Classes in Runaways are permanent purchases from the Class NPC in the lobby, and they change a run far more than the small percentage numbers suggest. A movement bonus decides whether you outrun a police chase, a starting backpack decides how much loot you can actually carry to a pawn shop, and a health penalty decides how many mistakes you get before a run ends early.
Quick answer: Buy Smuggler at 45k first — it gives the joint-best +20% running speed plus a Small Backpack for the lowest sensible price. Save for Bounty Hunter (300k) as the strongest all-round class, or Breacher (550k) if you plan to run vaults.

Runaways class tier list: every class ranked
| Tier | Classes |
|---|---|
| S | Bounty Hunter, Breacher, Smuggler |
| A | Juggernaut, Gang Member, Medic |
| B | Contractor, Old CEO, Scout |
| C | Brawler |
Price and tier do not line up neatly here. Smuggler sits in S tier at 45k while Juggernaut, the most expensive class in the lineup at 850k, lands in A tier because of the movement penalty attached to its health pool.
How the classes were ranked
Placement is based on how much a class contributes to a complete run — robbing, pawning, breaching, and escaping — rather than raw combat power alone. Four things carry the most weight: movement speed, whether the class starts with storage, whether it starts with a usable weapon and ammunition, and how badly its penalties hurt during a police chase. Cost matters too, since a class that does 80 percent of the job for a fifth of the price is a better purchase for most accounts.
Class costs and stat perks
| Class | Cost | Perks and penalties |
|---|---|---|
| Bounty Hunter | 300k | +20% running speed, +10% melee strength |
| Breacher | 550k | +40% melee strength |
| Smuggler | 45k | +20% running speed, -10% melee strength |
| Juggernaut | 850k | +100% health, -20% running speed |
| Gang Member | 170k | +10% running speed, -5% health |
| Medic | 120k | +20% health, -5% running speed |
| Contractor | 70k | +10% melee strength, +5% health, -5% running speed |
| Old CEO | 40k | -5% running speed, -15% health |
| Scout | 35k | +10% running speed, -5% melee strength, -20% health |
| Brawler | 25k | +5% melee strength, -10% running speed |
Two classes have no downside at all. Bounty Hunter and Breacher are the only picks with purely positive stat lines, which is a large part of why both sit at the top.
Starting loadouts compared
| Class | Starting loadout |
|---|---|
| Bounty Hunter | Machete, Pistol, Light Bullet Pack |
| Breacher | Medium Backpack, Shotgun, C4, Shotgun Bullet Pack |
| Smuggler | Small Backpack, Crowbar |
| Juggernaut | Light Armor, Minigun, Medium Backpack, Light Bullet Box |
| Gang Member | Blue Cow, Small Backpack, MAC, Light Bullet Pack |
| Medic | Medic Bag x2, Light Armor, Medic Pack |
| Contractor | Mace, Pistol, Light Bullet Pack |
| Old CEO | Gold Ruby Necklace, Diamond, Gold Tiara, Diamond Ring |
| Scout | Small Backpack, Bat |
| Brawler | Knuckle |
Old CEO is the odd one out. Instead of tools, it hands you four valuables, so the opening run becomes a straight trip to a pawn shop with loot already in hand.
Why the S tier classes win runs
Smuggler is the clearest value purchase in the game. For 45k you get the highest running-speed bonus available plus a backpack from spawn, and the -10% melee penalty rarely bites because most successful runs avoid fights instead of winning them. It has no firearm and no breach tool, but for farming cash and getting away clean, it does the two things that matter.
Bounty Hunter is what Smuggler becomes with money behind it. The same +20% speed comes with a melee bonus instead of a penalty, and the Machete, Pistol, and ammunition mean you have both close and ranged answers before you rob anything. At 300k it is the cleanest stat sheet in the roster.
Breacher is the vault specialist. C4 from spawn removes the biggest bottleneck on a high-value run, the Medium Backpack gives you somewhere to put the payout, and the Shotgun covers the tight fights that happen around robbery targets. The +40% melee strength carries no health or speed cost, so it stays useful even on runs where you never touch a vault door. It is 550k, but nothing else bundles storage, a gun, ammo, and explosives together.
Where Juggernaut, Gang Member, and Medic fall short of S tier
Juggernaut doubles your health and hands you Light Armor, a Minigun, ammunition, and a Medium Backpack. Nothing pushes it off a contested block. The problem is the -20% running speed, the largest mobility penalty in the game, in a game that constantly asks you to leave rather than fight. At 850k it is a crew tool for dangerous robberies, not a general-purpose pick.
Gang Member is the best mid-price generalist at 170k. You spawn with a backpack, a MAC, ammunition, and Blue Cow, and the -5% health cost is mild next to the +10% speed. Bounty Hunter eventually replaces it, but Gang Member covers most of the same ground for well under half the price.
Medic at 120k is the consistency option. +20% health, Light Armor, two Medic Bags, and a Medic Pack give you real room to recover from bad fights. It brings no gun and no backpack, though, so you still have to solve carrying capacity and offense during the run itself.
Classes to skip: Brawler, Scout, Old CEO, and Contractor
Brawler is the cheapest class at 25k and the weakest overall. A +5% melee bump does not pay for -10% running speed, and the Knuckle is the entire loadout — no storage, no ranged option, no utility.
Scout gets +10% speed and a Small Backpack for 35k, which sounds fine until you notice the -20% health. Smuggler costs 10k more, doubles the speed bonus, and removes the health loss entirely. Unless that 10k is genuinely out of reach, waiting is the better call.
Old CEO trades survivability for a head start, taking -15% health and -5% speed in exchange for four valuables. It works for a quick economy push and falls apart the moment police pressure or another player shows up.
Contractor is the least offensive of the four. Pistol, ammo, a Mace, and +10% melee make it a reasonable 70k stepping stone into armed play. It just has no backpack, no robbery utility, and a movement penalty, and Bounty Hunter later offers the same melee bonus with a large speed bonus instead.
Recommended purchase order by budget
| Budget | Best pick |
|---|---|
| Under 45k | Wait and save — Smuggler is worth the extra cash |
| 45k | Smuggler |
| 120k–170k | Gang Member for solo speed, Medic for crew support |
| 300k | Bounty Hunter |
| 550k+ | Breacher for vault runs, Juggernaut only for coordinated crews |
Tip: solo players farming short pawn circuits get more out of Smuggler or Gang Member than out of any tank option, because escaping on foot is usually faster than winning a fight.
These placements reflect the class lineup, prices, and perks as they stand during the August 2026 Update 1 window on 50-player servers. Runaways is still in early access, and class costs or stat values can be retuned between patches, so it is worth confirming a price at the Class NPC before you commit a large amount of cash to a purchase.






