This page covers the class system: what classes actually do, how to get them, and whether chasing one is worth your diamonds. Classes are confirmed by gameplay footage — the roster and odds below come from video observation, verified against the in-game class menu.
Classes are passive bonus rolls, not roles you play. A class is a buff applied to your account — bigger bag, more cash, cheaper upgrades — obtained by spinning a gacha in the class menu. They do not change the core loop (you still collect, sell and upgrade) and they do not give you a job in co-op: team division happens by what you do (collector, seller, unlock runner), not by class.
This corrects an earlier version of this guide that described six role-style classes (Sweeper, Bag Hauler, etc.). Gameplay footage shows the real system is a 7-class gacha with percentage odds, described below.
The Class Roster
Seven classes, each with a drop chance and a passive effect:
Class
Drop chance
Effect
Starter ClassNo bonus — the default class everyone begins with
40%
No bonus — the default class everyone begins with
Bag SpecialistBigger leaf bag capacity
20%
Bigger leaf bag capacity
Cash TreasurerEarn more cash from leaves
15%
Earn more cash from leaves
Diamond TreasurerEarn more diamonds
11%
Earn more diamonds
Rake SpecialistRake upgrades cost less
6%
Rake upgrades cost less
Blower SpecialistLeaf blower upgrades cost less
4%
Leaf blower upgrades cost less
Handy ManEvery bonus above, all at once
2%
Every bonus above, all at once
Class Breakdown
Starter Class (40%)
What it does.
No bonus — the default class you start with.
Why it matters.
The loop works perfectly well without any class bonus. Starter is also the most common roll, so you will see it often; there is nothing wrong with keeping it while the shop matters more.
Verdict.
Fine to keep; the baseline every other class is measured against.
Bag Specialist (20%)
What it does.
Bigger leaf bag capacity — effectively a free capacity bonus on top of your backpack upgrades.
Why it's good.
Capacity is the strongest stat in the game (fewer sale trips = more Cash per minute). A Bag Specialist carries more per trip from the same upgrades, compounding with every bag tier you buy.
Best for.
Everyone, but especially solo players who make every trip count.
Verdict.
One of the two best-value rolls; 20% odds make it realistically obtainable.
Cash Treasurer (15%)
What it does.
Earn more cash from leaves — a direct income multiplier on every dump.
Why it's good.
Income compounds with capacity and yield upgrades: more cash per leaf, per bag, per trip. The strongest raw economy boost.
Best for.
Farmers grinding toward the Blower and area unlocks.
Verdict.
The other best-value roll; pairs perfectly with the buy order on the Currency page.
Diamonds fuel the class gacha itself (40 per spin). More diamonds = more spins = a faster path toward better classes — a self-reinforcing loop once you are chasing Handy Man.
Best for.
Players committed to rolling toward a specific class.
Verdict.
Situational; valuable only if you plan to spin a lot.
Rake Specialist (6%)
What it does.
Rake upgrades cost less.
Why it's good.
The Rake line is a mid-game focus; cheaper levels speed up your clear power for the same Cash.
Best for.
Players grinding the Rake branch hard in the mid-game.
Verdict.
Niche but real; loses value once the Blower takes over.
Blower Specialist (4%)
What it does.
Leaf blower upgrades cost less.
Why it's good.
The Blower is the mid-game milestone and its branch is expensive; a discount here compounds into the most expensive tool line.
Best for.
Late-game players investing heavily in the Blower branch.
Verdict.
The best late-game roll — rare (4%) but powerful exactly when costs peak.
Handy Man (2%)
What it does.
Every bonus above, all at once.
Why it's the trophy.
It stacks all six bonuses in a single slot — the only way to effectively hold "all classes" at once.
Best for.
End-game players with a healthy shop who can afford to chase a 2% roll.
Verdict.
The reason to keep spinning after you have a good class; not a requirement for anything.
How to Get & Switch Classes
Classes are obtained in the class menu — walk into the "Change your class!" area on the map to open it:
Spin to roll.
The menu has a SPIN CLASS button. Each spin costs 40 diamonds and rolls one of the seven classes with the odds above.
One class at a time.
A new spin overwrites your current class. Handy Man is the only multi-bonus slot.
No cooldown.
With enough diamonds, spin and switch whenever you like.
Roll = equipped.
The class you roll is active immediately; no separate equip step (unlike tools).
Where diamonds come from. Discovering new leaf types (+5), discovering new locations (+7 to +35), and completing zones and milestones (up to ~129 per full run). A spin costs 40, so a full run funds roughly three spins.
Choosing What to Chase
With a gacha, the decision is about what to chase, not what to pick:
Early game:
Keep Starter or take the first decent roll — shop upgrades outrank class bonuses while your bag is tiny. Spend Cash first, diamonds later.
Best value to chase:
Bag Specialist (20%) or Cash Treasurer (15%) — capacity and income are the two stats that compound fastest.
Late-game chase:
Blower Specialist (4%) when the Blower branch gets expensive; Handy Man (2%) as the ultimate trophy.
Don't burn the reserve:
Spinning 40-diamond rolls repeatedly stalls your upgrade progress. Treat spins as a side economy funded by spare diamonds, not by money needed for the shop.
Classes vs Tools vs Bag
Classes are layered on top of the shop, not a substitute:
Tools and bag upgrades are bought with Cash — they change leaves-per-second and sale frequency.
Classes are rolled with diamonds — they modify the same stats (capacity, income, upgrade costs) as percentage bonuses.
The two multiply. A Bag Specialist with a max bag out-carries a Starter with the same bag; a Cash Treasurer makes every full dump worth more.
If you are slow, buy and equip a better tool first. If you are full every twenty seconds, buy the bag. Roll classes with spare diamonds, not with money needed for the shop.
Common Mistakes
Burning diamonds on spins early.
Forty per roll is real; the shop compounds more in the early game.
Chasing Handy Man before the shop is healthy.
A 2% roll is not a strategy while your bag is tiny.
Holding a bad roll "in case."
You can only hold one class — a fresh spin overwrites, so there is no penalty to rolling when you have spare diamonds.
Treating classes as team roles.
They are passive bonuses; co-op jobs are decided by what you do, not your class.
FAQ
How many classes are there?
Seven, with percentage odds: Starter 40%, Bag Specialist 20%, Cash Treasurer 15%, Diamond Treasurer 11%, Rake Specialist 6%, Blower Specialist 4%, Handy Man 2%.
How do I get a class?
Spin in the class menu — each SPIN CLASS costs 40 diamonds and rolls a random class. You start with Starter Class for free.
Can I hold multiple classes?
No. A new spin overwrites your current class. Handy Man is the exception — its 2% roll grants every bonus at once in a single slot.
Is there a cooldown on switching?
No. With enough diamonds you can spin and switch as often as you like.
What is the best class?
Bag Specialist and Cash Treasurer are the best value per odds (20% / 15%); Blower Specialist is the best late-game roll (4%); Handy Man is the end-game trophy (2%).
Do classes matter in co-op?
They give passive stat bonuses, but team roles (who collects, who sells, who runs unlocks) are about what you do, not your class.
Is Handy Man worth chasing?
It stacks every bonus and is the only way to hold everything at once, but it is a 2% roll. Chase it only after your shop upgrades are healthy.