Picking a class in Runaways changes how you loot, fight, and outrun the police across an entire run, not just how many stat points you gain. The strongest options give you movement speed, storage, and a usable weapon from spawn, so you spend less time patching your kit and more time reaching the border. Below is a clear ranking of every class, the vehicles worth buying, and exactly what you get for the price.
Quick answer: Buy Smuggler first (45k Credz) for +20% running speed and a Small Backpack. Then work toward Bounty Hunter (300k) for combat plus mobility, and Breacher (550k) for high-value robberies with C4. For vehicles, grab the T-1000 as the best free-to-play car, or the Floppy Truck if you can spend Robux.
Best classes to buy first in Runaways
Classes are permanent once unlocked and apply to every future game, so they are a long-term investment rather than a one-time boost. Movement speed matters more than raw combat power in most runs, since Runaways rewards grabbing loot and escaping over standing and trading damage. That single fact reshapes the whole ranking.

If you are early in the game and short on Credz, Smuggler is the smartest first purchase. Its +20% running speed is the joint-highest bonus available, and the Small Backpack lets you carry loot from your very first robbery. The −10% melee penalty barely matters when your plan is to avoid fights and run.

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The ranking below weighs combat, survivability, movement speed, inventory space, starting weapons, and breach tools together, not just price. An expensive class is not automatically better, and a few cheap options rank high because their bonuses stay useful from the first robbery to the escape.
| Tier | Classes |
|---|---|
| S | Bounty Hunter, Breacher, Smuggler |
| A | Juggernaut, Gang Member, Medic |
| B | Contractor, Old CEO, Scout |
| C | Brawler |
| D | Basic |
Note: An Ex-Military class also exists and is one of the strongest overall, offering heavy armor, a sniper, a large backpack, +30% melee, and +15% running speed. It is locked behind a Robux purchase, so many players will not have access to it.
Every class: price, loadout, and perks
All classes are bought from the Class NPC in the lobby. The table lists each class with its cost, starting gear, and stat bonuses so you can compare value directly.
| Class | Cost | Loadout | Perks |
|---|---|---|---|
| Basic | Free | None | No bonuses |
| Brawler | 25k | Knuckle | +5% melee, −10% speed |
| Scout | 35k | Small Backpack, Bat | +10% speed, −5% melee, −20% health |
| Old CEO | 40k | Gold, Ruby Necklace, Diamond, Gold Tiara, Diamond Ring | −5% speed, −15% health |
| Smuggler | 45k | Small Backpack, Crowbar | +20% speed, −10% melee |
| Contractor | 70k | Mace, Pistol, Light Bullet Pack | +10% melee, +5% health, −5% speed |
| Medic | 120k | 2x Medic Bag, Light Armor, Medic Pack | +20% health, −5% speed |
| Gang Member | 170k | Blue Cow, Small Backpack, MAC, Light Bullet Pack | +10% speed, −5% health |
| Bounty Hunter | 300k | Machete, Pistol, Light Bullet Pack | +20% speed, +10% melee |
| Breacher | 550k | Medium Backpack, Shotgun, C4, Shotgun Bullet Pack | +40% melee |
| Juggernaut | 850k | Light Armor, Minigun, Medium Backpack, Light Bullet Box | +100% health, −20% speed |
S-tier classes worth saving for
Bounty Hunter is the cleanest all-round pick at 300k. The +20% running speed helps while looting, repositioning, disengaging from police, and making the final escape, while +10% melee comes with no health or speed drawback. You spawn with both a Machete and a Pistol, so the opening loop is not spent fixing gaps in your kit.

Breacher is the endgame robbery specialist at 550k. C4 gives you immediate breach utility, the Medium Backpack creates room for the payoff, and the Shotgun covers close-range fights around targets. Its +40% melee bonus carries no health or movement penalty, so it stays effective even when you are not cracking a vault.
Smuggler rounds out the top tier on value alone. For 45k you get the joint-highest speed bonus and a backpack from spawn, which makes it ideal for farming, solo runs, and reliable escapes. It lacks Bounty Hunter’s combat package and Breacher’s vault tools, but it punches far above its price.
A-tier classes with clear tradeoffs
Juggernaut is the tank at 850k. Doubling your health while starting with Light Armor, a Minigun, ammunition, and a Medium Backpack makes it brutally hard to push out of a contested area. The catch is a −20% running speed, the largest mobility penalty in the roster, which hurts badly when you need to disengage rather than stand and trade.
Gang Member is the strong mid-game generalist at 170k. You spawn with storage, a MAC, ammunition, and a Blue Cow, so you skip most of the early kit assembly. The +10% speed is useful everywhere, and losing only 5% health is a mild price compared with Scout’s much harsher penalty.
Medic is the sustain pick at 120k. Two Medic Bags, Light Armor, a Medic Pack, and +20% health give you far more room for mistakes on long or dangerous runs. It starts slightly slower and brings no firearm or backpack, so it shines most in a crew rather than fast solo cash loops.

B and C-tier classes to approach with caution
Contractor at 70k is a dependable armed starter. The Pistol and ammo handle ranged threats while the Mace and +10% melee clear close resistance. It offers no backpack or robbery utility, and the −5% speed works against the escape phase, so it loses relevance once you can afford Bounty Hunter.
Old CEO at 40k is an economy specialist rather than a combat class. Its entire loadout is valuables you can convert to cash for a fast opening run. You pay for that head start with −15% health and −5% speed, which makes it fragile once police pressure or player combat ramps up.

Scout at 35k gives you +10% speed and a Small Backpack, which is handy for cheap loot runs. The −20% health penalty is hard to justify, though, and Smuggler costs only 10k more while doubling the speed bonus and removing the health loss. Unless those last 10k are a real barrier, save for Smuggler.
Brawler at 25k is the cheapest class, but the numbers do not favor it. A modest +5% melee is tied to a much more consequential −10% speed penalty, and the lone Knuckle leaves you without storage, ranged coverage, or a robbery tool. Saving another 10k to 20k for Scout or Smuggler returns far more value.
Basic is the free default and provides no bonuses or special gear. It is fine while learning the game, but nearly every purchased class gives you something useful once you have the Credz.

Best vehicles in Runaways
There are seven vehicles, all bought from the Vehicles vendor in the lobby, located next to Randy’s Garage and a large red jeep. A car’s stats decide whether you can outrun the police and survive close encounters, so this purchase matters as much as your class. Vehicle quality generally scales with price.
| Vehicle | Price | Speed | Accel | Handling | Armor |
|---|---|---|---|---|---|
| Claptima | Free (starter) | 2 | 3 | 4 | 0 |
| Chunk Mover | 15k | 3 | 3 | 3 | 1 |
| Charged | 90k | 5 | 6 | 5 | 0 |
| Mudrunner | 179 Robux | 4 | 6 | 5 | 3 |
| T-1000 | 220k | 5 | 4 | 3 | 3 |
| Reventador | 550k | 8 | 8 | 9 | 0 |
| Floppy Truck | 1,079 Robux | 7 | 7 | 7 | 5 |
The Floppy Truck is the strongest overall thanks to an armor rating of 5 paired with high speed, letting you absorb heavy fire during chaotic robberies. It costs Robux, so most players will reach for the T-1000 instead, which offers the same armor rating of 3 and solid speed without spending real money. If you only care about raw pace and handling, the Reventador is the fastest car in the game but carries no armor.
On a tight budget, the Charged gives respectable speed and excellent handling to weave past pursuing cops, though it also lacks armor. The Mudrunner, a Robux jeep, trades top speed for superior armor and fuel capacity compared with the Charged.
How to earn Credz faster
Most classes and vehicles are bought with Credz, so farming efficiently is what unlocks the top of the tier list. Three sources reliably build your balance.
- Complete the three daily quests, which reset every 24 hours and usually ask for common tasks like collecting Cash or stealing an item such as a Hotdog or Burger. Finish each batch before it resets so progress is not lost.
- Drive toward Mexico for as long as possible, since the distance you cover directly increases the Credz paid out when the game ends. Hop between gas stations quickly and refuel each time to keep going.
- Redeem active codes, some of which reward Credz.
One practical tip carries across almost every run. Use a Crowbar to break objects and open things like ATMs without triggering the police, since avoiding unnecessary heat makes the final escape far easier. Weapons and gear from your class occupy inventory slots, and you can adjust your available weapons through the Inventory option in the lobby.
If you are just starting out, the path is simple. Grab Smuggler for mobility, add Gang Member or Bounty Hunter as your money grows, and pick up either the T-1000 or, if you spend Robux, the Floppy Truck to survive the two-minute stand at the border. Everything above the B tier keeps paying off from your first robbery all the way to Mexico.






