Enfosi Classes

Enfosi Classes

Compare Enfosi's seven established classes by role, risk, positioning, team value, and the live details to check before spending Bintar.

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Classes guide hub
ProductRoblox Experience Place ID 78353262320982 VersionSMILE MORE public build; class roles checked 2026-10-09 PlatformRoblox; creator recommends PC for the intended experience

Enfosi has seven established playable class identities: Giggler, Gazo, Gloober, Gembo, Cheerer, Gleeber, and Glaaber. Each changes what you are good at, what kind of mistake is expensive, and where you should stand while the crowd approaches the statue. Pick a job you enjoy doing repeatedly, then confirm the current perk panel before spending Bintar because SMILE MORE changed several bonuses, penalties, and weapon names.

This is a known-class Dex, not a promise that the roster can never change. Role summaries below are supported by current community guides and repeated player reports; exact prices and percentages are update-sensitive unless your lobby shows the same value.

Seven-class quick Dex

Giggler

Role: flexible all-rounder and starting point.

Choose it when: you are still learning which part of the run causes trouble.

Read the Giggler guide

Gazo

Role: ranged pressure and sight-line control.

Choose it when: you prefer aiming and can keep distance without losing the statue.

Read the Gazo guide

Gloober

Role: healing and team recovery.

Choose it when: teammates survive the first hit but lose the long run.

Read the Gloober guide

Gembo

Role: deliberate burst and demanding timing.

Choose it when: you can control explosive risk and practice the current parry tool.

Read the Gembo guide

Cheerer

Role: traps, sentry-like deployables, and prepared zones.

Choose it when: you can predict where the crowd will be instead of reacting late.

Read the Cheerer guide

Gleeber

Role: mobility and rapid lane coverage.

Choose it when: positioning is your strength and you can stop before overshooting the objective.

Read the Gleeber guide

Glaaber

Role: close-range force and durability.

Choose it when: you read melee spacing well and can plan around slower travel.

Read the Glaaber guide

Choose by the problem you want to solve

Start with the failure you can name. If you cannot decide whether a loss came from aim, timing, coverage, or resources, remain on Giggler while you learn. Its flexibility gives you room to test tools without pretending a specialist will solve an unclear problem.

Choose Gazo when open sight lines and headshot discipline match how you already play. Current SMILE MORE reporting describes a headshot-focused ranged bonus rather than the older flat ranged boost, plus a slower melee swing. That makes route selection and target priority more important than standing far away by default.

Choose Gloober when recovery is the team bottleneck. A healer still needs a plan for a threat already touching the statue; support value disappears if you are too far away to see who needs help or if every off-role weapon is treated as full-strength damage.

Choose Gembo when you like high-commitment burst and are willing to practice the current Dareblade parry. Explosives are powerful only when the crowd is separated enough to avoid innocent damage. A player who fires into mixed groups may turn damage into Strikes and lose the benefit of the class.

Choose Cheerer when you think ahead. SMILE MORE reporting describes deployables acting more like sentries, so good placement depends on lanes, visibility, and where the fight will move. A trap beside the wrong choke point is not saved by its theoretical damage.

Choose Gleeber when a map keeps creating uncovered approaches. Speed helps you respond, reach resources, and return to the statue, but it also increases the cost of sloppy movement. Learn braking, camera control, and the difference between reaching a target and controlling the space after arrival.

Choose Glaaber when close combat feels readable and you prefer surviving contact over avoiding it. Slow movement means every chase is a commitment. Plan the return route before following a fast enemy and carry a recovery answer that does not depend on reaching a distant pad at the last moment.

What to confirm in the lobby

Before buying a class, read its current Bintar price, starting equipment, perk text, drawbacks, and any level requirement. Screenshots made before October 2026 may use old names or effects. Community pages agree on the seven identities but do not always agree on the exact numbers after the overhaul.

Check whether a perk applies to a damage type, a named class weapon, every owned weapon, healing, movement, knockback, or only a specific action. Small wording differences change a build. “Ranged damage” and “headshot bonus” do not support the same loadout, and “faster recharge” is not the same as a deployable changing behavior.

Also confirm the selected difficulty and modifiers. A class that feels safe on Mild may depend on different disguise rules or enemy pressure. Maniac can add behavior that changes the value of mobility, burst, and recovery. One result should not become a universal tier placement without naming the mode and team size.

Build a balanced squad

A balanced squad does not require one of every class. It needs coverage for recognition, immediate defense, sustained damage, recovery, and movement between lanes. Two players can share jobs if their tools and positions are clear. Four damage-focused players can still fail when everyone leaves the objective or nobody can recover from a mistake.

Assign responsibility before optimizing. A Gloober can watch team health and an approach. A Gazo can hold a long sight line. A Cheerer can prepare the lane most likely to collapse. A Gleeber can cover a second approach, while a Glaaber or Gembo handles committed threats. Giggler fills the gap the team notices rather than imitating a specialist poorly.

Avoid stacking visual obstruction near the statue. Explosions, lingering effects, and deployables can make disguise inspection harder. If several players use the same effect-heavy role, space them across approaches and keep one clean comparison angle.

Solo versus squad choices

Solo play rewards independence. A class that relies on another player to reveal targets, heal, or guard the opposite lane must cover that gap through equipment and positioning. Giggler is a sensible learning choice because it does not force one narrow plan. Gazo can work when the map preserves sight lines. Gleeber can recover distance, but speed does not replace damage or healing.

Gloober’s team value is easier to realize with allies, while a solo Gloober must account for lower offensive pressure. Cheerer can prepare predictable lanes, but a mobile threat may leave the prepared area. Gembo can clear dangerous moments quickly, yet uncontrolled splash near innocents is costly. Glaaber can endure contact, but a wide map exposes its travel weakness.

Use the Solo Guide to compare those tradeoffs against map layout and resource access rather than selecting a class from one ranking.

How to use the tier list

The Class Tier List scores roles by learning curve, statue coverage, solo independence, team value, and execution risk. It is deliberately conditional. A class can rank highly for coordinated teams and lower for first-time solo play. A balance change can also move a class without changing its basic identity.

Read the assumptions before the letters. Then open the individual guide for your candidate and practice the actions that make its strengths real. If you cannot describe the class’s downside after a run, you are not ready to judge whether the ranking fits you.

Common class-selection mistakes

  • Buying a specialist because it won one community poll without checking the mode or update date.
  • Treating the starting weapon name in an old guide as current after SMILE MORE renames.
  • Using a support class as if off-role weapons retain full specialist value.
  • Choosing mobility and then chasing so far that the statue leaves the screen.
  • Choosing explosives and firing before the disguise is separated from innocents.
  • Choosing a durable melee role without a plan for heal pads or long approaches.
  • Changing class, loadout, map, difficulty, and modifiers together, then learning nothing from the result.

Classes questions

How many established Enfosi classes are documented?

Seven: Giggler, Gazo, Gloober, Gembo, Cheerer, Gleeber, and Glaaber.

Which class should a beginner use?

Giggler is the clearest starting point because it is flexible and lets you identify which job you actually want to specialize in.

Is there one best class?

No class is best across every map, difficulty, team size, and player skill. Compare the role to the failure you need to fix.

Are prices and perk percentages permanent?

No. Confirm them in the current lobby. They are among the details most likely to change during active development.

Sources checked

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