Jailbreak Class Tier List (1 Viewer)

Beatrice Jubilee

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Jul 25, 2020
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This is simply my understanding of how the classes rank against each other on RED and then on BLU. Rank them how you think.

On RED, healing is king and mobile classes tend to do great. Tankier classes with healing tend to be real good. Medic is busted and Sniper can wreck face when piloted by the best of the best. Classes without speed and/or healing capabilities really fall behind in the grand scheme of thing.

On BLU, survivability is key. Demoman is specifically good as Demoknight because with crits the heads rack up quickly. Engineer is far better on BLU for the same reasons. The name of the game here is regeneration and damage. Soldier and normal Demo fall behind here because of the potential to MFK real easily.

What are y'all's rankings of the classes?
 

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  • Creative
Reactions: Madact
The spy squad member council has come to the conclusion that this Tier list is noh noh noh
 
Since there's no direct link to the list I'm just going to type out my rankings.

Guards:
S - scout, medic
A - pyro, heavy, sniper
B - spy, engineer, demo, soldier

With full crits most of, if not all, the time, it's hard for something to be actually bad per-se. It's just a matter of other classes being better (engineer < scout, gun spy < sniper). You can run anything and make it work because each class can do a good job provided you position yourself fine.

Reds:
S - soldier
A - pyro, scout, spy, sniper
B - medic, demo
C - heavy
D - engineer
 
  • Agree
Reactions: iamhuman
I think scout is the best class on blue just because of how fast and powerful he is, heavy is probably the worst IMO, he can easily be rushed or caught off guard unless he’s holding down an exit.
 
  • Agree
Reactions: scootyman and Mark!
sniper too good on red
spy too bad on blu
gun go brrr
 
spy is either s-their on red
sniper would be the same depending on the map

scout is mostly always s-tier depending on the player/weaponry on blu team
engine is ok on both, only thing that keeps him above a "mid" standpoint is probably the eureka effect on red.

no opinion on other classes other that heavy and demo being an easy a-tier for me
 
RED TEAM
S - Every single one of them has self heal + another utility
Sniper - Insane rebeller. Medic - Mediguns. Soldier - Powerful melee weapons
A - Is good in their own category
Scout - speedy + powerful in hands of a good rebeller (also wrap assasin). Heavy - Large health pool + Sandvich. Spy - 2nd fastest + backstabs and sappers.
B - Powerful but also easely counterable
Demoman - Has a bunch of items he can equip to deal with his situation (Booties, shield, parachute, caber, big axe and katana). Pyro - Due to no airblast on red, his viability falls down a bit but he still has powerjack and backscratcher. Both of these melee weapons are powerful in their own ways.
C - Nothing special
He can have +25 health or teleport to spawn. not really a lot to do.

BLUE TEAM
S - Very good at dealing with reds
Scout - Fast + crits make him a beast against any range. Pyro - Flamethrower is an insanely easy weapon to use to kill a lot of reds at once + airblast is a really useful self defense mechanic, Shotguns are insanely powerful with crits and he can use powerjack to get around map faster or use third degree to deal with rebelling medics
A - Utility is powerful
Medic - He can make the warden / other blues invicible with his uber which can be a round saver and healing overall is usefull since most classes don't have any way to passively heal. While it may seem like he's powerless without his teammates, a good medic can kill a lot of reds with his syringes. Just not that precise and can't really do anything when they hide in a crowd. Soldier - Rocket jumping is a powerful way to get around the map fast, he can have passive healing or a shotgun which both are powerful and his melee's aren't that powerful on blue team but can still have some utility
B - Short bursts of insane damage
Spy - With the revolver doing 120 damage with every shot if you have crits, it's an insanely powerful tool to get rebellers at mid range, spread makes this a lot harder though. Sniper - Insane at dealing with rebellers at long range, can deal up to 518 with every body shot while he has crits which is insane, but he's helpless at more than 3 red running at him at the same time, smg might be a good choice but it's pretty hard to hit your shots with the smg
C - Not very powerful but has some utility
Engineer - Shotguns are of course powerful and pistols are as well, but he doesn't do it any better than scout, he's good with his buildings though and his melee weapons are more powerful than on red team. Heavy - While he can kill a bunch of rebellers at once, it's pretty much when a lot of them get in your melee range. His sandvich and melees can serve good utility though.
D - Glass cannon
Demoman is an interesting case on blue team, with his stock loadout he's pretty much useless at dealing with rebellers since grenade launcher and stickybomb launchers are both projectiles making it insanely hard to precisely hit rebellers. While Demoknight is insanely powerful with crits, eyelander can give you a massive speedboost and health boost just after 2 kills with it and half zatoichi is a way to tank a bunch of red rebellers at once. I didn't really know where to place him since you need to play a certain way with him on blue team to get good results, not much variation so I put him here. Of course his potential is higher I just didn't know where to place him
 

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class is class
gun is gun
both shoot
both fun
 
sniper too good on red
spy too bad on blu
gun go brrr
Spy is insanely good as a nonwarden guard. Seeing reds health and uber, and the revolver is just a better sniper rifle. (also perfect for shooting a rebeller in the crowd)
 
Kunai spy on blu is best class in the game.................
 
RED:

SCOUT:
Has the speed necessary to escape with relative ease, but fighting BLUs with melee only is challenging because most of his melees tend to have weak damage output. Once he gets ammo he can rebel pretty efficiently.
SOLDIER: Rather slow and thus easy to pick off unless he has the Escape Plan equipped. But should he get ammo he can do pretty well.
PYRO: Average speed to escape. Should a Pyro get ammo, they have to rely more on surprise attack tactics than others do to their primary weapon being close-range.
DEMOMAN: Slow to escape but have good melee options unlike other classes. Once they get ammo they can truly be a force to be reckoned with due to their immense ability to set surprise stickybomb traps.
HEAVY: Very slow, making it hard to escape. If he gets ammo, he can be immensely deadly when close up. And of course, many a Heavy will attempt to use their long range tauntkill to surprise the BLU team.
ENGINEER: Moderately good at escaping due to average speed. The Eureka Effect can allow him to escape in a unique way unlike others by transporting him back to cells, but because the cells are often closed, this makes it extremely difficult, sometimes borderline impossible, for the Engineer to escape unless he ends up in a cell with a breakable exit. Has the second-lowest rebelling potential behind Medic due to average weapons.
MEDIC: Can escape fairly decently with their above-average speed, helped by their self-autoheal. However, has the lowest rebelling potential on his own due to his below-average primaries (excluding the Crusader's Crossbow). His greatest strength often lies in helping other rebellers by providing them with a source of healing and Ubercharge.
SNIPER: Has moderate escaping abilities with average speed. Once he gets ammo however, Snipers can easily become the bane of any BLU, especially on maps with wide open spaces and little cover. He is easily the most dangerous class with ammo. The most dangerous class WITHOUT ammo, however, goes to...
SPY: Has the ability to backstab. Enough said. Besides having above-average speed allowing for well-executed escapes, his ability to sweep in and trickstab makes him borderline overpowered in a lot of cases. Although getting ammo gives him even more of an edge, it actually fairly pales in comparison to his backstabbing ability. He is probably the only class that absolutely excels at rebelling even without ammo besides possibly Demomen.

BLU:

SCOUT:
Great at hunting rebellers due to their fast speed. Provided they can get close up without putting themselves in too much danger, they also have good damage output.
SOLDIER: Potentially rewarding but VERY risky class to use on BLU. Best at hunting isolated rebellers, as trying to kill a rebeller hiding in a group will almost invariably lead to trouble. Too many mass freekills occur regularly because of the Soldier.
PYRO: Another risky class to use on BLU. Another class that's too easy to accidentally mass freekill with due to the flamethrower's range up close, and not the best at hunting rebellers due to a lack of very good long-range weapons (his shotguns and flare guns are decent at best).
DEMOMAN: Same camp as Soldier, best at hunting isolated rebellers. Placing stickybombs in a group of REDs will ALWAYS lead to trouble.
HEAVY: Super slow class that has the potential to mow down rebellers up close, but most can easily run away from him.
ENGINEER: One of the safer but less powerful classes to use to control prisoners.
MEDIC: Has low rebeller-hunting potential, best when helping other BLUs hunt rebellers or when helping the warden (via healing).
SNIPER: Long-range sniping abilities make him an excellent choice for killing rebellers. Provided he's careful, one can even pick out rebellers hiding within a group (unless he's using the Machina).
SPY: Low rebeller-hunting potential with his primary and usually too risky to attempt backstabs on rebellers.
 
  • Disagree
Reactions: Mark!
RED:

SCOUT:
Has the speed necessary to escape with relative ease, but fighting BLUs with melee only is challenging because most of his melees tend to have weak damage output. Once he gets ammo he can rebel pretty efficiently.
SOLDIER: Rather slow and thus easy to pick off unless he has the Escape Plan equipped. But should he get ammo he can do pretty well.
PYRO: Average speed to escape. Should a Pyro get ammo, they have to rely more on surprise attack tactics than others do to their primary weapon being close-range.
DEMOMAN: Slow to escape but have good melee options unlike other classes. Once they get ammo they can truly be a force to be reckoned with due to their immense ability to set surprise stickybomb traps.
HEAVY: Very slow, making it hard to escape. If he gets ammo, he can be immensely deadly when close up. And of course, many a Heavy will attempt to use their long range tauntkill to surprise the BLU team.
ENGINEER: Moderately good at escaping due to average speed. The Eureka Effect can allow him to escape in a unique way unlike others by transporting him back to cells, but because the cells are often closed, this makes it extremely difficult, sometimes borderline impossible, for the Engineer to escape unless he ends up in a cell with a breakable exit. Has the second-lowest rebelling potential behind Medic due to average weapons.
MEDIC: Can escape fairly decently with their above-average speed, helped by their self-autoheal. However, has the lowest rebelling potential on his own due to his below-average primaries (excluding the Crusader's Crossbow). His greatest strength often lies in helping other rebellers by providing them with a source of healing and Ubercharge.
SNIPER: Has moderate escaping abilities with average speed. Once he gets ammo however, Snipers can easily become the bane of any BLU, especially on maps with wide open spaces and little cover. He is easily the most dangerous class with ammo. The most dangerous class WITHOUT ammo, however, goes to...
SPY: Has the ability to backstab. Enough said. Besides having above-average speed allowing for well-executed escapes, his ability to sweep in and trickstab makes him borderline overpowered in a lot of cases. Although getting ammo gives him even more of an edge, it actually fairly pales in comparison to his backstabbing ability. He is probably the only class that absolutely excels at rebelling even without ammo besides possibly Demomen.

BLU:

SCOUT:
Great at hunting rebellers due to their fast speed. Provided they can get close up without putting themselves in too much danger, they also have good damage output.
SOLDIER: Potentially rewarding but VERY risky class to use on BLU. Best at hunting isolated rebellers, as trying to kill a rebeller hiding in a group will almost invariably lead to trouble. Too many mass freekills occur regularly because of the Soldier.
PYRO: Another risky class to use on BLU. Another class that's too easy to accidentally mass freekill with due to the flamethrower's range up close, and not the best at hunting rebellers due to a lack of very good long-range weapons (his shotguns and flare guns are decent at best).
DEMOMAN: Same camp as Soldier, best at hunting isolated rebellers. Placing stickybombs in a group of REDs will ALWAYS lead to trouble.
HEAVY: Super slow class that has the potential to mow down rebellers up close, but most can easily run away from him.
ENGINEER: One of the safer but less powerful classes to use to control prisoners.
MEDIC: Has low rebeller-hunting potential, best when helping other BLUs hunt rebellers or when helping the warden (via healing).
SNIPER: Long-range sniping abilities make him an excellent choice for killing rebellers. Provided he's careful, one can even pick out rebellers hiding within a group (unless he's using the Machina).
SPY: Low rebeller-hunting potential with his primary and usually too risky to attempt backstabs on rebellers.
bro wrote an essay
 

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