How to think about races in Kenshi
In Kenshi, your race is not just cosmetic — it shapes survivability, combat potential, how you heal, whether you need to eat, and crucially how the world's factions treat you. A Skeleton and a Shek experience completely different games: one shrugs off injuries and ignores hunger, the other hits like a truck but is hated by powerful nations. Because there is no story and no fixed path, choosing a race is really choosing the difficulty and flavour of your run. This tier list ranks the playable races by how well they carry a playthrough — survivability, combat ceiling, faction relations and ease for newer players — while noting that the "right" race depends on the kind of run you want.
The practical lesson: pick a race for the experience you are after. If you want the smoothest survival, lean toward the top of this list; if you want a specific fantasy (a Shek warlord, a Hive swarm), accept the trade-offs that come with it.
Race affects four big things in Kenshi: needs (Skeletons do not eat), healing (Skeletons repair, others heal), durability and stats, and faction relations. The Holy Nation in particular is hostile to non-humans, so your race partly decides which regions are safe.
The races tier list
This ranking weighs survivability, combat potential, faction relations and how forgiving a race is for newer players. It assumes a general-purpose run; a specialised goal can raise a "lower" race for your specific plans.
S tier — the Skeleton
Skeletons are the closest thing Kenshi has to an easy mode for survival, and they earn the top spot comfortably. They do not eat, which removes the constant hunger management that grinds down other races. They repair with repair kits rather than healing, shrug off many damage types, and can survive injuries that would cripple or kill anyone else. On top of that, they are largely exempt from the human-supremacist prejudice that makes the world dangerous for other non-humans. For solo starts and small squads especially, a Skeleton turns Kenshi's brutal survival loop into something far more manageable, which is exactly why so many experienced players recommend one for a first or solo run.
A tier — Shek and humans
This tier holds the strongest general picks after the Skeleton. The Shek have the highest combat ceiling in the game: high strength and toughness make them devastating melee fighters and durable frontliners, ideal if your fantasy is a warband of brutal warriors. The cost is faction friction — some powerful nations are hostile to Shek — and a slightly harder early game. Humans, both Greenlanders and Scorchlanders, are the flexible all-rounders: solid, well-rounded stats and the smoothest faction relations in the game, which makes them the safest and most adaptable choice for almost any run. If you are unsure what you want, a human start rarely goes wrong, and a Shek start rewards combat-focused players willing to manage the politics.
B tier — the Hivers
Hivers are not weak so much as specialised, and they reward players who lean into their strengths. They are cheap to recruit and have excellent athletics, making them fast and great for building numerous squads quickly, and their varieties (such as Workers, Princes and Soldier Drones) fill different roles. The trade-offs are real: they are more fragile than the tankier races and are disliked or distrusted by some factions, which adds friction. For a player who embraces speed, numbers and specialisation over raw frontline durability, a Hive squad is genuinely effective — just less forgiving than the picks above.
| Race | Strength | Weakness | Best for |
|---|---|---|---|
| Skeleton | No hunger, self-repair, durable | Repairs need kits, some faction quirks | Survival, solo and small squads |
| Shek | Highest combat ceiling | Faction hostility, harder start | Combat-focused warbands |
| Human | Flexible, best faction relations | No standout specialty | Adaptable, beginner-friendly runs |
| Hiver | Cheap, fast, specialised | Fragile, disliked by some factions | Fast, numerous specialist squads |
Putting it together
For a first or survival-focused run, a Skeleton is the most forgiving choice and makes the brutal early game far easier. If you want flexibility and friendly faction relations, a human start is the safe all-rounder. If you crave a combat fantasy, the Shek deliver the highest ceiling at the cost of some faction friction, and if you want speed and numbers, Hivers reward a specialised approach. There is no wrong answer in a game this open — only the run you want to play. Whatever race you choose, the early survival rules still apply, so see our Kenshi beginner guide, and for getting the most from your fighters, the combat guide.
A mixed-race squad is often the strongest endgame setup — Skeletons as durable, hunger-free frontliners and specialists, humans for flexibility and relations, Shek for raw melee. Build to the strengths of each rather than forcing one race into every role.