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đ Start Here: Ultimate WalkthroughBest jobs and traits: complete tier list for solo and co-op play
Every job ranked with skill bonuses, stat data, and role recommendations. Pick the right job for solo survival or co-op team play.
The Problem
âI picked a job at character creation without knowing what it actually does. Now I am 20 hours in and regret it.â
The Problem
I picked a job at character creation without knowing what it actually does. Now I am 20 hours in and regret it.
The Solution
Your job choice is permanent. It determines your starting skills, XP bonuses, and the role you fill in co-op. Here is every job, what it actually does, and when to pick it.
Job Tier List
S Tier â Strongest in Any Mode
Lab Assistant
- Skill bonuses: +3 Sprinting, +3 Sneaking, +2 Strength
- XP bonuses: +50% Sneaking XP
- Starting trait points: 10
- Why S Tier: Sprinting and Sneaking are universally useful skills. Moving fast and avoiding detection keeps you alive regardless of whether you play solo or co-op. Lab Assistant has no XP penalty and solid starting stats. It is arguably the best job for players who want flexibility without commitment to a specific playstyle.
Phytogenetic Botanist
- Skill bonuses: +3 Agriculture, +2 Cooking, +2 Strength
- XP bonuses: +50% Agriculture XP, extra XP when crafting farming items
- Starting trait points: Not listed (standard)
- Why S Tier: Food independence in both solo and co-op. The Cooking bonus means you can produce buff meals without relying on another player. In solo, you never run out of food. In co-op, you feed the entire team while they focus on combat and building. Works equally well in either mode.
A Tier â Excellent in Their Role
Somatic Gastrologist
- Skill bonuses: +2 Sharp Melee, +1 Fortitude, +4 Cooking
- XP bonuses: +50% Cooking XP, extra XP when crafting food items
- Starting trait points: Not listed (standard)
- Why A Tier: The highest Cooking bonus in the game. In co-op, a dedicated chef transforms the team's sustain â buff meals before every fight, radiation-resistant food before Lab runs. In solo, you will never run out of food, but the combat bonuses are modest. Thrives best with teammates who handle fights while you handle the kitchen.
Epimedical Bionomicist
- Skill bonuses: +3 First Aid, +1 Cooking, +1 Agriculture
- XP bonuses: +50% First Aid XP, extra XP when crafting medical items
- Starting trait points: Not listed (standard)
- Why A Tier: Incredibly valuable in co-op. A dedicated medic with high First Aid produces better Healing Syringes and Briefcases faster. In solo, progress is slower because you are not healing teammates (which gives more XP). Still strong â you just level First Aid more slowly alone.
Archotechnic Consultant
- Skill bonuses: +2 Construction, +1 Strength, +3 Crafting
- XP bonuses: +50% Construction XP, extra XP when crafting deployables
- Starting trait points: Not listed (standard)
- Why A Tier: The builder. In co-op, you construct and upgrade the base while others explore. The Construction and Crafting synergy means faster bench upgrades, better defenses, and more efficient material use. Works solo but truly shines with teammates who bring back materials for you to build with.
B Tier â Great in the Right Hands
Defense Analyst
- Skill bonuses: +2 Fortitude, +2 Strength, +1 Blunt Melee, +2 Reloading, +2 Accuracy
- XP bonuses: +75% Accuracy XP, +75% Reloading XP
- Downside: Slow Learner trait â 20% XP penalty on everything
- Starting trait points: Not listed
- Why B Tier: The best combat stats of any job, but the XP penalty hurts. In co-op, you are the forward security â the person who engages first and tanks damage. In solo, the XP penalty makes progression feel slow. Best for experienced players who can offset the penalty with efficient play.
Trans-Kinematic Researcher
- Skill bonuses: +2 Blunt Melee, +2 Fortitude, +2 Sprinting, +2 Strength
- XP bonuses: +75% Fortitude XP, +50% Strength XP
- Starting trait points: Not listed (standard)
- Why B Tier: The tank. High Fortitude and Strength make you durable in direct combat. In co-op, you stand in front and absorb hits while ranged teammates deal damage. In solo, you lack the crafting or cooking skills to be fully self-sufficient â you will need to rely on loot and basic recipes more than other jobs.
C Tier â Niche Picks
Paratheoretical Physicist
- Skill bonuses: +3 Throwing, +3 Crafting, +1 Sneaking, +1 Reloading, +1 Construction
- XP bonuses: +50% Throwing XP, +50% Crafting XP, extra Throwing XP when researching
- Starting trait points: Not listed (standard)
- Why C Tier: Spread too thin. Throwing is a situational skill â grenades and throwables are useful but not something you build a character around. In solo, you struggle to level other skills because your bonuses are diluted across too many categories. In co-op, niche utility that a specialized teammate does better.
Summer Intern
- Skill bonuses: None
- XP bonuses: None
- Starting trait points: 12 (highest in the game)
- Why C Tier: The blank slate. Zero starting bonuses, but the highest trait point pool lets you customize completely. In theory, this is the most flexible choice. In practice, the lack of any skill head start means everything takes longer to level. Best for players who know exactly what build they want and are willing to grind through the early game with no advantages.
Solo vs Co-op: Quick Pick Guide
| Playstyle | Best Solo Job | Best Co-op Job |
|---|---|---|
| Combat focus | Trans-Kinematic Researcher | Defense Analyst |
| Stealth focus | Lab Assistant | Lab Assistant |
| Base building | Archotechnic Consultant | Archotechnic Consultant |
| Food/Medicine | Phytogenetic Botanist | Somatic Gastrologist |
| Healing | Epimedical Bionomicist | Epimedical Bionomicist |
| Flexible/New Player | Lab Assistant | Phytogenetic Botanist |
Traits to Pair With Each Job
Your starting trait points can enhance or compensate for your job choice:
- Lab Assistant + Night Owl: Fatigue resistance + fast movement = ultimate solo survivor
- Phytogenetic Botanist + Lead Belly (8 points): Drink any water + grow any food = complete food independence
- Defense Analyst + Naturally Moist: Offset the XP penalty with passive thirst reduction so you spend less time managing needs
- Archotechnic Consultant + Pack Mule: More carry weight means fewer trips when hauling construction materials
Common Mistakes
- Picking Summer Intern without a specific build plan. The flexibility costs you the early-game head start.
- Picking Defense Analyst as a new player. The 20% XP penalty makes progression feel punishing if you do not know how to optimize XP gain.
- Picking Somatic Gastrologist in solo without also investing in combat skills. You can cook all the buff food in the world â you still need to fight.
- Assuming any job is "bad." Every job is viable. The tier list reflects optimization, not playability.
Sources & References
Author
Abiotic Analysis Team
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Last updated: June 2026 âĸ Refreshed monthly