Animal Hospital Classes — All 11 Prices & Skills
Classes are bought at the class shop in the lobby (yellow circle next to the ambulance) with Animal Coins or Robux. Every class levels from 1 to 3 and shows three stats: Sanity, Utility and Starter Money. Default loadout with no class perks: 61% sanity, $0 cash, 3 backpack slots.
| Class | Price | Skills (Lv.1 → Lv.3) | Verdict |
|---|---|---|---|
| Intern | Free (default) | +10 / +15 / +20 starting sanity (71% / 76% / 81%) | Forgiving early game; the only class with multiple color variants so teammates can tell each other apart. |
| Nurse | 20 Animal Coins | +1 / +2 / +3 backpack slots (4 / 5 / 6 total) | Cheapest paid class — more pockets means fewer supply runs. |
| Secretary | 120 Animal Coins | +1 sanity per patient checked in; Lv.2 +5 / Lv.3 +10 starting sanity | Starts with $20 cash; steady sanity income if you handle check-in. |
| Paramedic | 250 Animal Coins | Starts with a Large Run Cola (6 → 9 uses; Lv.3 regenerates 1 use per round) | Mobility pick — speed helps with events and long hallways. |
| Psychologist | 500 Animal Coins | ALL sanity effects doubled (gains and losses); Lv.2 7.5% / Lv.3 15% chance to ignore sanity loss | Starts at 100% sanity. High risk, high reward — great hands, brutal punishments. |
| Doctor | 900 Animal Coins | +1 sanity per patient cured; Lv.2 +15 / Lv.3 +20 starting sanity | Sustain pick for treatment-focused players. |
| Firefighter | 1,100 Animal Coins | Starts with self-recharging Fire Extinguisher + 1 extra slot; Lv.2 +1 sanity per fire; Lv.3 fire immunity + 10 starting sanity | Fire specialist — extinguisher recharges without the Charging Station. |
| Security | 1,250 Animal Coins | Starts with an X-Taser (5 uses); Lv.2 adds a free Deployable Camera; Lv.3 taser regenerates 1 use per shift | Anti-anomaly/monster insurance without shop trips — plus $20 starter cash. |
| Head Nurse | 190 Robux (regional ~80–240) | +3 backpack; Lv.2 +10 sanity; Lv.3 'Special Technique' — start each shift with a full bag of medicine | One of the strongest solo picks — Lv.3 removes most supply pressure. |
| Surgeon | 2,500 Animal Coins | Sanity + short speed boost per cure; Lv.2 8s speed boost; Lv.3 sanity ×2 +10 starting | Top-end coin class, added May 10, 2026. |
| Secret Agent | 890 Robux (regional ~360–1,070) | Starts with a gun (20 uses), a multi-use scanner and +2 backpack; Lv.2 24 rounds, regenerates 1 per round; Lv.3 anomaly kills grant +4 sanity and +$5 | The dedicated anomaly/monster killer. |
Every class, level by level — what Lv.1, Lv.2 and Lv.3 unlock
Levelling is rarely linear. Some classes just grow a number, while others hold their real ability back until level 3 — which is the difference between a class that is worth buying today and one that only pays off after a grind. This is the full breakdown, so you can see what you get on day one before you spend the coins.
| Class | Price | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Intern | Free (default) | Start with 10 bonus sanity — 71% instead of the default 61%. | Bonus rises to 15 — start at 76%. | Bonus rises to 20 — start at 81%. |
| Nurse | 20 Animal Coins | +1 max inventory capacity — 4 slots total. | +2 max inventory capacity — 5 slots total. | +3 max inventory capacity — 6 slots total. |
| Secretary | 120 Animal Coins | Recover 1 sanity every time you check in a patient. | Check-in sanity plus a +5 starting-sanity bonus. | Check-in sanity plus a +10 starting-sanity bonus. |
| Paramedic | 250 Animal Coins | Start with a Large Run Cola (6 uses). | Large Run Cola capacity rises to 9 uses. | 9 uses, and the cola regenerates 1 use each round. |
| Psychologist | 500 Animal Coins | All sanity effects are doubled — positive and negative. | Doubled effects, plus a 7.5% chance to ignore any sanity loss. | Doubled effects, plus a 15% chance to ignore any sanity loss. |
| Doctor | 900 Animal Coins | Recover 1 sanity every time you heal a patient. | Heal sanity plus a +15 starting-sanity bonus. | Heal sanity plus a +20 starting-sanity bonus. |
| Firefighter | 1,100 Animal Coins | Start with a Special Fire Extinguisher and +1 max inventory capacity. | Recover 1 sanity every time you put out a fire. | Immune to sanity drain from fires, plus +10 bonus starting sanity. |
| Security | 1,250 Animal Coins | Start with an X-Taser (5 uses). | X-Taser plus a free Deployable Camera. | Both items, and the X-Taser regenerates 1 use each shift. |
| Head Nurse | 190 Robux | +3 max inventory capacity from the start. | The slots, plus a +10 starting-sanity bonus. | The slots and sanity, plus the 'Special Technique' upgrade each round. |
| Surgeon | 2,500 Animal Coins | Get sanity and a short speed boost after healing a patient. | The heal reward, with a longer 8-second speed boost. | Doubled sanity per heal, the long boost, and +10 starting sanity. |
| Secret Agent | 890 Robux | Start with a gun (20 uses), a multi-use scanner, and +2 carry capacity. | Gun capacity rises to 24 uses and regenerates 1 use each round. | Anomaly kills with the gun grant +4 sanity and +$5 cash. |
Documented levelling thresholds: 200 EXP to reach level 2 and 850 EXP to reach level 3. Robux level-skips are also sold, at 199 / 399 Robux — or 180 / 360 with Roblox Plus.
Starting stats side by side — sanity, cash and the signature perk
Every class card shows the same three stats: Sanity, Utility and Starter Money. With no class perks at all you begin a shift on 61% sanity, $0 cash and 3 backpack slots, so read everything below as the margin a class buys you over that baseline. Sanity is the number that actually kills you, and starter cash matters most in the opening minutes, before the shift economy gets going.
| Class | Starting sanity | Starter cash | Signature perk |
|---|---|---|---|
| Intern | 71% / 76% / 81% by level (default is 61%) | None | Only class with color variants (green, blue, pink) |
| Nurse | 65% listed on the wiki (default is 61%) | None | 4 / 5 / 6 backpack slots by level (default 3) |
| Secretary | 61% base; +5 at Lv.2, +10 at Lv.3 | $20 | +1 sanity per patient checked in |
| Paramedic | 61% (no sanity perk) | None | Large Run Cola: 6 → 9 uses; Lv.3 regenerates 1 use per round |
| Psychologist | Starts at 100% — and every effect is doubled | None | Lv.2: 7.5% chance to ignore sanity loss · Lv.3: 15% |
| Doctor | 61% base; +15 at Lv.2, +20 at Lv.3 | None | +1 sanity per patient healed |
| Firefighter | 65% base; +10 at Lv.3 | None | Special Fire Extinguisher (auto-recharges, no Charging Station needed) + 1 extra slot |
| Security | 62% | $20 | X-Taser from Lv.1 · Deployable Camera from Lv.2 |
| Head Nurse | 61% base; +10 from Lv.2 | None listed | +3 backpack slots from Lv.1 · 'Special Technique' at Lv.3 |
| Surgeon | 61% base; +10 at Lv.3, and per-heal gains | None listed | Sanity + speed boost after every heal |
| Secret Agent | 61% base; +4 per anomaly kill at Lv.3 | $5 per anomaly kill at Lv.3 | Gun + multi-use scanner + 2 backpack slots from Lv.1 |
Intern · Secretary · Psychologist · Doctor · Surgeon
Paramedic · Firefighter · Security · Head Nurse · Surgeon · Secret Agent
Security · Head Nurse · Surgeon · Secret Agent
The Animal Coin ladder — what each class costs in cured patients
Eight of the eleven classes are bought with Animal Coins — the Intern is free and two more are Robux-only — and coins come from exactly three actions: curing a patient pays 2, blocking an anomaly pays 0.5, and each visitor handled pays 0.5. Those rates are what turn a price tag into a real cost — the full earning breakdown lives on the codes page, which is also where you will find the short answer on codes: the game has no redemption system, so coins are the only currency there is.
| Class | Price | ≈ patients to cure |
|---|---|---|
| Intern | Free (default) | — |
| Nurse | 20 Animal Coins | 10 |
| Secretary | 120 Animal Coins | 60 |
| Paramedic | 250 Animal Coins | 125 |
| Psychologist | 500 Animal Coins | 250 |
| Doctor | 900 Animal Coins | 450 |
| Firefighter | 1,100 Animal Coins | 550 |
| Security | 1,250 Animal Coins | 625 |
| Surgeon | 2,500 Animal Coins | 1,250 |
Because a block pays a quarter of what a cure pays, anomaly accuracy is the farming method: a cautious shift that rejects everything earns a fraction of a clean one that treats patients correctly. Our tier list recommends the cheapest genuinely good route up this ladder — Secretary (120) → Psychologist (500) → Surgeon (2,500), which is 3,120 coins in total, or roughly 1,560 cured patients at 2 coins each — and suggests skipping Nurse and Paramedic unless you want the variety.
Head Nurse and Secret Agent — the two classes coins can't buy
Two classes sit outside the ladder entirely because they are Robux-exclusive. Head Nurse is listed at 190 Robux and Secret Agent at 890, with regional pricing spanning roughly 80–240 and 360–1,070 respectively. No amount of coin farming unlocks either one, which is the single place where this game's missing code system genuinely costs you something.
- Head Nurse is the treatment and solo-sustain pick. It opens with +3 backpack slots — the coin-shop Nurse's perk at full strength on day one instead of at level 3 — then adds +10 starting sanity at level 2. Level 3 is the headline: the "Special Technique", which the wiki describes both as starting each round with all medicine already in your inventory and as treating a patient with every needed medication at once. Either reading points the same way — at max level the supply-shop loop mostly stops applying to you, which is why it keeps being named the strongest solo class in the game.
- Secret Agent is the combat kit. A 20-round gun, a multi-use scanner and +2 backpack slots, all from level 1. Level 2 raises the gun to 24 rounds and regenerates 1 per round, so it stops being a consumable you ration. Level 3 turns kills into income: every anomaly you shoot pays +4 sanity (when you are below max) and +$5 cash. It is the only class whose kit actively profits from killing anomalies rather than merely surviving them.
They do opposite jobs, so the choice between them is a question about your own runs rather than about power level: if monsters are what end your runs, take the Agent; if running out of supplies is, take the Head Nurse. Everything else on this page is reachable by playing, and the tier list ranks the coin classes against these two directly.
Animal Hospital classes — FAQ
What's the best free class in Animal Hospital?
Intern. Its starting-sanity bonus (up to 81% at level 3) is genuinely useful for learning the game, and it costs nothing.
What's the best class for solo play?
Head Nurse at level 3 is widely considered one of the strongest solo picks — starting every shift with a full bag of medicine removes most supply-shop pressure. Among coin classes, Doctor and Surgeon give the best sustain.
How do class levels work?
Classes level from 1 to 3 using EXP (the June 19, 2026 Class Update added leveling). As a reference point, Surgeon needs 200 EXP for level 2 and 850 for level 3.
Keep reading
Prices verified against community data. Last checked: July 26, 2026. Robux prices vary by region.