Tier List

Punch Out Of Prison Helpers Tier List

Who breaks walls while you sell rubble and run objectives.

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Helpers are the passive workforce of Punch Out Of Prison. While you punch cubes, haul rubble, and sprint to the crusher, hired helpers keep attacking walls so cash flow never fully stops. That makes them central to every serious ranking on the Tier List Hub. This page sorts named helpers from update notes and Yard content by farming value versus escape support, then tells you when to hire them relative to backpack, punch, and hole upgrades. Cross-link Gloves for gem flex, Guides for chapter flow, and Players when you assign Find Match roles around helper coverage.

How helper tiers work

TierFarmingEscape support
SHuge passive rubble while you sell or carry objectivesClutch damage or sustain during chapter set pieces
AReliable AFK wall pressureUseful on bosses, clogs, or sea punching
BFine filler after core shop statsSituational chapter help
CCute but low impactSkip until surplus cash

Helpers spend cash, not gems. Gems still go to gloves, effects, classes, and emotes—see Classes. Always expand backpack into S early so helper-generated rubble does not overflow into wasted ground time; details stay on the main Tier List Hub.

Named helpers from Chapter 3 notes

Update text for The Sewers highlights three helpers you will see discussed everywhere:

Bandit the Raccoon — farming S / support A

Bandit (and cubs, per notes) is built for chaos wall work. Rank Bandit S for mid-game farming: raccoon pressure continues while you path to the crusher or line up Water Cannon [F] shots. For escape support, Bandit is A—great distraction and damage, not a full replacement for Fight Gear Health/Armor when rats teleport aggression onto players.

Chompers the Croc — farming A / support A

Chompers brings heavier bite fantasy to underground brick. Treat Chompers as A/A: strong continuous damage for Sewers walls and respectable help when the crew pushes toward the Rat Lair. If your cash only allows one Sewers helper first, pick based on whether you need raw farm (often Bandit) or a chunkier attacker (Chompers) for contested corridors.

Flicker the Firefly Medic — farming B / support S

Flicker is the support star. Farming tier sits around B/A because medic fantasy usually trails pure breakers on rubble per minute. Escape support jumps to S whenever rat mini-bosses and The Rat King punish low Health—Flicker synergizes with Fight Gear and keeps Find Match squads alive through telegraphed red attacks. On Insane, Flicker’s relative value rises again because rats hit faster and harder.

Yard helpers — pigeons, Biscuit, tower hoses, digger

Chapter 2 Yard content and community lists call out outdoor helpers that shine once you escape the Cell:

HelperFarmingEscape supportNotes
PigeonsABCheap airborne chip damage while you dig the crate
Dog BiscuitAAMobile buddy for Yard paths and gate carries
Tower hosesABSteady spray pressure on walls; great AFK farm
DiggerA/SACommunity favorite for dirt and wall work around crate routes

Yard helpers as a group are A-tier unlocks the moment Chapter 2 opens. They free you to excavate the buried crate and haul it to the gate without losing all wall progress. If cash is tight, one Yard helper plus a bigger backpack beats three cosmetics. Revisit the Getting Started loop if crate carries still feel awkward.

Early Cell helpers vs shop stats

Before Yard, your first generic helper is usually B/A—buy it after backpack and a punch level or two, not before. A helper on a tiny backpack creates rubble you cannot carry. Ideal early sequence:

  1. Backpack capacity (S).
  2. Punch power (A/S).
  3. Hole size (A).
  4. First helper (A once trips are short).
  5. Redeem Codes for gems; do not starve cash helpers to rush gem gloves.

Sewers tools that play like helpers

Water Cannon [F] and Bubble Blaster are team weapons, not hired critters, but they fill the same “break more wall without solo punching forever” fantasy. Rank Water Cannon A/S for coordinated Great Clog clears and Bubble Blaster A for team buffs. Solo players may rate them B if they rarely find a full Find Match squad. Fight Gear Gloves/Health/Armor remain mandatory prep beside helpers—see Gloves.

Farming-focused loadout

For long cash sessions on Easy/Normal Cell or Yard:

  • Prioritize Bandit, hoses, pigeons, digger-style breakers.
  • Keep backpack high so AFK rubble converts to upgrades.
  • Train at THE GYM between runs for permanent stacking.
  • Ignore Insane modifiers until Hard clears unlock them.

Escape-support loadout

For Hard/Insane Sewers or Sea pushes:

  • Add Flicker early for sustain.
  • Bring Chompers or Bandit for wall and lane pressure.
  • Buy Fight Gear before Rat King.
  • Assign one Find Match player to objective carry while helpers and blasters handle walls.
  • Check Players for class pairings that complement medic versus breaker helpers.

Sea, Duels, and Hall of Fame

On Shipwreck Cove, helpers that still function while you punch the sea and contest police boats stay A. Duels care less about AFK wall pets and more about player Fight Gear and classes—drop helper cash priority if you are only queueing arenas. Hall of Fame speedruns still love helpers that shave idle time off Cell and Yard clocks; track which names appear in fast clears and promote them toward S on your personal list.

Linked reading

Hire breakers for farm, medics for bosses, and Yard animals for crate logistics. Helpers win runs quietly—keep them paid, keep your backpack huge, and let Bandit, Chompers, Flicker, Biscuit, and friends erase walls while you play the objective.

FAQ

Frequently Asked Questions

Quick answers to the most common Punch Out Of Prison questions.

Which helper should I buy first?

After backpack and some punch power, buy the best cheap breaker available in your chapter. In Yard, pigeons, Biscuit, hoses, or the digger are strong A picks. In Sewers, Bandit is a common farming S-tier starter.

Is Flicker better than Bandit?

For raw rubble farming, Bandit usually ranks higher. For Rat King, Insane, and Find Match sustain, Flicker the Firefly Medic ranks S for escape support.

Do helpers work while I sell rubble?

Yes—that is their main job. They keep damaging walls so your crusher trips do not pause all progress.

Should helpers come before hole size?

Usually after backpack and punch, around the same window as hole size. If you already hit hard but waste time selling, a helper can beat another hole level.

Where do I read chapter unlocks for helpers?

Use the Guides Hub and Getting Started pages for Cell → Yard → Sewers → Sea flow, and Updates for newly named helpers.