Gaming Guide

How Many Dudes? Tier List: Every Dude Type Ranked (August 2026)

Where each of the 40-plus Dude types lands for damage, tanking, and healing across long Endless runs.

Where each of the 40-plus Dude types lands for damage, tanking, and healing across long Endless runs.

How Many Dudes? throws more than 40 recruitable Dude types at you, and the crowd you assemble decides how far your run goes. Every type has a distinct ability, a clear job, and a ceiling that shifts depending on the enemies stacking up on screen. Some hold the frontline, some pump out damage, and some quietly keep the whole squad breathing. Here is where each type sits right now.

Round 33 fight
Butterscotch Shenanigans

This ranking reflects the meta after the July 30, 2026 full release, judged on three things: consistent damage output, how well a type keeps allies alive, and how often its ability actually fires in a real fight. Types that help the whole squad beat late-wave enemy density land higher than ones that only shine in narrow setups.


Full Dude type tier list

TierDude types
SAgent, Bard, Chef, Cleric, Farmer, Lich, Mutant, Ninja, Quantum, Spartan
AAlien, Assassin, Construction, Dentist, Druid, Electrician, Explorer, Frankendude, Ghost, Manager, Medic, Mummy, Pirate
BCowboy, Cyborg, Finance, General, Hacker, Knight, Necrodude, Paladin, Ranger
CCave, Psionic, Regular, Samurai

S-tier types are the ones you draft on sight. A-tier types are strong stand-ins that cover the same jobs almost as well. B-tier types are situational and want the right team around them. C-tier types belong on the bench unless you have nothing better.


Why the S-tier Dudes stand out

The top tier is stacked with healers and durable bodies because sustain wins long runs. Farmer is one of the sturdiest tanks in the game thanks to high natural toughness, and it donates half of any HP it restores to whichever ally is hurt the worst. Spartan sits next to it with a strong chance to block every point of incoming damage aimed at nearby allies.

Healing depth pushes several types up. Cleric pulses heals to injured Dudes inside its radius every two seconds, Chef hands out Burgers that restore the squad, and Quantum spawns an Echo Dude every five seconds while topping off your most injured ally for half its DPS. Mutant adds a 50% chance to drop a Floofball that latches onto allies and heals them.

The remaining S picks bring damage or clutch utility. Ninja stacks extra Shurikens on direct hits to amplify its output, Lich stores part of its incoming damage in Thralls before releasing it as true damage while healing the Thrall, and Bard buffs the Attack Power and Run Speed of four random Dudes at once. Agent rounds it out with solid damage and a 15% chance to dash to a teammate for a short burst of temporary health, which can pull an ally back from the edge.


A-tier Dudes: reliable alternatives

The A-tier is where you land when your ideal S pick never shows up in the recruitment pool. Frankendude regenerates quickly and feeds 10% of its HP to the two most hurt allies, while Explorer fires off an emergency heal whenever a teammate drops below 30% HP, recharging every three seconds. Ghost has a 30% chance to level the HP of your most injured and healthiest ally, then heals both.

Several of these types miss S-tier by a single detail. Electrician can dump a heavy static shock after building charge, but without an area effect it stays a step below the best. Assassin injects toxins that cut enemy Attack Power by 5% and stack three times, yet the drop-off per stack is modest. Manager stores 15% of the damage its chosen interns deal and can nuke one target, which is great against isolated enemies and far less useful against a swarm.

The rest fill clear roles. Construction has a 20% chance to throw a taunting Hammer, Dentist hands out Novocaine that shaves 3% off incoming attacks, Druid turns into a bear for a short damage window, Mummy layers on Doom for a second damage source, and both Alien and Pirate bring dependable target selection and taunt-plus-evasion pressure. Medic heals by hurting enemies, though stronger healers exist.


B-tier and C-tier: situational and last-resort picks

B-tier types work, but most need something specific to matter. Cyborg and Finance and Regular only pay off when you already field several copies of their own type, which rarely lines up cleanly. Hacker buffs any ally’s damage but sits on a four-second cooldown that holds it back, and Ranger adds damage at a swingy 25% variance. Knight, Paladin, General, and Necrodude each do one thing acceptably and little else, while Cowboy’s dash-rescue rarely changes an outcome.

C-tier is bench territory. Psionic offers taunts that better types already provide, Regular and its self-referential scaling need a full team of clones, Samurai is a decent low-HP finisher but nothing more, and Cave simply charges in. Draft these only when the pool leaves you no choice.


Relics can lift or sink any of these types, so treat the tiers as a strong default rather than a fixed law. As post-launch balance patches land, expect a few of the situational picks to climb once their support Relics settle in.