheapest meaningful class at 55 Gems, offering a random starter-item roulette. High variance — you might roll something broken or something useless. Fun for alts and meme runs, but never a serious pick for a planned progression.

Starts with: Random Starter Item

Lumberjack

70 Gems

Wood farming; best early-game economy.

The best early-game economy class. The Good Axe accelerates wood farming, which Dino Kid's Camp Jobs and every base build depend on. At 70 Gems it pays for itself immediately, and it stays relevant all game as your wood backbone.

Starts with: Good Axe

Gunslinger

600 Gems

Revolver specialist with deep ammo.

A revolver specialist with deep ammo reserves (60 rounds). Reliable, consistent ranged DPS that does not rely on ability cooldowns. Pairs well with any frontliner; less flashy than Cyborg but far cheaper at 600 Gems for what it delivers.

Starts with: Trusty Revolver + 60 Revolver Ammo
B-TierSolid picks with a clear role.

Alien

100 Gems

Alien-tech ranged damage.

Alien-tech ranged damage via the Ray Gun. Solid mid-tier DPS with a unique aesthetic tied to the Aliens' Revenge event. Outclassed by S-tier ranged options but a fun, capable pick if you enjoy the sci-fi flavor.

Starts with: Ray Gun

Berserker

100 Gems

Auto-revives once on first death; deals more damage the lower your HP.

Auto-revives once on your first death and ramps damage as your HP drops — a high-risk, high-reward melee. The Med Kit sustains the gamble. Excellent for aggressive players who can straddle the low-HP damage spike without dying twice.

Starts with: Med Kit

Blacksmith

200 Gems

Crafts armor and weapons.

Crafts armor and weapons with the Hammer, letting you self-supply gear instead of relying on chest RNG. A backbone class for long runs where durability matters more than kill speed. Slow start, but it removes a major late-game bottleneck.

Starts with: Hammer

Brute

50 Gems

Shield tank for base defense.

A shield tank for base defense. The Brute Shield lets you facetank raids on the campfire while others rebuild. Pure utility against waves, near-useless for exploring — pick it when your group needs a dedicated wall.

Starts with: Brute Shield

Grenadier

100 Gems

Explosives damage.

Explosives damage via Dynamite and Impact Grenades. Big AOE bursts clear clustered mobs and crack Stronghold groups, but ammo is limited and friendly-fire is real. Positioning matters more than with any other class here.

Starts with: Dynamite + 6 Impact Grenade

Engineer

1000 Gems

Turret-based base defense.

Turret-based base defense. The Candy Turret plus Hammer create an automated kill-zone around your camp, freeing you to farm. Extremely strong for passive protection, but the 1000-Gem cost is the highest in the game.

Starts with: Candy Turret + Hammer

Poison Master

200 Gems

Poison damage-over-time.

Poison damage-over-time through the Blow Pipe and Poison Armor. Grinds down tanky enemies and bosses safely from range, though the ramp is slow. Strong versus high-HP targets, weak in fast skirmishes where the DoT never fully stacks.

Starts with: Blow Pipe + Poison Armor

Pyromaniac

600 Gems

AOE fire damage.

AOE fire damage with the Flamethrower. Crowd-control nightmare for dense mob packs and Cultist groups, but fuel and range limit it. Best used to hold chokepoints rather than chase kills across the map.

Starts with: Flamethrower

Snowman

100 Gems

Festive ranged class.

A festive ranged class firing Snowball cannons. More novelty than meta, but serviceable ranged poke during the Snow Biome season. Pick it for fun or themed runs, not for serious optimization.

Starts with: Snowball canon

Witch

900 Candies

Candy-event spellcaster.

A candy-event spellcaster wielding the Witches Potion. Strong during its limited event window and cheap in Candies, but irrelevant outside it. A seasonal flex pick, not a permanent roster staple.

Starts with: Witches Potion
C-TierSituational or economy starters.

Base Defender

40 Gems

Places and upgrades defenses.

Places and upgrades defenses with 2 Defense Blueprints, turning your camp into a fortress. Pure defensive value; you contribute little while roaming. Essential for passive base protection in long co-op nights.

Starts with: 2 Defense Blueprints

Cook

40 Gems

Basic cooking starter.

A basic cooking starter with Seasoning. Lays the groundwork for food production but is strictly outclassed by Chef's Hearty Stew. Only worth it if you want cooking without the 150-Gem premium.

Starts with: Seasoning

Farmer

80 Gems

Grows crops for food.

Grows crops for food using the Watering Can, building a renewable food source at base. Slow to pay off but removes the hunger grind long-term. A peaceful, economy-first pick for patient players.

Starts with: Watering Can

Fisherman

50 Gems

Fishing for food and loot.

Fishes for food and loot with the Fishing Rod. A relaxed side-income that occasionally yields rare catches, but rarely worth the 50-Gem opportunity cost versus combat classes. Niche and situational at best.

Starts with: Fishing Rod

Medic

40 Gems

Heal and revive teammates.

Heals and revives teammates with 2 Bandages. The only reliable support for co-op survival, but near-dead weight solo. Pick it when your group lacks healing and someone must play the clutch role.

Starts with: 2 Bandage

Ranger

70 Gems

Ranged starter with a sidearm.

A ranged starter with a Flashlight and Revolver (18 Ammo). Decent early-game kit that bridges into gunslinger territory, but the low ammo cap caps its ceiling. Fine as a cheap beginner ranged option.

Starts with: Flashlight + Revolver (18 Ammo)

Scavenger

25 Gems

+2 sack space for loot.

Grants +2 sack space for loot, maximizing what you haul per trip. Pure inventory economy — no combat value, but a favorite for farmers and hoarders running supply routes. Cheapest class at 25 Gems.

Starts with: None

Undead

100 Gems

Undead-themed survivor.

An undead-themed survivor with a Bandage. Largely a reskin of the standard survivor kit with light flavor; no mechanical edge over better C-tier picks. Collector appeal only.

Starts with: Bandage
D-TierBudget options; weak perks.

Camper

10 Gems

Cheapest starter; weak perks.

The cheapest starter at 10 Gems with just a Flashlight. Almost no perks — you are paying for the class slot, not power. Only for meme runs or filling a roster slot you never intend to use.

Starts with: 1 Flashlight

Decorator

40 Gems

Base decoration.

Base decoration via the Hammer. Zero combat or economy value; purely cosmetic camp-building. Skip it unless you care about base aesthetics over survival.

Starts with: Hammer

Support

45 Gems

Light support utility.

Light support utility with a Bandage. A weaker, more generic version of Medic — minor healing without the revive. Hard to justify when Medic exists for 5 Gems more.

Starts with: Bandage

Hunter

40 Gems

Lays traps for mobs.

Lays Bear Traps for mobs, a light crowd-control starter. Some value against the Deer or camping doorways, but traps are telegraphed and easily avoided. Mild utility at best.

Starts with: 2 Bear Trap

Zookeeper

70 Gems

Taming utility.

Taming utility via the Taming Whistle. A budget cousin of Beastmaster — helps with pets but lacks the flute's power. Only if you want taming on a tight Gem budget.

Starts with: Taming Whistle

Nightcrawler

200 Gems

Shadow-melee striker.

A shadow-melee striker with the Shadow Dagger. Thematic and capable in bursts, but stuck in D-tier by low survivability and no scaling. A flavor pick for melee enthusiasts.

Starts with: Shadow Dagger
EventLimited-time seasonal classes.

Santa's Helper

30 Candy Canes

Festive event class.

A festive event class (30 Candy Canes) with no starter tool. Pure holiday flavor; no mechanical value outside the Christmas event. Collect it for the badge, not for builds.

Starts with: None

Trick or Treater

30 Candies

Halloween event; boosts Candy drops.

Halloween event class (30 Candies) that boosts Candy drops. Strong during its window for farming event currency, then worthless. A seasonal farm pick, not a main roster choice.

Starts with: None

Gifting Elf

900 Candy Canes

Festive event class.

A festive event class (900 Candy Canes) that starts with a Present. Expensive for an event cosmetic-tier pick; only worth it for completionists during the Christmas event.

Starts with: Present

Feaster

150 Gems

Festive event class.

A festive event class (150 Gems) starting with 5 Stew. Decent free food for the event period, but the value evaporates once the season ends. A limited-time convenience pick.

Starts with: 5 Stew

Tiers synthesised from PC Gamer’s class rankings and community consensus; costs and starter tools from the in-game class shop.

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