100 Days at Sea Class Tier List: Every Class Ranked for the Current Meta

Our 100 Days at Sea class tier list ranks every class from S to C tier with crew builds, solo tips, and pick advice for surviving the full 100 days.

Surviving all 100 days on the open ocean is brutal enough without handicapping yourself with the wrong class, and that is exactly why this 100 Days at Sea class tier list exists. The class you lock in at the start of a run decides how easily you manage hunger, repair hull damage, and keep your crew breathing when storms and sea creatures start stacking up. In this updated 100 Days at Sea class tier list for November 2026, we rank every class from S-tier down to C-tier using community reports, aggregated player experience, and how each role performs in both solo and multiplayer runs.

How We Built This Tier List

Tier lists are only as good as the criteria behind them, so before scrolling to the rankings, it helps to understand what actually earns a class its spot. Rather than copying whatever is currently popular, this 100 Days at Sea class tier list weighs each class against five factors that matter across all 100 days of a run — not just the first few.

Because the game receives balance updates regularly, these rankings reflect community consensus as of November 2026. If a patch shakes up the meta, the criteria below still apply; only the placement shifts.

CriteriaWeightWhat We Evaluate
Survival impact35%How directly the class prevents run-ending failures like starvation or a destroyed hull
Resource control25%Food generation, material efficiency, and how well the class stretches scarce supplies
Flexibility20%Performance across solo play, small crews, and full lobbies
Team value15%Buffs, healing, and utility that lift the entire crew
Skill floor5%How forgiving the class is for newer players

A note on sources: exact perk values are not always documented in-game, so several numbers cited here come from player experience and community reports rather than official patch notes. Treat them as directional, not gospel.

The Full 100 Days at Sea Class Tier List

Here is the complete ranking. The short version: food and hull integrity are the two biggest run-killers, so classes that attack those problems directly dominate the top of the list. Support roles with narrow utility sit in the middle, while generalist classes with no standout perk struggle to justify a pick over stronger options.

ClassTierPrimary RoleSolo RatingCrew Rating
EngineerSHull repair and durabilityStrongStrong
CookSFood production and hunger controlStrongStrong
MedicAHealing and crew sustainMediumStrong
FishermanAPassive food incomeStrongMedium
CaptainBNavigation and leadership utilityMediumHigh
LookoutBEarly hazard detectionMediumMedium
SailorCGeneral deck utilityWeakMedium

If your class is not on this list, it may have been added in a recent update — the ranking criteria above still work as a solid judge of whether the new addition is worth your loadout slot.

S-Tier and A-Tier Breakdown: The Classes Worth Maining

Engineer (S-Tier)

Community reports are nearly unanimous that hull durability is the number one cause of failed runs, which is exactly why the Engineer tops this 100 Days at Sea class tier list. Storms, collisions, and hostile sea creatures all chew through hull health, and a crew without a dedicated repairer tends to watch its run end somewhere around day 40 to 60 based on widely shared player experiences.

  • Can patch hull damage before small breaches become run-ending ones
  • Reduces the material cost of repeated repairs over a long run
  • Scales extremely well — the longer the run, the more repairs you'll need

The Engineer's only real weakness is a slower start, since early days rarely threaten the hull. Pair it with a food-focused class to cover the early game.

Cook (S-Tier)

Hunger is the other silent killer. The Cook converts raw ingredients into far more efficient meals, and per community reports, cooked food provides noticeably better hunger restoration than raw rations scavenged from crates. Over 100 in-game days, that efficiency compounds into thousands of saved calories — and saved ingredients.

  • Multiplies the value of every ingredient the crew gathers
  • Keeps hunger-based health drain from sneaking up mid-run
  • Excellent in both solo runs and large crews

Medic (A-Tier)

The Medic is a crew-first class. Solo, it is merely fine; in a squad, it is the difference between a scraped leg and a full crew wipe. Sickness and injury stack up in the mid-to-late game, and players consistently report that runs with a Medic simply last longer.

Fisherman (A-Tier)

The Fisherman provides the most reliable food income in the game without needing an inventory full of ingredients. It edges out Cook in pure solo viability, but loses team value because its output mostly benefits the player doing the fishing. If you play alone, this is arguably a co-S-tier pick for your own runs.

ClassBiggest StrengthMain WeaknessBest Scenario
EngineerPrevents hull-related wipesWeak early-game impactLong runs, stormy seasons
CookMultiplies food efficiencyNeeds ingredients to shineCrews of 3+
MedicCancels injury and sicknessLow personal outputMultiplayer lobbies
FishermanConsistent passive foodSolo-oriented valueSolo and duo runs

B-Tier and C-Tier: Situational Picks

Captain, Lookout, and Sailor are not bad classes — they are just narrower. Based on community consensus, the Captain's leadership and navigation perks genuinely shine in large, coordinated crews where small buffs apply to many players at once. In a duo, that same value gets split two ways and feels underwhelming.

The Lookout's early hazard warnings are real utility, but experienced players learn to read the sea's visual cues themselves, which shrinks the class's edge over a full run. The Sailor rounds out the bottom of this 100 Days at Sea class tier list: its generalist utility is honest work, but it is outclassed in every specific scenario by a specialist pick.

  • Pick Captain if your lobby is 5+ players with voice comms
  • Pick Lookout if your crew keeps getting ambushed by hazards it never sees coming
  • Avoid Sailor unless you simply enjoy the playstyle — a Cook or Fisherman will outperform it in the same slot

Best Crew Compositions for Every Team Size

Class choice matters less than crew synergy. These compositions, assembled from community reports and common high-day runs, cover the two core survival needs (food and hull) while layering in support.

Crew SizeRecommended PicksWhy It Works
SoloCook or FishermanFood control is the entire solo game
DuoCook + EngineerCovers both run-ending threats completely
3–4Cook, Engineer, MedicThe classic core; slot a Fisherman fourth
5+Cook, Engineer, Medic, Fisherman, CaptainFull coverage with crew-wide buffs

A quick example: a four-player crew of Cook, Engineer, Medic, and Fisherman has an answer for hunger, hull damage, injury, and food surplus — the four failure states that end most runs. Swapping any of them for a second Captain or a Sailor leaves a hole that the ocean will eventually find around day 60 or 70.

If you want to try the game's current class roster yourself, you can find it on the official Roblox platform, where the game's page lists recent updates and new class additions.

Tips to Squeeze More Value From Any Class

Tier is only half the equation — execution covers the rest. Regardless of which pick you choose from this 100 Days at Sea class tier list, these habits separate day-100 survivors from day-20 quitters:

  • Repair early, repair often. Engineers who patch small hull damage immediately spend far fewer materials than those who wait for critical breaches.
  • Cook before you eat. Even outside your main class role, never eat raw ingredients when a cooking station is free; player experience consistently shows cooked meals stretch supplies much further.
  • Assign roles on day one. Crews that verbally assign who cooks, who fishes, and who repairs avoid the classic "everyone assumed someone else had it" wipe.
  • Stockpile before day 50. Community reports point to a difficulty spike in the back half of the run; a surplus of food and repair materials built early carries you through it.
  • Re-check the meta after major updates. Balance patches can promote a B-tier class overnight, so treat any tier list as a snapshot, not a law.
ClassMost Common MistakeQuick Fix
EngineerIgnoring minor hull chipsFix everything above 80% hull
CookHoarding ingredientsCook in batches daily
MedicOnly healing at critical HPTop off the crew proactively
FishermanFishing only when hungryMaintain a passive food buffer

FAQ

What is the best class in 100 Days at Sea?

Based on community consensus, the Engineer and Cook share the top spot on this 100 Days at Sea class tier list because they counter the two most common run-ending threats: hull destruction and starvation. Solo players may prefer the Fisherman for its self-sufficient food income.

Can you beat all 100 days solo in 100 Days at Sea?

Yes, but it is significantly harder. Player experience suggests solo survivors should prioritize food-focused classes and repair hull damage themselves the moment it appears. Expect a tighter margin for error than in a coordinated crew.

Do classes matter in multiplayer lobbies?

Absolutely — arguably more than in solo. Crews that cover food (Cook or Fisherman), repairs (Engineer), and healing (Medic) last dramatically longer than five players all picking the same comfortable pick. Redundancy is wasted value; coverage is everything.

How often does the class meta change?

There is no fixed schedule, but major updates have historically shifted tier placements. Community reports recommend rechecking rankings after any patch that touches classes, hunger mechanics, or hull durability — the three systems this 100 Days at Sea class tier list is built around.