Classes
Sell Fries classes: odds, perks and the best roll
A class roll costs 25 gems and gives you one of 7 classes, from Dishwasher at 40% to Potato King at 0.2%. The odds are the whole decision: a Divine roll averages 500 spins. Below are every class, what its perk actually does, and which ones are worth keeping.
Last checked 2026-10-18
The roster
All seven classes side by side
| Class | Odds | Cash | Gems | Speed | Starts with | Passive | Ability |
|---|---|---|---|---|---|---|---|
| 40% | +5% | โ | โ | $50 | Grab attempts fail roughly half the time when a monster reaches you. | โ | |
| 28% | +10% | โ | โ | $100 | Every second potato you peel is counted as two. | โ | |
| 16% | +15% | โ | +3 | $100Cola | Draws more monster attention, but you move faster and any chaser is slowed by 25%. | โ | |
| 10% | +25% | +10% | +1 | $150Bucket, Cola | Around half of your batches come out doubled, and the fryer oil cannot hurt you. | Instantly completes and doubles every batch in the fryer. | |
| 4.5% | +40% | +20% | +2 | $250Vacuum, Cola | Every fifth sale you ring up triggers double pay for 20 seconds. | Team-wide triple pay for 30 seconds. | |
| 1.3% | +40% | +35% | +2 | $500Vacuum, Cola, Cross | Interest: every new morning adds 25% of the cash you are already holding. | Multiplies money by five for 20 seconds. | |
| 0.2% | +100% | +50% | +3 | $1,000Vacuum, Money Potion, Cross | The whole team earns +50% cash, and one death per in-game day can be cancelled. | Wipes the monsters on screen, revives the team and multiplies sales by three. |
Odds, bonuses and starting kits agree across three independent sources checked on 2026-10-18. Cash, gems and speed are multipliers on what you earn or how fast you move, not flat payouts. A dash means the guides list nothing, not that the game has nothing: Dishwasher, Peeler and Runner list no ability in any guide. That is 'none listed', which is not the same as confirmed absent.
In game
The Classes station and a class card


Ranking
Which class to keep
Ranked on three weighted axes: money per shift (50%), night survival value (30%) and how likely you are to roll it at all (20%). Odds and bonuses are publisher-reported values that three independent sources agree on; the tier letter is our judgement, not a game statistic.
Best possible roll and the only class that can undo a death. At 0.2% you should not plan a run around landing it.
The best realistic money class: morning interest compounds the longer a run survives.
Best team class. Its active is the strongest multiplier that also helps teammates.
The best class most players will actually roll: 10% odds, double output and no oil damage.
The survival pick: the speed and the slow on chasers are the closest thing to a Hard Mode class outside the S tier.
Useful volume bonus while you are still peeling by hand; it stops mattering once the peeler is automated.
The default outcome of a paid roll. The grab resistance is real but does not replace staying inside at night.
Spin maths
How many rolls for a Divine class?

At 0.2%, Potato King takes about 500 rolls on average โ 12,500 gems. That is not a number to chase; it is the reason a 10% Fry Cook is the realistic target. The planner turns your own gem balance into expected spins, and the table below is the same maths at a glance.
| Class | Average rolls | Average gems | Chance in 100 rolls |
|---|---|---|---|
| Dishwasher | 3 | 75 | 100.0% |
| Peeler | 4 | 100 | 100.0% |
| Runner | 6 | 150 | 100.0% |
| Fry Cook | 10 | 250 | 100.0% |
| Head Chef | 22 | 550 | 99.0% |
| Fry Tycoon | 77 | 1,925 | 73.0% |
| Potato King | 500 | 12,500 | 18.1% |
Average rolls = 1 รท odds. "Chance in 100 rolls" = 1 โ (1 โ odds)100, which is the chance of hitting the class at least once. Roll odds are independent, so a long dry streak is normal, not a bug.
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Where this connects
https://sellfrieswiki.com/classes/