Tier List

Build the Skyscraper Materials & Training Tier List

Priority frameworks for co-op builders—not a PvP unit roster.

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Tier List Hub

Build the Skyscraper! does not run on collectible fighters or gacha banners. This Tier List Hub therefore ranks decisions: which materials deserve your next trip, which training investments unlock the next floor band, and which co-op habits belong in S tier versus habits that waste a 50-player lobby. Use it alongside the Guides Hub and Players Hub rather than as a vanity chart.

Rankings below are progression frameworks for The High Stars’ co-op incremental simulator (released 2026-10-06, Lava update featured). They will shift when economy numbers change—revisit after reading the Updates Hub.

How to read these tiers

TierMeaning in this game
SDo this almost every focused session; compounds hard
AStrong default when S options are blocked or staffed by teammates
BSituational—good in early game or specific Lava hazards
CFine filler when you are waiting on co-op partners
DCommon traps that feel productive but stall tower completion

Criteria: time-to-floor-completion, carry efficiency, team throughput, and resilience after the Lava update—not “looks cool” cosmetics.

Materials value priority (framework)

Exact drop tables can change, so treat this as a value lens you apply in-session:

S — Bottleneck materials for the floor you are actively finishing
If the next incomplete floor needs a specific resource, that resource is temporarily S tier even if it is “common.” Finishing towers converts effort into lasting strength; stockpiling the wrong pile does not.

A — High density / short route materials that fill carry quickly
Anything you can gather on a short loop that maxes your current carry before boredom sets in. Pair with speed training so A materials stay A instead of decaying into long walks.

B — Flexible bulk materials for early floors and public-server chaos
Useful when teammates have already claimed the premium nodes or when you are still unlocking better routes. Good for warming up after joining mid-session.

C — Specialty materials with no current floor demand
Park these until a guide or teammate calls for them. Carrying vanity stock while the tower idles is a classic C-to-D slide.

D — Hoarding without a build plan
Full pockets, empty scaffold. If you cannot name which floor the haul completes, demote the trip.

Re-evaluate every time you complete a skyscraper band. Yesterday’s S material becomes C the moment demand flips.

Training priority tier list

Training exists so you carry more and move faster. In a co-op builder, bad training order creates tall towers of wasted animation time.

S — Carry capacity when you are inventory-capped every trip
If you hit max load before you hit the route’s natural end, carry is the bottleneck. Upgrading here multiplies every future material tier.

S — Move speed when routes are long or Lava hazards force detours
Speed turns distant nodes into A-tier loops. After Lava-themed obstacles appear, speed often outranks raw carry for a few sessions.

A — Balanced split once neither stat is screaming
Alternate small investments so you never become a tank that crawls or a sprinter that carries pebbles.

B — Catch-up training after a long build binge
If you ignored training for an entire skyscraper, schedule a dedicated train block before starting the next tower.

C — Training while your team is one haul from finishing a floor
Finish the floor first, then train. Turning in the completion beat usually beats one more stat tick.

D — Endless training with no build commitment
Stats without placed floors do not finish skyscrapers. The loop is gather → build → train → finish → climb—not train forever.

Co-op action tier list

S

  • Calling the active floor target in chat
  • Dedicating at least one player to placement while others haul
  • Pausing to train when the whole squad is capped

A

  • Escorting newer players through one clean material loop
  • Watching Lava hazards so haulers do not wipe progress
  • Using the build checklist at session start

B

  • Solo polishing stats while waiting for friends to join
  • Exploring alternate routes for future floors

C

  • Cosmetic sightseeing mid-push
  • Duplicate hauling the same node without coordinating

D

  • Blocking scaffolds / griefing placements
  • Pushing unverified scripts that risk bans for the whole friend group
  • Ignoring update notes after a title change like [🔥LAVA UPD]

Early vs mid session snapshots

First 15 minutes (new or returning)
Bias A/B materials, confirm controls via Getting Started, and decide whether carry or speed is your first training S pick. Check Codes Hub only if you enjoy bonuses—none were verified mid-November 2026.

Focused hour with friends
Lock an S-tier floor target, assign haul/place roles from the Players Hub, and reassess training only between completed floors.

Post-update night
Read Updates Hub first. Lava-era hazards can temporarily promote speed and demote long greedy routes.

How this hub will grow

When the economy is stable enough for numeric charts, child pages can split materials vs training vs event currencies under /tier-list/. Until then, this hub stays the single source for priority thinking. Pair it with live observation: if your team finishes floors faster after a change, promote that change; if not, demote it—even if a random Discord chart disagrees.

Rank the next decision, not your ego. The skyscraper only cares which floor you finish.

FAQ

Frequently Asked Questions

Quick answers for builders climbing the skyline.

Why isn’t this a character or unit tier list?

Build the Skyscraper is a co-op incremental builder, not a fighter roster game. We tier materials value, training order, and teamwork actions instead.

Should I always max carry before speed?

No. If long routes or Lava hazards dominate, speed can be S tier first. Upgrade whichever stat is the real bottleneck on your current floors.

How often will tiers change?

After economy or update shifts—especially featured patches. Recheck this hub and the Updates Hub whenever the Roblox title tag changes.

Can solo players use this list?

Yes. Prioritize bottleneck materials and balanced training. Co-op rows simply explain how public lobbies waste or multiply those priorities.

Where do I apply these tiers in a session?

Use the build checklist on the Tools Hub, assign roles via the Players Hub, and keep Getting Started bookmarked for fundamentals.