Survive Bikini Bottom class tier list: What each pick gives you

A practical ranking of every class, focused on starting items, perks, and where each one fits in a run.

By Shivam Malani 5 min read
Survive Bikini Bottom class tier list: What each pick gives you

Survive Bikini Bottom is built around a simple pressure loop: you’re always balancing combat, resources, and time. Classes matter because they don’t just change your stats, they change your opening tempo. Some start you with real equipment. Others hand you minor convenience perks that stop mattering once your team stabilizes food, walls, and gear.


How this tier list is framed

Most players end up judging classes against two practical goals. First, how quickly you can push the run forward when you’re under-geared early. Second, how well the class holds up once nights get long and fights punish mistakes, especially after night 100 when ranged pressure and survivability start to dominate.

In that context, top-tier classes tend to fall into two buckets: either they bring a weapon or perk package that stays relevant without constant resupply, or they bring support utility that changes the team’s failure rate in raids.


Survive Bikini Bottom class tier list (ranked)

Tier Classes What defines the tier
S GG Rockstar, Doctor Run-defining strength or team-saving utility that stays relevant deep into a run.
A Doodle Bandit, Mercenary, Bruiser Very strong, but narrower in use cases, more skill-dependent, or gated by constraints.
B Pioneer, Cursed Soul Powerful early or situational, with clear drop-offs or reliability issues later.
C Jellyfisher, Trapper Early economy helpers that fade once your team’s baseline needs are met.
D Camp Scout, Drifter, Defender Low impact perks, short-lived utility, or weak contribution once the run stabilizes.

S tier classes

GG Rockstar is the high-water mark for what a class can do in this game. You start with GG Rockstar Armor and the Goober Guitar, a ranged weapon that uses Goober Energy instead of ammo. Its perk line stacks toward reliability and endurance: excellent visibility at night, increased guitar damage, and energy restoration when you defeat enemies. The practical result is straightforward: fewer runs die because you ran out of the one resource that matters in long fights.

There’s a cost tradeoff here. GG Rockstar costs 500 Dubloons, which can make it a long-term goal for free-to-play players.

Doctor is S tier for a different reason: it smooths over the mistakes that end runs. The Doctor starts with two Bandages, revives teammates 5x faster, restores more health and hunger on revive, and eventually upgrades one Bandage into a Medkit. In coordinated play, that means raids and messy night fights don’t spiral into wipes as often, because a downed teammate isn’t a permanent problem.


A tier classes

Doodle Bandit is built around poison and crowd control. You start with Doodle Armor and a Doodle Pencil, and your perks strengthen poison, add a 25% chance for defeated enemies to spread poison, and increase damage against poisoned targets. In practice, this class is about turning fights into chain reactions. It can delete groups efficiently, but it’s less comfortable when ranged enemies punish positioning errors.

Bruiser is the game’s clearest “commit to melee” option. You start with Bubble Wrap Armor and get a package of melee-focused tradeoffs: you cannot use ranged weapons, but you gain +40% HP and +30% melee damage, plus +10% natural HP regeneration and a 5% chance to block damage. The upside is obvious in close fights and sustained damage scenarios. The downside is also obvious: if a run demands ranged control, you don’t have it.

Mercenary comes online fast and stays threatening if you keep the tempo up. You start with a Mercenary Cutlass, spawn near a Broken Motorcycle you can scrap, start with two Sea Mines, and deal higher damage as your health gets lower. It’s strong early because it hands you useful pieces immediately. The major catch is access: it’s tied to a bundle purchase costing 2,499 Robux.


B tier classes

Pioneer is the straightforward “new run starter” class. It begins with a Flash Light, the Ketchup Blaster, and 18 Ketchup Ammo. Its perks keep you stocked and occasionally conserve ammo: start with 18 Ketchup Ammo, a 10% chance to save ammo on use, and an additional ammo boost later. The limitation is structural: once the ammo is gone, your signature advantage is gone, and the class stops feeling special.

Cursed Soul is the gamble class. Your starter item is random, and your chest outcomes are a probability game: a 50/50 chance of better or worse items from chests, improving to 60/40 with another perk, plus an increased chance of Dubloon from chests. When it hits, it can accelerate your gear curve. When it doesn’t, you’re playing a class that isn’t reliably good at anything in particular.


C tier classes

Jellyfisher is a farm-first pick. You start with a Good Net, and your perks add bonus Jelly chances and a small chance to block damage from Jellyfish. It can speed up early crafting and help a team that wants to rush upgrades, but the value drops hard once your resource flow is stable and combat starts deciding runs more than crafting speed.

Trapper is another early-economy specialist. You start with two Jellyfish Trap items, gain increased enemy food drop rate, and can start with an extra trap later. It’s useful when your team is struggling to keep food and base resources flowing, but the core benefit becomes redundant once you’ve survived long enough for food and basic infrastructure to stop being scarce.


D tier classes

Camp Scout is the definition of low impact. You start with a Flashlight, get 10% reduced hunger drain, increased visibility at night, and eventually spawn with a Blue Jelly Patty. The problem is that none of these perks change outcomes for long. Hunger becomes manageable after early days, visibility improvements are subtle, and the starting kit doesn’t help you win fights.

Defender starts with two Bamboo Walls and later adds Sea Mines to the opening kit. That can help a team establish defenses early, but it doesn’t scale. Once everyone has contributed to the base and the run pivots toward combat performance, Defender’s identity mostly disappears.

Drifter is a convenience kit that struggles to justify itself. It offers +2 backpack space, 25% faster chest opening, and a chance to get Scrap as a bonus drop from chests. Those perks can speed early looting routes, but they don’t translate into the kind of consistent combat or support impact that keeps a run stable deeper into the night count.


How to unlock classes and farm Dubloons

Unlocking classes happens through the Class Shop in the lobby, or by using the Classes button on the left side of the lobby screen.

Farming Dubloons mainly comes from completing quests, earning badges, and opening chests during runs. There’s also a Dubloon Shop that lets you buy Dubloons with Robux.

Codes aren’t part of the economy right now. Survive Bikini Bottom has no active codes.


If you want the safest long-term purchase, prioritize classes whose power doesn’t depend on a finite ammo pool or a short-lived opening kit. If you play in a squad, the best value often comes from the one class that prevents a run from collapsing when the team starts going down.