Barotrauma is a co-op submarine simulator set in Jupiter's moon Europa's subsurface ocean. Your crew operates a submarine through procedurally generated cave systems filled with hostile alien creatures, completing missions between outposts. Every crew member has a specific role: Captain navigates, Engineer manages the reactor, Medic handles injuries, Security fights boarders, and Mechanic repairs hull breaches. The game shines in multiplayer chaos — someone accidentally floods a compartment, a creature breaches the hull, the reactor goes critical, and the Medic is administering the wrong drug — all simultaneously. Friendly fire and crew sabotage add human drama to the alien horror.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness — factoring in damage, survivability, gear requirements, and how well they scale into endgame.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Captain | S | Stay at the navigation terminal, chart safe routes through cave systems, call out threats on sonar, and coordinate crew during emergencies. | Navigation terminal, sonar, Captain's uniform (authority bonus) |
| Engineer | S | Monitor reactor output constantly, adjust for power demand, repair electrical systems, and prevent meltdowns during combat. | Wrench, welding tool, wire cutters, diving suit |
| Medic | S | Craft medical supplies between missions, treat injuries immediately during combat, and manage drug interactions to avoid overdoses. | Medical supplies, Fabricator access, surgical tools, morphine/antibiotics |
| Security Officer | A | Man turrets during creature encounters, grab weapons during boarder events, and patrol the submarine for threats. | Revolver, SMG, Harpoon Gun, Body armor, Stun Baton |
| Mechanic | A | Respond to hull breaches immediately, weld repairs under pressure (sometimes while the compartment floods), and maintain mechanical systems between emergencies. | Welding tool, wrench, diving suit, hull repair materials |
S-Tier: Captain
The Captain navigates, sets heading, and commands the crew. Good Captains know the cave systems, avoid creature spawns, and manage crew morale. The Captain's navigation directly determines mission success — bad pathing leads to monster encounters and dead ends.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Revolver | The standard sidearm for Security Officers. |
| Core Gear | Navigation terminal, sonar, Captain's uniform (authority bonus) | Maximizes build potential |
| Stat Priority | Helm skill, navigation knowledge, leadership | Optimal scaling |
| Key Mechanic | submarine management | The submarine has interconnected systems: reactor (power), engines (movement), pumps (water removal), weapons (turrets), and life support (oxygen). |
How to Play Captain
Stay at the navigation terminal, chart safe routes through cave systems, call out threats on sonar, and coordinate crew during emergencies.
The Captain navigates, sets heading, and commands the crew. Good Captains know the cave systems, avoid creature spawns, and manage crew morale. The Captain's navigation directly determines mission success — bad pathing leads to monster encounters and dead ends.
What makes this build work: The synergy between Revolver and submarine management creates a gameplay loop that outperforms other options. Core gear like Navigation terminal, sonar, Captain's uniform (authority bonus) amplifies this further.
Pros:
- Highest overall performance
- Clear stat priority (Helm skill, navigation knowledge, leadership) makes gearing straightforward
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
S-Tier: Engineer
Engineers manage the reactor — the submarine's heart. Reactor output must match power demand: too low and systems fail, too high and the reactor overloads (meltdown). Wiring knowledge lets Engineers fix electrical systems and create custom circuits.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | SMG | A rapid-fire weapon with a large magazine. |
| Core Gear | Wrench, welding tool, wire cutters, diving suit | Maximizes build potential |
| Stat Priority | Electrical skill, Mechanical skill, reactor management | Optimal scaling |
| Key Mechanic | crew roles | Each role has unique talents and responsibilities. |
How to Play Engineer
Monitor reactor output constantly, adjust for power demand, repair electrical systems, and prevent meltdowns during combat.
Engineers manage the reactor — the submarine's heart. Reactor output must match power demand: too low and systems fail, too high and the reactor overloads (meltdown). Wiring knowledge lets Engineers fix electrical systems and create custom circuits.
What makes this build work: The synergy between SMG and crew roles creates a gameplay loop that offers reliable performance. Core gear like Wrench, welding tool, wire cutters, diving suit amplifies this further.
Pros:
- Most versatile option
- Clear stat priority (Electrical skill, Mechanical skill, reactor management) makes gearing straightforward
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
S-Tier: Medic
Medics treat injuries (bleeding, bone fractures, organ damage), cure diseases, and craft medical supplies. The medical system is detailed — wrong drugs cause overdoses, and untreated injuries worsen. A good Medic keeps the crew alive through extended missions.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Stun Baton | A melee weapon that stuns creatures and hostile crew. |
| Core Gear | Medical supplies, Fabricator access, surgical tools, morphine/antibiotics | Maximizes build potential |
| Stat Priority | Medical skill, chemistry knowledge, triage speed | Optimal scaling |
| Key Mechanic | crafting | Fabricators aboard the sub create weapons, medical supplies, tools, and equipment from raw materials. |
How to Play Medic
Craft medical supplies between missions, treat injuries immediately during combat, and manage drug interactions to avoid overdoses.
Medics treat injuries (bleeding, bone fractures, organ damage), cure diseases, and craft medical supplies. The medical system is detailed — wrong drugs cause overdoses, and untreated injuries worsen. A good Medic keeps the crew alive through extended missions.
What makes this build work: The synergy between Stun Baton and crafting creates a gameplay loop that offers reliable performance. Core gear like Medical supplies, Fabricator access, surgical tools, morphine/antibiotics amplifies this further.
Pros:
- Best survivability
- Clear stat priority (Medical skill, chemistry knowledge, triage speed) makes gearing straightforward
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Security Officer
Security Officers man turrets, fight creatures that board the sub, and handle hostile crew in multiplayer. The Railgun (submarine turret) deals massive damage to creatures. Personal weapons (Revolver, SMG) handle boarders inside the sub.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Harpoon Gun | An underwater weapon effective in diving encounters. |
| Core Gear | Revolver, SMG, Harpoon Gun, Body armor, Stun Baton | Maximizes build potential |
| Stat Priority | Weapons skill, reaction time, turret accuracy | Optimal scaling |
| Key Mechanic | underwater creatures | Europa's ocean is full of hostile alien life. |
How to Play Security Officer
Man turrets during creature encounters, grab weapons during boarder events, and patrol the submarine for threats.
Security Officers man turrets, fight creatures that board the sub, and handle hostile crew in multiplayer. The Railgun (submarine turret) deals massive damage to creatures. Personal weapons (Revolver, SMG) handle boarders inside the sub.
What makes this build work: The synergy between Harpoon Gun and underwater creatures creates a gameplay loop that provides a unique approach. Core gear like Revolver, SMG, Harpoon Gun, Body armor, Stun Baton amplifies this further.
Pros:
- Strong in group/team content
- Clear stat priority (Weapons skill, reaction time, turret accuracy) makes gearing straightforward
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
A-Tier: Mechanic
Mechanics repair hull breaches, fix mechanical systems, and maintain the submarine's physical integrity. Hull breaches cause flooding that cascades through the sub. Quick welding repair is often the difference between sinking and surviving.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Railgun | The submarine's mounted turret weapon dealing massive damage to large creatures. |
| Core Gear | Welding tool, wrench, diving suit, hull repair materials | Maximizes build potential |
| Stat Priority | Mechanical skill, welding speed, diving ability | Optimal scaling |
| Key Mechanic | mission system | Missions are taken at outposts with varying objectives: escort, salvage, monster hunting, exploration, and cargo delivery. |
How to Play Mechanic
Respond to hull breaches immediately, weld repairs under pressure (sometimes while the compartment floods), and maintain mechanical systems between emergencies.
Mechanics repair hull breaches, fix mechanical systems, and maintain the submarine's physical integrity. Hull breaches cause flooding that cascades through the sub. Quick welding repair is often the difference between sinking and surviving.
What makes this build work: The synergy between Railgun and mission system creates a gameplay loop that provides a unique approach. Core gear like Welding tool, wrench, diving suit, hull repair materials amplifies this further.
Pros:
- Unique, rewarding playstyle
- Clear stat priority (Mechanical skill, welding speed, diving ability) makes gearing straightforward
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Engineer — the most forgiving option for learning the game
- Transition to Captain once you understand core mechanics and have access to Revolver
- Keep a Medic setup for content that keeps killing you
- Try Mechanic for a fresh experience once you've mastered the basics
Gearing Tips
- Invest in your primary equipment first — it gives the biggest power spike
- The reactor is the most important system. If it overloads, the sub explodes. Keep reactor output at or slightly above current power demand. Never leave it unattended during combat.
- Fabricate bandages, morphine, and antibiotics before every mission. Running out of medical supplies mid-mission while someone is bleeding out is a crew-ending mistake.
- Don't spread upgrade resources across multiple builds until endgame
See our tier list for current meta rankings, or the beginner's guide if you're just getting started.



