Tickets are slow to earn in Last Stop, and a wasted class purchase stings for a long time. There are twelve classes to buy right now, each with its own passive and a level cap of 3 that unlocks its strongest perks. The gap between the best and worst is wide, so the ranking below sorts every class by how much it changes a real run.
Quick answer: Buy Medic first for 1,000 Tickets, then save toward Ninja at 8,000. Necromancer is the strongest class overall but costs 899 Robux.

Full Last Stop class ranking
Placements reflect how each class performs at level 3 across a typical run, weighing survival, combat, and consistency over one-off utility. This ranking is current as of September 2026.
| Tier | Classes | Unlock cost |
|---|---|---|
| S | Necromancer | 899 Robux |
| S | Medic | 1,000 Tickets |
| A | Vampire | 12,000 Tickets |
| A | Ghoul | 18,000 Tickets |
| A | Ninja | 8,000 Tickets |
| B | Juggernaut | 2,700 Tickets |
| B | Policeman | 2,200 Tickets |
| B | Coal Miner | 2,000 Tickets |
| C | Gravedigger | 5,000 Tickets |
| C | Driver | 1,500 Tickets |
| C | Blackmarketer | 2,000 Tickets |
| D | Carpenter | 750 Tickets |

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Add to Google Preferences →Top picks that carry runs
Necromancer sits at the top because it turns every fight into a growing advantage. Its passive revives defeated enemies as permanent allies with visible HP, and at level 3 you get a 25% raise chance while controlling up to 10 summons at once. Those allies can wear armor and heal on their own, so your force snowballs instead of draining supplies. The only catch is the 899 Robux price, which puts it out of reach for Ticket-only players.
Medic is the best value in the game and the smartest first purchase. The passive heals with bandages and medkits at double speed for you and your teammates, and level 3 starts you with 2 bandages, 2 medkits, and 50% more HP. That extra health alone justifies the cost, and it stays relevant solo or in a group from the first stop to the boss. A fully leveled Medic narrows the gap to Necromancer more than its low price suggests.
Strong classes with a condition attached
The A-tier trio hits hard, but each asks something of the player before it pays off.
Ninja is the cleanest of the three and the mobility king. Level 3 grants +30% movement speed, makes you 60% harder to notice, and shortens the dash cooldown to 2.5 seconds. It excels at repositioning and escaping trouble in both solo and group play. The trade-off is faster hunger drain, so keep an eye on your meter or the run turns against you.
Vampire packs one of the best combat stat blocks in the game, but only after dark. At level 3, night grants +20% speed, +35% damage, +40% HP, and 12% lifesteal, and enemies cannot sense you. The restriction is that you cannot use medkits or bandages, so daytime play with no healing demands careful engagement and map knowledge.
Ghoul is nearly unkillable while raging, yet its whole kit depends on corpses. You eat zombie corpses to restore hunger and build Rage, and a level 3 Rage lasts 60 seconds with 80% damage reduction, 3x jump height, and a 0.2-second bite cooldown. Normal food does nothing for you, and when enemies are scarce or spread out the class stalls. High ceiling, but too situational for S-tier.
| Class | Level 3 payoff | Main condition |
|---|---|---|
| Ninja | +30% speed, 60% harder to notice, dash every 2.5s | Hunger drains faster |
| Vampire | +35% damage, +40% HP, 12% lifesteal at night | No medkits or bandages |
| Ghoul | 60s Rage, 80% damage reduction, 0.2s bite | Needs zombie corpses |

Situational buys for specific phases
The B-tier and C-tier classes solve a narrow problem well but do not hold up across a whole run.
Juggernaut is the standout of this group and an underrated early pick. Level 3 starts you with a full set of metal armor, which makes early fights much safer. Its value fades once looting turns up comparable armor on its own.
Policeman hands you a pistol and 30 rounds at level 3, a real edge in early fights against melee-only threats. There is no passive and no scaling combat bonus, so the advantage tapers off quickly.
Coal Miner is a fuel-management specialist. At level 3, coal and coal blocks cost 65% less, corpses convert to coal automatically, and that coal burns five times hotter. Worth it only if fuel is your recurring bottleneck on long runs.
Gravedigger, Driver, and Blackmarketer round out the situational group. Gravedigger’s graveyard shovel digs random loot from graves, but all three levels are identical, which makes 5,000 Tickets a poor deal for a class that never scales. Driver makes the bus up to 40% faster and starts with 2 gas cans, though the benefit ends the moment you step off to fight. Blackmarketer improves selling prices up to 20% and starts with 3 silver bars, useful only in economy-focused runs where staying alive is already handled.
The class to skip
Carpenter lands at the bottom. It starts with a hammer and, at level 3, 30 wood. Building materials give no combat, survival, or mobility benefit, and the extra wood at higher levels changes nothing meaningful about how a run plays out. Even at 750 Tickets, any other class returns more value.

What to unlock first
New players should grab Medic at 1,000 Tickets before anything else. It is cheap, works in every situation, and the 50% HP buffer at level 3 saves runs that would otherwise end early. Once your Ticket count grows, Ninja at 8,000 is the next investment if you want faster, more aggressive play. Vampire and Ghoul reward players who already know the map and can manage their restrictions. If Robux is on the table, Necromancer is the strongest option outright, but a maxed Medic closes most of that distance for free.






