There are a total of 28 unique classes in Drill to Earth's Core. The best ones are the Executioner, Gunslinger, Goblin King, Prospector and Engineer, while the worst one is definitely the Recruit. You can buy classes for Cores inside the Class Shop, located on the left side of the main game lobby.
In Drill to Earth's Core, classes can give you a significant competitive edge, letting you deal massive damage, get more loot, travel faster, and more. They are not created equal, with some standing well above the others. However, just because a class is cheaper does not automatically mean it's bad, and vice versa. With that in mind, check out our Drill to Earth's Core class tier list in Roblox to help you find the best class that best suits your preferred playstyle!
What Do the Tier Rankings Mean in Our Drill to Earth's Core Class Tier List?
We placed the classes in Drill to Earth's Core into tiers by considering how their perks can contribute to a successful run. We considered factors such as damage output, survivability, resource collection, economic benefits, utility, progression, and team support. We also considered how well each class's perks work together and how useful they can be in different playstyles or team setups. For classes with a Level 4 Team perk, we also considered the additional benefit they can provide to the rest of the team. Keep in mind that the individual placements may change as the game gets updated. Additionally, the Class Shop periodically resets, so not all classes will be available at the same time. Furthermore, keep in mind that the only would-be F-tier class in this game would be the "none" class, which, although technically listed as one, provides no benefits whatsoever and would manually have to be equipped from the Class Shop, so we have decided to omit it altogether, given the fact that you can either choose between the Miner and Recruit classes when first starting off.
- S-Tier Classes placed in this tier provide the most significant advantages out there. Their perks can substantially affect combat, survivability, resource management, progression, or team performance, and many remain useful in a variety of situations. Strong ability combinations and powerful scaling are the main reasons these classes stand out from the rest.
- A - Tier classes are highly effective and offer several strong advantages throughout a run. While they may lack some of the exceptional versatility or overall influence found among S-Tier classes, their perks can still provide extraordinary benefits. Depending on the situation, they can excel at some of the aforementioned uses in-game.
- B-Tier represents classes that are generally dependable and capable of making a meaningful contribution, but their strengths tend to be more focused. These classes can perform particularly well when used in the right role or alongside a suitable team composition. However, some perks may become less valuable when circumstances don't match what the class is designed to do.
- C - Tier classes have useful perks and can certainly contribute to a run, but their advantages come with more significant restrictions. Their effectiveness is often tied to much more specific mechanics or playstyles, so they usually have less influence on the overall run than classes placed higher on the list.
- D - Tier contains the classes that currently provide the least overall value. This does not mean that these classes have no useful abilities or cannot be effective. Rather, their perks generally have less impact or are less versatile than those in the higher tiers. However, they can still be worthwhile for newer players who can only afford them, but should be replaced as soon as possible.
Drill to Earth's Core Tier List - All Classes Ranked
⇓ META CLASSES ⇓

EXECUTIONER

PROSPECTOR

GUNSLINGER

GOBLIN KING

ENGINEER
⇓ EXCELLENT CLASSES ⇓

TANK

LUCKY LOOTER

BRUISER

SALVAGER

SAMURAI

BOUNTY HUNTER

WITCH

REAPER

CRAFTER
⇓ GOOD CLASSES ⇓

GUNSMITH

HEALER

MECHANIC

SCOUT

DEMOLITIONIST

NIGHTCRAWLER

PRINCESS

PIRATE
⇓ MID CLASSES ⇓

MINER

RACER

DRILLER

MERCENARY

PRIEST
⇓ WEAK CLASSES ⇓

RECRUIT
Which Classes are S-tier in Drill to Earth's Core?
| Race | Details | Why this Tier? |
|---|---|---|
![]() Executioner | Starting with: Outfit, Executioner Sword Level 1: +200% Damage to Bosses Level 2: Defeating a Boss grants a random +10% bonus to Max HP, Melee Damage, or Gun Damage Level 3: Defeating a Boss drops a Gem (60% Diamond, 30% Emerald, 10% Ruby) Level 4: (Team) Defeating a Boss grants a free Drill Upgrade, choosing from 3 options | + Massive +200% Boss Damage makes the class exceptionally effective against one of the most important enemy types. + Boss kills provide permanent additional power through the random +10% bonuses. + Boss kills also provide valuable Gems. + The Level 4 team perk gives an additional Drill Upgrade per every boss kill, providing major team-wide progression. − Much of the class's value is concentrated around defeating bosses, so its full potential depends on reaching and consistently killing them. |
![]() Gunslinger | Starting with: Outfit, Revolver Level 1: +100% Gun Damage Level 2: Enemies have a 10% chance to drop Pistol/Shotgun/Rifle Ammo Level 3: +100% Gun Fire Rate Level 4: (Team) +50% Gun Damage | + +100% Gun Damage immediately boosts combat effectiveness, and +100% Gun Fire Rate further increases the class's offensive output. + The ammo-drop perk helps sustain the weapon that the class specializes in. + The Level 4 perk gives the entire team +50% Gun Damage, making the class valuable even when teammates are the main damage dealers. − Its strongest bonuses are specifically tied to guns, making it much less useful for melee-focused builds. |
![]() Prospector | Price: 30,000 Cores Starting with: Outfit, Prospector Pickaxe Level 1: Ore and Gem Veins drop multiple items more often (Max 4) Level 2: Ores are automatically smelted into Bars when mined Level 3: Ore and Gem Veins always drop 2+ items Level 4: (Team) Gems have a 5% chance to be Pristine when mined | + Extremely strong resource-gathering potential through multiple-item drops. + Guaranteed 2+ items from Ore and Gem Veins is a very powerful economic perk. + Automatic smelting removes an entire step from resource processing. + The Pristine Gem team perk can increase resource value for the entire team. − Its benefits are heavily focused on mining and resource acquisition rather than direct combat. |
![]() Goblin King | Price: 30,000 Cores Starting with: Outfit, Goblin King Scepter Level 1: Goblins sell for +200% Coins Level 2: +5% Melee & Gun Damage per active Goblin Recruit Level 3: Every Goblin Lord defeated increases recruit limit by +1 (Max 20) Level 4: (Team) Every player starts with a Goblin Knight | + +200% value from Goblins gives the class strong economic potential. + Damage scales with the number of active Goblin Recruits, potentially becoming ridiculously powerful. + The recruit limit can increase to 20, giving the class even better scaling potential. + Every player starting with a Goblin Knight is a significant team-wide benefit. − The class's damage scaling depends on having active Goblin Recruits and therefore isn't completely unconditional. |
![]() Engineer | Starting with: Outfit, Basic Sentry, Advanced Sentry, Flamethrower Level 1: +50% Sentry Range & Damage Level 2: Turrets are -50% off in the Crafting Shack Level 3: Enemies defeated by Turrets have a 5% chance to drop Scrap Level 4: (Team) +25% Sentry Range & Damage | + Starts with multiple powerful pieces of equipment, including Basic Sentry, Advanced Sentry and Flamethrower. + +50% Sentry Range and Damage directly improves both turret effectiveness and coverage. + Turrets becoming 50% cheaper makes the class scale particularly well with turret-based progression. + The Level 4 team bonus improves Sentry Range and Damage for the whole team. − The class's strongest bonuses depend on using and investing exclusively in Turrets. |
Which Classes are A - Tier in Drill to Earth's Core?
| Race | Details | Why this Tier? |
|---|---|---|
![]() Tank | Price: 5,000 Cores Starting with: Outfit, Taunt Banner Level 1: +100% Health Level 2: Taunted enemies deal -25% Damage to you Level 3: +150% Health Level 4: (Team) +50% Health | + Enormous survivability from +100% and then +150% Health. + Taunt mechanics synergize naturally with the class's high durability. + The +50% Team Health perk benefits the entire team. − Provides considerably less direct offensive power than dedicated damage classes. |
![]() Bruiser | Price: 5,000 Cores Starting with: Outfit, Steel Sword Level 1: +100% Melee Damage Level 2: Enemies stagger from 50% less Melee Damage Level 3: Consecutive hits grant +5% Melee Damage Level 4: (Team) +50% Melee Damage | + +100% Melee Damage is a huge early offensive boost. + Consecutive-hit scaling rewards sustained melee combat. + +50% Team Melee Damage gives the class significant multiplayer value. − The class is primarily useful only to players who are willing to fight at close range. − It offers less ranged utility than gun-focused classes. |
![]() Lucky Looter | Price: 10,000 Cores Starting with: Outfit Level 1: Chests drop multiple items more often (Max 4) Level 2: Chests always drop 2+ items Level 3: +100% Legendary & Mythic Luck from Chests Level 4: (Team) +50% Money Fog chance | + Always receiving at least two items from chests is extremely consistent value. + Up to four items per chest creates strong loot potential. + +100% Legendary and Mythic Chest Luck can significantly improve high-tier loot opportunities. + The Money Fog team perk adds value beyond the individual player. − Its effectiveness depends on encountering and opening chests rather than directly improving combat. |
![]() Salvager | Price: 10,000 Cores Starting with: Outfit, Magnet Level 1: Enemies have a 10% chance to drop Iron Bars Level 2: Shredding Scrap grants +50% more Cogs Level 3: Scrap sells for +100% Coins Level 4: (Team) Enemies have a 5% chance to drop Iron Bars | + Extra Iron Bars from enemies provide useful additional resources. + +50% more Cogs from Scrap improves resource generation. + +100% Scrap selling value is a major economic bonus. + The Iron Bar team perk provides passive value to everyone. − Its strongest benefits revolve around Scrap and resource economy rather than direct combat. |
![]() Bounty Hunter | Starting with: Outfit, Bounty Hunter Cleaver Level 1: Bounties give +50% Coins Level 2: +50% Gun & Melee Damage Level 3: Dungeon Bosses you defeat become Bounties Level 4: (Team) Enemies have a 10% chance to become Bounties | + +50% Gun and Melee Damage is versatile and works with both major weapon categories. + Bounties provide additional Coin generation. + Dungeon Bosses becoming Bounties creates additional value from difficult encounters. + The team perk can turn enemies into additional sources of Bounty rewards. − Its economic value depends on actually completing Bounties. |
![]() Witch | Price: 3,000 Cores Starting with: Outfit, Strength Potion, Invisibility Potion Level 1: Potions last +100% longer Level 2: Potions can be crafted in the Crafting Shack Level 3: Potions you use also affect nearby teammates Level 4: (Team) Potions last +50% longer | + Double potion duration greatly increases the value of consumables. + Starting with Strength and Invisibility Potions gives immediate utility. + Potions eventually affect nearby teammates, making the class excellent for group play. + The team perk further increases potion duration. +Very cheap for what it is − Much of the class's power depends on having and using Potions effectively. |
![]() Reaper | Starting with: Outfit, Soul Lantern Level 1: Enemies drop Soul Orbs on defeat, healing 5 HP Level 2: +5 Max HP for every 10 enemies defeated Level 3: +1 Weapon & Tool Damage for every 10 enemies defeated Level 4: (Team) Soul Orbs heal +100% | + Constant enemy kills provide both healing and permanent progression. + Max HP increases as the player continues defeating enemies. + Weapon and Tool Damage also scale with kills. + The Soul Orb team perk doubles their healing effectiveness. − The class needs a steady stream of enemy kills to reach its full potential. |
![]() Samurai | Starting with: Outfit, Samurai Katana Level 1: Melee Crit Chance is 20% Level 2: Melee attacks slice through Stone enemies, Leeches, and Watchers Level 3: Melee Crits chain to a nearby enemy Level 4: (Team) Melee Crit Chance is 10% | + A 20% melee Critical Hit Chance is a substantial offensive perk. + Slicing through multiple enemies provides excellent combat coverage. + Critical hits can chain to nearby enemies, improving crowd clearing. + The team perk gives everyone a 10% Melee Crit Chance. − The class is strongly tied to melee combat. |
![]() Crafter | Starting with: Outfit, Resource Scanner, Wrench, Furnace Level 1: Crafting Shack prices are 10% off Level 2: Shredding Scrap grants 50% of its value back in Coins Level 3: Drill Boosts grant +50% more Distance, Speed & Wall Damage Level 4: (Team) Crafting Shack prices are 5% off | + The Resource Scanner, Wrench and Furnace provide strong utility from the beginning. + Crafting Shack discounts improve the team's overall resource efficiency. + Scrap can return part of its value as Coins. + +50% Drill Boost effectiveness can improve Distance, Speed, and Wall Damage. − The class's combat potential is less direct than that of dedicated damage classes. |
Which Classes are B-tier in Drill to Earth's Core?
| Race | Details | Why this Tier? |
|---|---|---|
![]() Gunsmith | Price: 30,000 Cores Starting with: Outfit, Gunsmith Musket Level 1: Guns & Ammo can be crafted in the Crafting Shack Level 2: Gunshots pierce through multiple enemies, including Stone enemies Level 3: Enemies defeated with a Gun turn Golden Level 4: (Team) Ammo grants +100% more bullets | + Gun crafting solves an important ammunition/weapon availability problem. + Piercing shots provide excellent crowd control and work against Stone enemies. + Turning defeated enemies Golden creates additional economic potential. + The team perk doubles the number of bullets provided by Ammo. − The 30,000 Core price is extreme compared with other classes. − The class is strongly specialized around guns. |
![]() Healer | Starting with: Outfit, Medkit, Revive Kit Level 1: +100% Healing from all sources Level 2: Medkits can be crafted in the Crafting Shack Level 3: Bandages & Medkits also heal nearby teammates Level 4: (Team) +50% healing from all sources | + +100% healing is an enormous survivability improvement. + Starting with a Medkit and three Revive Kits provides strong emergency utility. + Healing can eventually affect nearby teammates. + +50% Team Healing benefits the whole group. − Its direct offensive contribution is limited compared with damage-focused classes. − Largely useless in solo play, only good in a team setting. |
![]() Mechanic | Starting with: Outfit, Gas Can Level 1: +50% Fuel Contribution Level 2: Gas Cans can be crafted in the Crafting Shack Level 3: Defeating enemies automatically deposits Fuel into the Drill Level 4: (Team) +25% Fuel Contribution | + +50% Fuel Contribution directly helps with one of the central progression resources. + Automatically depositing Fuel from defeated enemies improves convenience and efficiency. + Gas Cans becoming craftable provides sustainable fuel utility. + +25% Team Fuel Contribution improves the entire team's progression. − The class is specialized around Fuel rather than direct combat. |
![]() Scout | Price: 3,000 Cores Starting with: Outfit, Speed Potion, Large Sack Level 1: +20% Movement Speed Level 2: Scrap and Chests are highlighted inside Dungeons Level 3: Boots can be crafted in the Crafting Shack Level 4: (Team) +10% Movement Speed | + +20% Movement Speed is useful for exploration, combat positioning, and resource collection. + Highlighting Scrap and Chests makes dungeon exploration more efficient. + Starting with a Speed Potion and Large Sack gives immediate utility. + The team movement-speed bonus is useful in almost every situation. + Very cheap − Provides relatively little direct damage or survivability. |
![]() Demolitionist | Starting with: Outfit, RPG Level 1: +100% Explosive Damage Level 2: Enemies have a 10% chance to drop Special Ammo Level 3: Enemies have a 25% chance to explode when defeated Level 4: (Team) +50% Explosive Damage | + +100% Explosive Damage gives the class strong area-damage potential. + A 25% chance for defeated enemies to explode provides additional crowd-clearing power. + Special Ammo drops help sustain the explosive playstyle. + The team receives +50% Explosive Damage at Level 4. − Its effectiveness is tied closely to explosive weapons and ammunition. |
![]() Pirate | Starting with: Outfit, Flintlock, Cannon Level 1: Enemies have a 10% chance to drop Gold Bars Level 2: Anything Golden sells for +200% Coins Level 3: Cannon can be crafted in the Crafting Shack Level 4: (Team) Enemies have a 5% chance to drop Gold Bars | + Starts with both a Flintlock and three Cannons. + +200% Coin value for Golden items can create strong economic returns. + Cannons can eventually be crafted, supporting the class's unique weapon setup. + Gold Bar drops also benefit the team at Level 4. − Much of the economic value depends on obtaining Golden items and Gold Bars. |
![]() Nightcrawler | Starting with: Outfit Level 1: +30% Melee Damage & Movement Speed in Darkness Level 2: Enemies cannot detect you in Darkness unless you attack Level 3: Regenerate 1% Max HP every second in Darkness Level 4: (Team) Night Vision & +15% Movement Speed in Darkness | + Combines movement speed, melee damage and regeneration in Darkness. + Enemies cannot detect the player in Darkness unless attacked, providing strong stealth and exploration utility. + 1% Max HP regeneration every second can provide substantial sustain. + Team Night Vision removes a major drawback of Darkness for teammates. − Most of the class's advantages only come into play in the dark, making it less consistent in illuminated areas. |
![]() Princess | Starting with: Outfit, Princess Staff Level 1: Start with 1,000 Coins Level 2: Gain 25% of Coins collected by teammates from Money Bags Level 3: Gems sell for +50% Coins Level 4: (Team) Every player starts with 500 Coins | + Starting with 1,000 Coins provides a substantial early-game economic advantage. + Gains 25% of teammate Money Bag income, giving the class strong multiplayer economy. + Gems sell for +50% Coins. + The entire team receives 500 starting Coins at Level 4. − Much of the class's value is economic rather than combat-oriented. − The Money Bag perk becomes less useful when playing without teammates. |
Which Classes are C-Tier in Drill to Earth's Core?
| Race | Details | Why this Tier? |
|---|---|---|
![]() Miner | Starting with: Outfit, Rusty Pickaxe Level 1: +50% Pickaxe Damage Level 2: 25% chance to deal +300% Pickaxe Damage Level 3: Ores and Gems sell for +25% Coins Level 4: (Team) +25% Pickaxe Damage Additional: Has a separate Passive tab that was not captured. | + +50% Pickaxe Damage provides immense mining efficiency. + The 25% chance for +300% Pickaxe Damage can produce powerful mining bursts. + +25% Ore and Gem selling value adds economic utility. + The Level 4 team perk improves everyone's Pickaxe Damage. − The class is highly specialized around Pickaxe use only. − Its combat utility appears more limited than dedicated combat classes. |
![]() Racer | Price: 3,000 Cores Starting with: Outfit Level 1: +50% Drive Speed & Acceleration as the Driver Level 2: Drive Speed, Power Drive & Engine Overdrive are -50% off Level 3: When Fuel is below 10%, gain +100% Drive Speed & Acceleration as the Driver Level 4: (Team) Engine Overdrive III Upgrade | + Greatly improves vehicle speed and acceleration. + 50% discounts on major driving upgrades improve progression efficiency. + The low-Fuel bonus can provide an enormous speed increase when the condition is met. + The team perk provides Engine Overdrive III. + Very cheap − The majority of the class's benefits only apply while driving. − It provides no direct combat or resource gathering power. |
![]() Driller | Starting with: Outfit, Rusty Pickaxe Level 1: +50% Wall Damage as the Driver Level 2: Drill Power, Mega Drill & Power Slam are -50% off Level 3: When Fuel is below 10%, gain +100% Wall Damage as the Driver Level 4: (Team) +25% Wall Damage as the Driver | + +50% Wall Damage directly improves drilling progression. + Major Drill upgrades are 50% cheaper. + Low Fuel provides another +100% Wall Damage bonus. + The team perk improves Wall Damage for the group. − The class is heavily dependent on whether or not you are the driver. − Its combat and general exploration benefits are limited. |
![]() Mercenary | Starting with: Outfit Level 1: +30% Melee Attack Speed Level 2: Corpses sell for +50% Coins Level 3: Defeating enemies automatically sells them into Money Bags Level 4: (Team) +15% Melee Attack Speed | + +30% Melee Attack Speed improves melee combat consistency. + Corpses provide additional Coin value. + Automatically converting defeated enemies into Money Bags simplifies the economic loop. + The team gains +15% Melee Attack Speed. − Overshadowed by better classes in both damage and economy |
![]() Priest | Starting with: Outfit, Priest Staff Level 1: Regenerate 1% Max HP every 2 seconds Level 2: Blessed teammates instantly revive when defeated Level 3: Blessed teammates extend their Blessing by +5 seconds per enemy defeated Level 4: (Team) +50% Church Spawn Rate | + Passive health regeneration provides reliable survivability. + Instantly reviving Blessed teammates can be extremely valuable in difficult situations. + Blessings can be extended through enemy kills. + +50% Church Spawn Rate benefits the whole team. − Much of the class's value is centered on supporting teammates. − It provides less direct offensive power than the major damage classes. − Hard to get due to its rarity |
Which Classes are D - Tier?
| Race | Details | Why this Tier? |
|---|---|---|
![]() Recruit | Price: 100 Cores (or the starting class) Starting: Outfit, Rusty Sword Level 1: +20% Melee & Gun Damage Level 2: +50% Health Level 3: Scrap sells for +25% Coins Level 4: (Team) +10% Melee & Gun Damage | + Very cheap at only 100 Cores. + +20% Melee and Gun Damage is versatile. + +50% Health provides useful survivability. + The class works with both melee and ranged weapons. − Its bonuses are relatively modest compared with specialized classes. − The Level 4 team damage bonus is only +10%. − The worst class in Drill to Earth's Core |
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