13 Days to Escape Class Tier List Hub
Rank Prisoner, Hustler, Medic, Engineer, Murderer, and Spy for the escape goals that matter.
Class tier lists for Cell 13
13 Days to Escape [ALPHA] gives you six classes with different Gem costs, starter gear, and leveled perks. A single “best class” claim is misleading: the right pick depends on whether you are solo-digging under the toilet, farming cash for OJ’s Deals, staying invisible past CCTV, or filling a four-player co-op slot.
This hub is the entry point for rankings. Open the full breakdown for goal-by-goal S–D placement, perk notes, and when to spend Gems.
Featured ranking
- Classes Tier List — full S–D boards for solo dig, cash, stealth, and co-op, covering Prisoner, Hustler, Medic, Engineer, Murderer, and Spy.
How we rank during alpha
Criteria stay practical for the live loop:
- Solo dig — dirt cleared per night, tool durability, and time-to-tunnel under the toilet
- Cash — job payouts, dice edges, and how fast you can afford Saw (110) and Screwdriver (25)
- Stealth — suspicion gain/decay, night vision helpers, and CCTV / guard forgiveness
- Co-op — healing, shared dig value, and whether the kit helps up to three teammates
Alpha balance can shift after New Prison Saturdays (~3 PM ET) or RoDark Studios patches. Re-check Updates when Gems costs or perks change.
Quick unlock ladder
- Prisoner (free) — learn roll call, jobs, and hiding tools with no perk crutches.
- Hustler (20 Gems) — first paid unlock for job cash and suspicion decay while working.
- Medic (30 Gems) — kit + healing for messy co-op nights.
- Engineer (50 Gems) — Spoon and dig multipliers for serious tunnel progress.
- Murderer (100 Gems) — knife pressure with suspicion mitigation after kills.
- Spy (200 Gems) — lowest suspicion profile plus night lighting and a small cash/flashlight start.
Roster flavor and playstyle identity live on the Players Classes page; deep perk tables and unlock tips also sit in Classes Guide.
Pair rankings with systems guides
Tier placement means more once you understand:
- Suspicion & Stealth — roll call, guards, and CCTV
- Digging & Tunnels — toilet shaft, Power Drill, and dirt efficiency
- Getting Started — first-day job and OJ priorities
Use this hub when you are deciding what to unlock next; use Guides when you are deciding what to do this hour inside Cell 13.
Related hubs
- Players Hub — roster overview and unlock order
- Guides Hub — walkthroughs and mechanic deep dives
- Updates Hub — alpha patches that can reshuffle the meta
Frequently Asked Questions
Quick answers for Cell 13, tools, jobs, and escape routes.
Where is the full class tier list?
Open the Classes Tier List subpage for S–D rankings across solo dig, cash, stealth, and co-op goals.
What is the best first Gem unlock?
Most players buy Hustler at 20 Gems for cash and work-time suspicion decay, then Engineer at 50 Gems when digs become the bottleneck.
Do tiers change in alpha?
Yes. New Prison layouts and RoDark patches can move perks. Recheck after Saturday events and update notes.
Is Prisoner ever worth using?
Yes for learning the map with zero Gem spend. It ranks low on power boards but teaches the baseline loop cleanly.