13 Days to Escape Classes Tier List (S–D)
Prisoner to Spy ranked for dig speed, cash, stealth, and four-player co-op.
How to read these boards
13 Days to Escape [ALPHA] classes are not a single ladder. Engineer owns dirt; Hustler owns daytime cash; Spy owns suspicion; Medic owns team recovery; Murderer owns knife tempo; Prisoner owns the tutorial tax of zero Gems. Rankings below use four goal boards so you spend Gems on the problem you actually have in Cell 13.
Costs and perks reflected here match widely reported lobby data: Prisoner free; Hustler 20; Medic 30; Engineer 50; Murderer 100; Spy 200 Gems. Alpha patches and New Prison Saturdays can nudge numbers — verify in the contraband van / class menu before you commit.
For unlock order flavor see Players → Classes. For perk deep-dives see Classes Guide. For living with CCTV see Suspicion & Stealth. For toilet shafts and drills see Digging & Tunnels.
Solo dig tier list
Goal: maximize dirt removed under the toilet each lockdown with durable tools and fewer wasted nights.
| Tier | Class | Why |
|---|---|---|
| S | Engineer | Spoon start, +25% dirt, longer tool life, dig crits — the dedicated tunnel class |
| A | Spy | Lower suspicion lets you reach dig windows without lockdown resets; flashlight/night light helps shafts |
| B | Hustler | Indirect: funds Saw/Screwdriver/Power Drill routes faster so dig nights start sooner |
| B | Medic | Keeps you alive after failed night plays; does not dig faster |
| C | Murderer | Knife speed is combat, not dirt; kills can spike attention if mistimed |
| D | Prisoner | No dig perks; fine for learning, slow for clearing shafts |
Solo dig notes: Buy the Screwdriver (25) and Saw (110) from OJ’s Deals, hide tools, move the toilet, then dig. Grab the free Power Drill from the lockdown workshop when that route is open so Engineer multipliers hit a strong tool. A Spy who never gets caught may outpace a reckless Engineer who burns nights in solitary attention.
Cash / economy tier list
Goal: hit OJ prices and Gem-adjacent run value as fast as possible through jobs and dice.
| Tier | Class | Why |
|---|---|---|
| S | Hustler | +50% job money, faster suspicion drop while working, 80% dice win chance |
| A | Spy | Starts with 20 cash plus safer roaming to finish more jobs per day |
| B | Engineer | Turns cash into progress efficiently once tools exist; weak at earning |
| B | Medic | Saves spends on recovery items in bruising lobbies |
| C | Murderer | Kill pop-ups can pay in some routines but risk is high |
| D | Prisoner | Baseline job rates only |
Cash notes: Library books, potato work, and yard litter still form the honest daytime loop. Hustler turns that loop into Saw money before RETURN TO CELLS. Dice tables punish non-Hustlers; the level-3 80% win perk is why Hustler stays S on economy boards even after you own Engineer for nights.
Stealth / suspicion tier list
Goal: survive roll call, guards, and CCTV while moving tools and scouting STAFF ONLY pressure.
| Tier | Class | Why |
|---|---|---|
| S | Spy | ~50% less suspicion, stronger night lighting, flashlight start |
| A | Hustler | Suspicion decays 50% faster while working — excellent for long job blocks |
| B | Medic | Staying healthy reduces panic sprints that spike meters |
| B | Engineer | Faster digs mean fewer nights exposed in the shaft |
| C | Prisoner | Neutral kit; skill-based stealth only |
| D | Murderer | Kill-centric kit; even with −20% suspicion after kills, playstyle courts attention |
Stealth notes: Spy is the “keep a low profile” answer when you hate guard chases. Hustler is the daytime stealth pick if your plan is to look busy at jobs until lockdown. Murderer can work for experienced players who clear threats cleanly, but it is the opposite of a beginner stealth class. Pair any pick with the habits in Suspicion & Stealth.
Co-op (up to 3 friends) tier list
Goal: cover roles across a four-player party without overlapping dead weight.
| Tier | Class | Why |
|---|---|---|
| S | Medic | Starting kit + faster self/team healing stabilizes dig crews |
| S | Engineer | One dedicated digger multiplies the whole party’s night progress |
| A | Hustler | Bankrolls OJ buys for teammates who forgot the Screwdriver |
| A | Spy | Scout and tool courier with less heat on shared routes |
| B | Murderer | Situational crowd control if the lobby turns chaotic |
| C | Prisoner | Acceptable fourth if Gems are tight; swap ASAP |
Co-op notes: Ideal default squad is Hustler + Engineer + Medic + Spy. That covers cash, dirt, heals, and suspicion. Two Engineers dig faster but starve the shop if nobody hustles. Two Murderers look funny in the lobby and usually fail the toilet plan. Callouts matter more than duplicate S-tiers: who holds the Power Drill, who watches CCTV angles, who returns for roll call.
Composite “spend order” recommendation
If you only care about a simple Gem path during alpha:
- Clear a few Prisoner runs to learn jobs and OJ.
- Unlock Hustler (20) — economy and work-time suspicion.
- Unlock Engineer (50) — dig engine for solo or co-op.
- Unlock Medic (30) when you regularly party (order interchangeable with Engineer if friends already dig).
- Save for Spy (200) when stealth walls your clears.
- Take Murderer (100) only if you enjoy knife tempo and accept higher variance.
Class snapshot table
| Class | Gems | Starter gear | Signature perk theme |
|---|---|---|---|
| Prisoner | Free | None | Baseline learning kit |
| Hustler | 20 | None | Job cash, work suspicion decay, dice |
| Medic | 30 | First-aid + bandage | Self/team healing |
| Engineer | 50 | Spoon | Dirt %, tool life, dig crits |
| Murderer | 100 | Knife | Knife move speed, post-kill suspicion relief |
| Spy | 200 | None (cash + flashlight at perk line) | Global suspicion cut, night light |
Related reading
- Classes Guide — unlock steps and perk details
- Suspicion & Stealth — meters, guards, CCTV
- Digging & Tunnels — toilet route and drill usage
- Tier List Hub — ranking index
- Players Classes — roster identity and unlock order narrative
Frequently Asked Questions
Quick answers for Cell 13, tools, jobs, and escape routes.
What is the best class for solo digging?
Engineer is S-tier for solo digs thanks to the Spoon, more dirt removed, longer-lasting tools, and dig crits. Spy is a strong A-tier if suspicion resets are your real blocker.
What is the best class for making cash?
Hustler is S-tier: more job money, faster suspicion drop while working, and strong dice odds to fund Saw and Screwdriver purchases.
Which classes are best in co-op?
Medic and Engineer share S-tier for parties. Pair them with Hustler for cash and Spy for low-suspicion scouting in a four-player team.
Should I buy Murderer or Spy first?
Most players should prioritize Spy for stealth clears. Buy Murderer only if you specifically want knife combat and can manage the attention it creates.
Is Prisoner ever S-tier?
No on power boards. It is the correct zero-Gem starter for learning Cell 13 before you spend on Hustler or Engineer.