- Joined
- Aug 1, 2021
- Messages
- 214
What's the best class to play as prisoner? Considering all factors like survivability, ability to rebel and win mini-games, etcetera. This is how I see some of the pros and cons of every class, which may or may not be biased:
Class | Pros | Cons |
Scout | - Fastest class by far - Faster melee to break vents, hit people, and press buttons - Only class with projectiles on melee (with bleed too) - Scattergun kill potential - Fan o' War can be a death sentence for baiters | - No regen options - No survivability besides being fast - 125 max HP - Projectiles are usually restricted by Warden |
Soldier | - Longest range melee in the game with the whip - 200 max HP, 220 with Battalion's - Health-on-kill option with the Half-Zatoichi (1-hit potential for cell wars or guardknights) - 1 shot crit damage with Equalizer - Shotgun and RL kill potential - Concheror regen - Extreme patriotism and ability to incite riots with banners | - 2nd Slowest class - Every melee besides stock has some type of damage or survivability penalty (the half-zatoichi cannot crit) - Using whip is an insta-loss if playing bowling or soccer - Movespeed can lose mini-games |
Pyro | - Sharpened volcano fragment can burn - 2nd fastest class with Powerjack - Neon Annihilator in specific maps - 175 max HP - Fire retardant suit - Backscratcher which can do 81 base damage and increase healing from healthpacks (useful for climb) | - Powerjack damage vulnerability - No good melee options besides Powerjack without damage penalties - No regen options - Weak ammo options besides shotgun |
Demoman | - Scotsman's Skullcutter is the strongest melee in the game, with long-range, extra damage and ability to crit. - Access to Half-Zatoichi - Shield resistances - 103% Movespeed with boots and shield - 175 max HP, 200 with boots - Eyelander snowballing - Ability to scream with shield and incite riots with Scottish pride | - Slow without boots and shield - Weak ammo options - Slower than Soldier with the Skullcutter, still slower than default Demoman with boots - No good melee options without significant downsides, almost all lack ability to crit - Can't charge as a prisoner - No regen options - One eye - Guards tend to act unnecessarily harsh towards Demomen |
Heavy | - Highest max HP in the game 300 - Fists of Steel survivability (420 effective HP) - Warrior's Spirit health-on-kill and damage - Holiday punch is death sentence to guards on crit or backstab - KGB is insta-win for cell wars and can combo guards - Strongest prisoner kill taunt - Extremely strong ammo options (including Sandvich) - Guards typically more sympathetic towards Heavies - "Heavies may bombrush to catch up" | - Slowest class in the game, extremely hard to escape without distractions - Holiday punch is an insta-loss for cell wars or HG - Warrior's Spirit and Fists of Steel can cause extra damage to be taken removing Heavy's best asset - No regen options without armory - Movespeed can lose mini-games |
Engineer | - Eureka Effect is an easy escape for large maps or inattentive guards, can escape mini-games like 9-Square and Four Corners - Good ammo options - Good at hiding inside of teammates - Guaranteed crit with Gunslinger 3rd hit - 150 HP with Gunslinger - Bleed with Southern Hospitality - Guards typically more sympathetic towards Engineers - Faster melee option with the Jag | - 125 max HP - No regen options - Gunslinger gets no random crits - Southern Hospitality gets no random crits |
Medic | - A single Übercharge or even Kritzkrieg can easily win a round for prisoners - Übercharge flexibility, can be used for escape, attacking, and for survivability, even against some mini-games - Natural regen up to 6 HP/s and 150 max HP - Can see guard health and names with Solemn Vow - Increased melee crit chance if healing others (up to 60%) - Can quickly gain Übercharge from the Übersaw - One Medic can completely tilt the team balance by overhealing their teammates - Completely offsets any lack of regen of teammates - Highly valued and respected by teammates, the mere existence of a rebelling Übered Medic will always incite a riot - Amputator increased regeneration and AOE healing - Slightly faster than base (107%) - Monopoly over HP during climb and other HP-based mini-games - Can help (and later even betray) who they want during Hunger Games | - Completely useless ammo options, zero value in escaping on own - Almost completely dependent on teammates to rebel - Medics are restricted to no healing and getting rid of Über most of the time by Warden - Can be betrayed during Hunger Games after overhealing the betrayer |
Sniper | - Strongest long-range ammo option in the game, can 1-hit JFK kill with no warning or even being caught - Tribalman's Shiv single swing damage (81 total) - Cozy Camper regen | - 125 max HP - Shiv is only good for baiters, useless for active rebelling |
Spy | - Strongest melee mechanic in the game, 1-hit kill to the back - Slightly faster than base (107%) - Can silently kill with the YER and disguise as a guard | - Common order for spies to keep their sappers out - No regen or survivability options at all - Mediocre ammo options only 2nd to Medic - Absolutely no random crits and 40 base damage melee |
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