Idle Mafia Game Jobs: Best Cash & XP per Energy
Quick answer: Rough Up a Pickpocket is the strongest checked level-6 starter Job at $90 and 2.6 XP per Energy. Before level 6, the best choice changes with your unlocks and available Energy. Use the level table first, then run the calculator with your current bar and target.
Public footage can establish only what appeared on that account and date. It is not first-person gameplay testing by this site. Use the live game screen as the final check for changing values, availability, and account-specific results.
Best starter Job at levels 1–6
Ties are preserved instead of forcing a false winner. Keep Watch remains useful when its 1-Energy cost fits a nearly empty bar.
| Level | Best Cash / Energy | Best XP / Energy | Decision |
|---|---|---|---|
| Level 1 | Keep Watch | Keep Watch | Only checked option |
| Level 2 | Keep Watch / Tag Rival Turf | Keep Watch / Tag Rival Turf | Keep Watch is more flexible at the same ratio |
| Level 3 | Boost a Parked Car | Boost a Parked Car | Use the newest efficient unlock your Energy can afford |
| Level 4 | Shake Down the Newsstand | Boost a Parked Car / Shake Down the Newsstand | Use the newest efficient unlock your Energy can afford |
| Level 5 | Shake Down the Newsstand | Fence Fake Watches | Shake Down for Cash; Fence for XP and displayed drop chance |
| Level 6 | Rough Up a Pickpocket | Rough Up a Pickpocket | Rough Up leads all three checked metrics |
All six checked Job rows
Every number below points to the same September 2 interface recording and is kept in one shared data file.
| Job | Unlock | Energy | Cash | XP | Cash/E | XP/E | Item | Evidence |
|---|---|---|---|---|---|---|---|---|
| Keep WatchNew Ashport · Tier 1 | Lv. 1 | 1 | $60 | 2 | $60 | 2 | 2.5% | Video-confirmed2026-09-02 |
| Tag Rival TurfNew Ashport · Tier 1 | Lv. 2 | 2 | $120 | 4 | $60 | 2 | 2.5% | Video-confirmed2026-09-02 |
| Boost a Parked CarNew Ashport · Tier 1 | Lv. 3 | 3 | $200 | 7 | $66.67 | 2.33 | 3% | Video-confirmed2026-09-02 |
| Shake Down the NewsstandNew Ashport · Tier 1 | Lv. 4 | 3 | $250 | 7 | $83.33 | 2.33 | 3% | Video-confirmed2026-09-02 |
| Fence Fake WatchesNew Ashport · Tier 1 | Lv. 5 | 4 | $320 | 10 | $80 | 2.5 | 3.5% | Video-confirmed2026-09-02 |
| Rough Up a PickpocketNew Ashport · Tier 1 | Lv. 6 | 5 | $450 | 13 | $90 | 2.6 | 4% | Video-confirmed2026-09-02 |
Source ID: source-youtube-002 · visible rows at mastery 0/25 · later cities and tiers are not included.
Spend the Energy you have
Compare six visible Tier 1 New Ashport rows at base mastery. Pick your goal, current Energy, and target runs to see the exact base-value arithmetic.
Compare the six checked rows
This is a comparison of visible New Ashport Tier 1 base values—not every Job in the game and not a promise about mastery bonuses.
| Job | Energy | Cash | XP | Cash / E | XP / E | Drop |
|---|---|---|---|---|---|---|
| 01Rough Up a PickpocketUnlock level 6 | 5 | $450 | 13 | $90 | 2.6 | 4% |
| 02Shake Down the NewsstandUnlock level 4 | 3 | $250 | 7 | $83 | 2.33 | 3% |
| 03Fence Fake WatchesUnlock level 5 | 4 | $320 | 10 | $80 | 2.5 | 3.5% |
| 04Boost a Parked CarUnlock level 3 | 3 | $200 | 7 | $67 | 2.33 | 3% |
| 05Keep WatchUnlock level 1 | 1 | $60 | 2 | $60 | 2 | 2.5% |
| 06Tag Rival TurfUnlock level 2 | 2 | $120 | 4 | $60 | 2 | 2.5% |
Highest means highest for the selected metric among these six observed rows only. Rewards and drop chances were transcribed from a Sep. 2, 2026 gameplay recording.
Plan a fixed Energy budget
Combine whole runs of enabled, unlocked Jobs for Most Cash or Most XP. The plan freezes costs, rewards and unlocks; recalculate after your account state changes.
Example: 9 Energy at level 5
With the archived inputs, the Cash objective selects three runs of Shake Down the Newsstand: 750 Cash and 21 XP. The XP objective selects two runs of Fence Fake Watches plus one Keep Watch: 700 Cash and 22 XP.
Both plans use all 9 Energy. The XP option exchanges 50 Cash for one additional XP in this particular model. Neither is a universal recommendation for your account.
| Archived scenario | Objective | Whole-run allocation | Cash | XP |
|---|---|---|---|---|
| Level 5, 4 Energy | Most Cash | Fence Fake Watches ×1 | 320 | 10 |
| Level 5, 9 Energy | Most Cash | Shake Down the Newsstand ×3 | 750 | 21 |
| Level 5, 9 Energy | Most XP | Fence Fake Watches ×2; Keep Watch ×1 | 700 | 22 |
| Level 5, 10 Energy | Most Cash | Shake Down the Newsstand ×2; Fence Fake Watches ×1 | 820 | 24 |
| Level 5, 12 Energy | Most XP | Fence Fake Watches ×3 | 960 | 30 |
These are recalculated examples using the published archive, not current gameplay tests.
How to read the result
Job counts describe an allocation, not a guaranteed best execution order. Cash and XP are totals from the entered rows. Energy left is permitted: the model does not force an unaffordable run or spend Energy on a zero-value action just to empty the bar.
The Cash objective breaks ties using XP. The XP objective breaks ties using Cash. Remaining ties prefer fewer runs, then less Energy spent. Fewer runs is a tie-break, not proof that a plan takes less real time.
Stop and recalculate when the inputs change
The plan freezes the unlocked set and each row's cost and rewards. It does not predict a level-up, unlock another Job halfway through, add regeneration, or increase rewards as mastery changes. A short remaining bar is easier to model than a long sequence that changes your account state.
After a level-up, a changed reward, a new restriction, or a changed Energy balance, update the inputs and calculate again. Do not follow a long printed allocation after its assumptions stop matching your screen.
What the result excludes
Item drops, hidden pity, mastery formulas, action duration, PvP losses, bank fees, property income, code rewards and later-city Jobs are outside this objective. No guaranteed drop count or fastest-level-up time is calculated.
The model assumes each enabled Job can be repeated with the entered constant cost and reward. It is not a claim that every live account can repeat the whole allocation without a state change.
Review the six archived Jobs · Read source limitations · Compare Property payback
Energy budget questions
Why can the plan disagree with the Cash-per-Energy table?
A ratio ignores the leftover budget. Whole runs must fit together. With the archived level-5 inputs and 10 Energy, two 3-Energy rows plus one 4-Energy row total 820 Cash; repeating the 3-Energy row three times and spending the last Energy on Keep Watch totals 810.
Does Most XP find the fastest way to level up?
No. It maximizes the entered XP total within a fixed Energy budget and fixed unlocked set. It does not know your level threshold, time per action or the effect of unlocking a new Job during the plan.
Why did the planner leave Energy unused?
The remaining amount may be too small for an enabled Job. It can also preserve Energy when all additional options have no benefit under the stated objectives. Unused Energy is not automatically an error.
Can I change the archived values?
Yes. Enable or disable the included rows and edit their unlock levels, Energy costs, Cash and XP. The result then becomes an edited-input calculation. It does not mark those changes as verified game facts.
Is 10,000 Energy the game's cap?
No. It is this tool's input limit. The calculator does not establish an in-game maximum.
Calculation method
For each enabled Job, let its Energy cost be e, its Cash reward be c and its XP reward be x. Choose a non-negative whole number of runs for each row. The sum of all run costs must not exceed the entered Energy budget.
For Most Cash, maximize total Cash first and total XP second. For Most XP, reverse those priorities. If both totals tie, prefer fewer runs and then less Energy spent. Exact remaining ties use a stable row order, so the same inputs produce the same output.
The implementation compares reachable totals for every whole Energy amount up to the budget. It does not select by the best ratio alone. Because each cost is positive, every candidate allocation can be built from a smaller-budget allocation without circular dependencies.
The archived input rows are listed on the Jobs page. A mathematical check of those rows is not a fresh observation of Roblox values.
When to run Jobs—and when to buy a Property
Cash goal
Choose Cash per Energy when a specific purchase is short. Target Cash converts the gap into whole runs.
Level goal
Choose XP per Energy when the next Job or Property unlock matters more than immediate spending.
Property switch
Stop running Jobs only when waiting is the constraint or the live Property purchase produces a useful recurring loop. Compare its current price and payback before buying.
Energy, Stamina, Mastery, and item chance
Energy pays for Jobs. Stamina pays for attacks. Health affects fight readiness. A public walkthrough suggested roughly 10 seconds per Energy while online, but the calculator keeps that rate editable because it is not an official permanent formula.
Mastery is visible as progress toward 25 on the recorded rows. The reward effect is not established, so entering a mastery value records context without changing Cash, XP, or item chance. Likewise, a 4% item chance is not interpreted as a guaranteed drop every 25 runs.
Choose a combination before logging off
A per-Energy ranking answers which individual row has the best ratio. A fixed-budget plan answers which whole runs fit together before you stop. Both are useful, but they are not interchangeable.
In the archived level-5 sample, 9 Energy can produce 750 Cash and 21 XP from three Shake Down the Newsstand runs. An XP-first allocation instead gives 700 Cash and 22 XP from two Fence Fake Watches runs and one Keep Watch.
With 10 Energy, combining two Shake Down the Newsstand runs with one Fence Fake Watches produces 820 Cash and 24 XP. That beats repeating the highest Cash/E row three times and filling the last Energy with Keep Watch, which totals 810 Cash and 23 XP under the same inputs.
Use Energy budget plan in the calculator to compare these allocations. The tool keeps your unlocks and row rewards fixed. It does not model a level-up, reward change or Energy regeneration during the sequence, so recalculate when your account state changes.
What was rechecked
- Added fixed-Energy allocations with Cash and XP goals, editable inputs and explicit model limits.September 2 archived inputs; mathematical model review
- Added level-specific Cash and XP answers plus level, Energy, target, mastery, and recovery inputs.Calculator-derived from the shared Job dataset
- Transcribed six starter rows at mastery 0/25.Public gameplay interface recording
Jobs FAQ
Which Job gives the most Cash per Energy?
Among the six checked New Ashport Tier 1 rows, Rough Up a Pickpocket leads at $90 per Energy and unlocks at level 6.
Which Job gives the most XP?
Rough Up a Pickpocket also leads the checked sample at 2.6 XP per Energy. Earlier levels have different available choices.
Are Energy and Stamina the same?
No. The checked gameplay uses Energy for Jobs and Stamina for attacks. Health controls fight readiness separately.
Does Job Mastery change rewards?
The rows were recorded at mastery 0/25. The current evidence does not establish a mastery reward formula, so the calculator does not invent one.
Does a 4% item chance guarantee one item every 25 runs?
No. It is a displayed chance per run. The evidence does not establish independence, pity, or a guaranteed drop schedule.