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- Rob It Classes: Costs And Abilities At A Glance
- Quick Comparison: Which Rob It Class Should You Buy
- Cheap Classes (500–600 coins): What You Actually Get
- Mid-Tier Classes (650–800 coins): Where Builds Start To Matter
- Premium Classes (850–1,000 coins): Do They Justify The Price?
- Decision Table: Match The Class To Your Situation
- Budget Math: How Many Matches To Unlock Each Class
- Ownership Realities: What Wears Off And What To Watch For
- Frequently Asked Questions
Rob It Classes: Costs And Abilities At A Glance
If you want the short answer: in Rob It (also patched as Rob It Remastered), there is no single “best” class, but Sniper and Mercenary deliver the most raw value for the money in a generalist build slot, Hacker and Technician are the highest-ceiling picks for players who like team utility, and Gambler is the cheapest class in what is effectively the game’s only true pay-to-win purchase in terms of raw item value. Every class costs between roughly 500 and 1,000 coins to unlock from the main class shop, and none of them cost real money.
Below is the full cost, ability, cooldown, strengths, and weakness breakdown, plus a decision table to map your playstyle to a class. All prices are the in-game coin costs listed on the class purchase screen in the current Rob It build; the game also runs limited-time sales that drop these by 20–50 percent during seasonal events.
Quick Comparison: Which Rob It Class Should You Buy
| Class | Cost (coins) | Signature ability | Cooldown | Best for |
|---|---|---|---|---|
| Gambler | 500 | Spin for a random item (weapon or utility) | 30 s | Casual grinding, cheap power spike |
| Medic | 550 | Heal area burst + revive | 45 s / 90 s revive | Squad support |
| Mercenary | 600 | Damage buff + armor restore | 60 s | Aggressive solo play |
| Hacker | 650 | Disable enemy abilities in an area | 50 s | Team fights, counter dives |
| Technician | 700 | Deploy turret / repair structure | 40 s | Objective defense |
| Brute | 750 | Berserk damage reduction | 55 s | Front-line tanking |
| Ninja | 800 | Short-range teleport + melee burst | 35 s | Flanking, quick extraction |
| Pyromancer | 850 | Area fire damage over time | 70 s | Crowd control, chokepoints |
| Sniper | 900 | Long-range one-shot ability | 80 s | Open maps, holding sightlines |
| Engineer | 1,000 | Mobile shield + turret combo | 65 s | Coordinated pushes |
Cooldowns above are the base values shown on the class screen. They do not change with level; instead, some classes have passive perks that reduce the cooldown while at full health or near a teammate. If you see a build with a lower cooldown than listed, it is almost certainly a temporary event modifier, not a permanent upgrade.
Cheap Classes (500–600 coins): What You Actually Get
Gambler — 500 coins
Gambler is the entry-class and the single best coin-per-minute pick for the first hour of play. Its Spin ability costs nothing to use, and the item pool is weighted toward common weapon drops but can roll a rare utility item roughly one in ten spins. The weakness is variance: if you are chasing a specific item, you are better off buying it directly than spinning for it. Gambler suits new players who have not yet decided a build direction, because the spins will reveal which item archetypes you actually enjoy using.
Medic — 550 coins
Medic is the cheapest class that stays useful into the late game, because healing never becomes obsolete. The area heal has a 45-second cooldown and restores health to allies within a small radius; the revive is a separate 90-second cooldown and requires you to stand near a downed ally for about two seconds without being interrupted. Its weakness is damage: Medic’s personal DPS is the lowest of any class, so you cannot carry with it. If your squad already has two damage classes, Medic is the correct buy.
Mercenary — 600 coins
Mercenary is the best value for a solo player. For 600 coins you get a damage buff plus an armor restore on a 60-second cooldown, which in practice is two useful effects stapled together. The trade-off is that both effects are short: the buff lasts about eight seconds, so you have to commit to a fight immediately after popping it. Mercenary rewards players who already understand the game’s engagement windows.
Mid-Tier Classes (650–800 coins): Where Builds Start To Matter
Hacker — 650 coins
Hacker disables enemy class abilities in a radius for roughly four seconds on a 50-second cooldown. That sounds small until you realize it shuts off an enemy Brute’s damage reduction or an enemy Medic’s revive at the exact moment those abilities matter. Hacker has almost no solo kill potential, which is why it is often called the cheapest “support that isn’t a healer.” Buy it if you play with the same squad consistently and want to win fights rather than win duels.
Technician — 700 coins
Technician deploys a turret that fires independently for about 15 seconds and can repair friendly structures. The turret’s damage is modest but it forces enemies to deal with a second threat, which is enormously valuable on objective maps. The weakness is map dependence: on small, fast maps the turret is often destroyed before it fires a full magazine, making the 40-second cooldown feel wasted.
Brute — 750 coins
Brute’s Berserk gives a large damage reduction for several seconds on a 55-second cooldown. It is the simplest class to play well and the most forgiving for new players in high-damage lobbies, because the ability gives you time to react. Its weakness is speed: Brute is slower than average and has no gap-closer, so a Ninja or Sniper can simply refuse to fight you.
Ninja — 800 coins
Ninja combines a short-range teleport with a melee burst on a 35-second cooldown, the second-shortest of any mid-tier class. It is the best pick for flanking and for escaping bad fights, and its mobility makes it strong on vertical maps. The trade-off is fragility: Ninja’s base health is low, and a failed teleport into a group is usually fatal. Buy it only if you are comfortable with positioning.
Premium Classes (850–1,000 coins): Do They Justify The Price?
Pyromancer — 850 coins
Pyromancer applies area fire damage over time on a 70-second cooldown. The total damage is high but spread across several seconds, which means it is best used to deny an area rather than to secure a kill. It is the strongest class on chokepoint-heavy maps and one of the weakest on open maps where enemies simply walk out of the fire.
Sniper — 900 coins
Sniper’s one-shot ability is the most powerful single-target tool in the game, but it comes with an 80-second cooldown and requires clear line of sight. On long sightline maps Sniper is arguably undercosted; on close-quarters maps it is a wasted 900 coins. The class has no defensive tool, so positioning is your only defense.
Engineer — 1,000 coins
Engineer is the most expensive class and the most dependent on coordination. For 1,000 coins you get a mobile shield plus a turret, both usable on the same cooldown family, which lets you create a moving safe zone for your team. In solo queue this is overpriced; with three or more coordinated players it is the strongest class in the game. Only buy it if you have a regular group.
Decision Table: Match The Class To Your Situation
| Your situation | Recommended class | Why |
|---|---|---|
| Under 1,000 coins total, new account | Gambler | Cheapest unlock; spins are free and reveal your preferred playstyle |
| Solo queue, want to win duels | Mercenary | Damage buff and armor restore together for only 600 coins |
| Playing with two friends, no healer | Medic | Healing and revive stay relevant at every stage of the game |
| Coordinated five-stack | Engineer | Mobile shield and turret create a push window for the whole team |
| Objective defense maps | Technician | Turret forces the enemy to split attention |
| Large open maps | Sniper | One-shot ability punishes any exposed enemy |
| Chokepoints and corridors | Pyromancer | Fire damage denies the whole passage, not just one target |
| You keep dying first in fights | Brute | Damage reduction gives you time to learn engagement timing |
Budget Math: How Many Matches To Unlock Each Class
Rob It awards coins per completed match, and the average payout in a normal lobby is in the low hundreds of coins depending on placement and kills. Using a conservative estimate of 250 coins per solid match and 150 coins per mediocre one, the unlock table above translates to roughly two to seven matches per class. The 1,000-coin Engineer therefore represents about four to seven matches of grinding, not a cash purchase. Because there is no real-money class purchase, the “is it worth it” question is purely about time and playstyle fit, not money.
One practical note on the 20–50 percent seasonal sales mentioned at the top: if you are within about 200 coins of a premium class when a sale starts, waiting is usually correct, since a 50 percent discount on Engineer saves you 500 coins — two to three matches of grind. Per the class shop screen, sales apply to the coin price only and never to any in-game cosmetic attached to the class.
Ownership Realities: What Wears Off And What To Watch For
- Cooldowns do not improve with use. Unlike weapon skins, classes have no upgrade path in the shop; buying the class is the entire unlock. Any perceived “leveling” is a temporary event buff.
- Class abilities can be countered by Hacker. If you main a high-cooldown class like Sniper or Engineer, an opposing Hacker will shut off your most important button for the duration of every fight.
- Map pool matters more than class tier. The most common mistake new buyers make is buying Sniper for a close-quarters rotation and concluding the class is bad. Recheck the current map rotation before buying.
- Medic and Hacker feel weak alone. Their value is squad-dependent, so solo players who buy them often regret it even though the classes are objectively strong.
- Gambler does not scale. It is a great first purchase and a poor last purchase; once you own a premium class, Gambler’s spins are usually redundant.
Frequently Asked Questions
What is the cheapest class in Rob It?
Gambler is the cheapest class at 500 coins, followed by Medic at 550 and Mercenary at 600. These three are the best starting purchases for any new account. If the class shop is running a seasonal sale, the price can drop by 20–50 percent, making Gambler effectively free for one or two matches of play.
Is there a pay-to-win class in Rob It?
No class can be bought with real money; all purchases use in-game coins earned by playing matches. The community sometimes calls Gambler “the P2W class” as a joke, because its free random spins can produce high-value items at no cost, but it is still a coin purchase. Per the class shop screen, no class is gated behind currency other than coins.
Do class cooldowns get shorter as you play?
Base cooldowns do not decrease through normal play. The values shown on the class screen — 30 to 90 seconds depending on the class — are the permanent numbers. Some temporary event modifiers shorten cooldowns, which is why players sometimes report different values, but those end when the event does.
Which class is best for solo players?
Mercenary is generally the best solo pick, because it combines a damage buff with an armor restore for only 600 coins and does not depend on teammates. Ninja is the strongest solo pick for skilled players who can use mobility to control fights. Medic and Hacker are poor solo choices despite being strong classes overall.
Can I refund a class if I do not like it?
The class shop does not offer refunds on purchased classes, so it is worth checking the current map rotation before buying a map-dependent class like Sniper or Technician. If you are unsure, start with Mercenary or Gambler, which work acceptably on almost every map.
Which class should I buy last?
Engineer is usually the last class worth buying unless you play in a coordinated group, since its mobile shield and turret only outperform cheaper classes with team support. Gambler also stops being useful once you own a premium class, so do not save it for last expecting value.
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