Verified effect
Most class cards print their effect line, and those lines are quoted directly. A verified number like Hay Merchant's +20% ranks above a class whose card we have not read.
Eight classes, 40 Gems per spin, and only one confirmed effect line in the actual game. Here's what's actually worth rolling for and what's pure hype.
Looking for the Search For The Needle tier list? Rather than inventing arbitrary letter tiers, we pick the best classes for your actual goals: beginner value, bag capacity, fast clearing, and long-term targets. Rates come straight from the in-game spin screen, and only confirmed effects are promised.
For almost everyone: Pack Mule first (verified +50% carry at a 22.1% pull rate), stack Gems, then decide between a realistic aim (Prospector at 6.9%, or Drone Specialist at 1.8% if you want automation) and the long shots at the top of the panel.
Legend: Verified in game visible in-game · Unconfirmed in game inferred from name or community reports · Unverified untested. Spin rates are verified from the game itself.
No sponsored hype. We rank classes by how much time they actually save you in the field.
Most class cards print their effect line, and those lines are quoted directly. A verified number like Hay Merchant's +20% ranks above a class whose card we have not read.
How often a spin lands there, read off the in-game panel: Starter 35.4% down to The Chosen One at 0.02%.
Capacity, economy, clearing, automation, or collection — the best class depends on which loop you want to improve.
Classes persist until you spin again, so a wrong pull only costs Gems — cheap experiments are safe.
Effects and rates can change in any patch; this page was re-read from the panel after the Index + Pets update.
Ranking changes are logged here so you know what is current.
Your first ~20 spins come from early Gems. The goal here is a class that helps before you know the game inside out.
Best for: Fewer sell trips, more hay per run
The card states carry 50% more hay in every bag. Capacity is the first bottleneck every new player hits, and 22.1% makes it a routine pull.
Best for: Your default until a spin lands
The card says it outright: no bonuses. It is still the most likely single result on the panel, so most early spins land here.
Mid-game spins usually land here. These classes name their lane, but their exact effects are not documented in-game yet.
Best for: Cash income while you sell
The card states 20% more money whenever you sell hay — a flat income lift that applies to every pile you clear.
Best for: Pitchfork-focused clearing
The card states Pitchfork swings collect 25% more hay and Pitchfork upgrades cost 25% less, so it pays off twice for Pitchfork users.
Later-game picks that interact with tools and drones — passes you may already own.
Best for: Explosive clearing builds
Permanent Dynamite owners are the likely audience, but the card was not opened in the checked session, so no effect line is quoted.
Best for: Hands-off hay collection
The card states you always own a drone, and that it flies 30% faster and carries 40% more hay — automation without buying the drone each round.
Best for: Vacuum-led clearing
The card states suction pulls 20% more, the vacuum costs half price, and it cools 30% faster — the cooling line matters because the vacuum's overheat cooldown is the usual complaint.
The rarest roll in the game. Check the odds before spending all your Gems here.
Best for: A realistic 'rare' milestone
At 6.9% it is the most reachable of the rare tier, but its card was not opened in the checked session, so the effect stays unverified.
Best for: End-game goal and bragging rights
The card states it receives every class's passive bonuses at once and randomly activates Golden Harvest. 0.2% means ~500 expected spins (~20,000 Gems).
Best for: Completionists
The card states every class at once, hay sells for 25% more, upgrades cost 25% less, pets are 25% stronger, plus a Team Aura giving all players 10% more on hay sales. At 0.02% it is a genuine lottery.
Search For The Needle is primarily a solo loop where friends simply help clear hay faster — there is no team-combo mechanic, so each player benefits from their own best class.
Nobody has published fair, controlled class benchmarks. A letter ranking seen elsewhere is an opinion dressed up as a measurement.
All ten rates, the 40-Gem spin cost, and eight of the ten effect lines — read off the class cards on 2026-09-14. Demolitionist and Prospector carry a plain unconfirmed label.
After every update we re-check the spin screen. When in-game effect descriptions appear, labels update immediately.
Straight answers to the questions players ask most.
Nobody has run fair class tests yet, so any letter ranking would be made up. We pick classes by goal instead, and say what's confirmed vs not.
Pack Mule. Its +50% carry is the one effect confirmed in-game, and bag capacity is the first bottleneck every new player feels.
Only if you love the grind: 0.2% per spin means roughly 500 expected spins (~20,000 Gems), and 95% confidence takes about 1,497 spins (~59,880 Gems). Run the odds calculator before committing.