Roblox Nullscape features a class system that completely changes how you move, survive and collect gifts. Each class introduces its own mechanics, risks and skill ceiling, and understanding how each one works is what separates casual runners from consistent high scorers. As of Patch 4, there are six classes, each encouraging a different playstyle.
Roblox Nullscape Classes Guide
Charger
Cost: Free
The Charger revolves around building speed, tanking hazards and chaining momentum into the next platform. Holding your ability builds a charge state, and you can maintain this while moving. Holding the alternate ability while charging sends you sprinting through the air. Once airborne, you can quickdrop to gain additional jump pad height, allowing you to regain control even after long leaps.
Charger excels along straight lines of gifts because the class rewards committing to long paths without hesitation. A good habit is to release your charge just a little earlier than you think you need to so you don’t overshoot the platform. Tripmines become much less threatening once you get the timing down, but you need roughly three seconds of charge time so you don’t get instantly popped when running into one. When you successfully tank a tripmine, you’re momentarily invulnerable, which lets you rush through two mines placed back-to-back or brush through an enemy without consequences.
Bonking into walls or teammates will immediately shut down your charge, so approach narrow spaces with care. Early on, you don’t want to throw away your limited platform time while airborne. Once you unlock Ninja Belt, the class opens up dramatically, allowing you to jump during a charge and start another charge instantly if you land and trigger the timing correctly. The improved airtime from Ninja Belt also makes your midair platform much more forgiving.
Diver
Cost: Free
The Diver plays around sharp bursts of horizontal movement. Pressing your ability launches you forward in a dive, and you can jump out early to redirect or cancel the momentum. Your speed before entering a dive determines both distance and height, so walking into a dive gives you a short hop while sprinting creates a much more aggressive leap. Lower Gravity modifies your dive trajectory, which is something you want to get a feel for before diving near gaps.
When you gain Ninja Belt, the alternate ability becomes a long-range dive that covers far more ground than the base version. This is a powerful tool, but it becomes dangerous if Telefraggers are teleporting nearby. A sudden teleport in your path during a long dive often ends the run instantly. Use the extended dive only when you have a clean line of sight or when you absolutely need that extra reach.
Spirit
Cost: 1400
Spirit is built around leaving your physical body behind. Pressing your ability lets your ghost exit your body, giving you more freedom of movement while your statue remains in place. Your ghost form can absorb a single hit without dying, which provides a small margin of safety, but that protection disappears quickly if you get careless.
Your greatest risk is letting your statue fall into the void, because your life is tied to it. While outside your body, you can link yourself back to your statue by pressing the ability near it. This interaction lets you perform the signature slingshot movement: exit the body, drift into the void, link yourself back, and let the game hurl you upward. It’s stylish, useful, and extremely risky. Reserve this trick for emergencies or high-skill maneuvers rather than casual use.
Grappler
Cost: 1800
The Grappler trades passive movement abilities for precise, momentum-driven swings. Holding your ability allows you to aim a grapple, and releasing it latches you onto a point. Pressing the ability again or jumping will detach you. Managing your swing angle, momentum and timing is the core of the class.
Jump pads are particularly valuable because reeling into them restores your grapples, but only twice before they run dry. Grapple Points provide speed boosts and can recharge any extra jumps you have. Everything becomes smoother once you obtain Ninja Belt because the upgrade allows you to reel onto almost any platform simply by holding the ability. This flexibility makes it easier to navigate complex terrain.
Mistakes with Grappler are usually punishing. Swinging into walls or platforms without Helmet results in bonking, which can completely kill your flow or end your run if it happens over the void. Plan your arcs, maintain control and avoid unnecessary risks.
Prisoner (Wicked)
Cost: 2500 + Level 25 Badge
Prisoner is a difficulty spike by design. You get no abilities, reduced upgrade compatibility and only speed upgrades apply. In exchange, you earn a 1.25x tripcoin multiplier. It’s a class meant purely for challenge seekers or players farming currency.
Because most upgrades will simply not work, you’re relying almost entirely on confident movement and map knowledge. The absence of Kookoo also changes certain encounters, making some sections both simpler and more bland. Only pick this class when you’re prepared for the limitations or if you’re trying to maximize earnings.
Wanted
Cost: 2500 + Level 25 Badge
Wanted is an enhanced version of Prisoner. It still lacks abilities, but movement-based upgrades become noticeably stronger. This additional mobility helps offset the class’s natural difficulty. However, several survival-focused upgrades no longer function, which means mistakes are punished harshly.
Key upgrades have new values here. Movement boosts such as Adrenaline, Swiftness Ring and Sport Shoes give larger bonuses. Jump height from Gravity Coil receives a significant bump. Double Jump and Pocket Bell grant two additional jumps instead of one. On the other hand, defensive and utility upgrades like Shield, Helmet, Gift Magnet and Ninja Belt provide no benefit.
Facing Kookoo as Wanted is its own challenge, because your only way to survive is to spend every double jump you possess. Play Wanted when you want a higher-risk, higher-speed movement class with more mobility than Prisoner but just as much punishment for slipping up.
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