New Ashport · Tier 1

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.

6 video-observed rowsMastery 0/25Checked Sep 2, 2026
Researched by
IMGG Research Editor
Gameplay evidence
Public recording review — no first-person gameplay tester assigned
Published
Last updated
Last gameplay check
Evidence
Official · video-confirmed · calculator-derived
Answer by current level

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.

LevelBest Cash / EnergyBest XP / EnergyDecision
Level 1Keep WatchKeep WatchOnly checked option
Level 2Keep Watch / Tag Rival TurfKeep Watch / Tag Rival TurfKeep Watch is more flexible at the same ratio
Level 3Boost a Parked CarBoost a Parked CarUse the newest efficient unlock your Energy can afford
Level 4Shake Down the NewsstandBoost a Parked Car / Shake Down the NewsstandUse the newest efficient unlock your Energy can afford
Level 5Shake Down the NewsstandFence Fake WatchesShake Down for Cash; Fence for XP and displayed drop chance
Level 6Rough Up a PickpocketRough Up a PickpocketRough Up leads all three checked metrics
Visible base values

All six checked Job rows

Every number below points to the same September 2 interface recording and is kept in one shared data file.

JobUnlockEnergyCashXPCash/EXP/EItemEvidence
Keep WatchNew Ashport · Tier 1Lv. 11$602$6022.5%Video-confirmed2026-09-02
Tag Rival TurfNew Ashport · Tier 1Lv. 22$1204$6022.5%Video-confirmed2026-09-02
Boost a Parked CarNew Ashport · Tier 1Lv. 33$2007$66.672.333%Video-confirmed2026-09-02
Shake Down the NewsstandNew Ashport · Tier 1Lv. 43$2507$83.332.333%Video-confirmed2026-09-02
Fence Fake WatchesNew Ashport · Tier 1Lv. 54$32010$802.53.5%Video-confirmed2026-09-02
Rough Up a PickpocketNew Ashport · Tier 1Lv. 65$45013$902.64%Video-confirmed2026-09-02

Source ID: source-youtube-002 · visible rows at mastery 0/25 · later cities and tiers are not included.

Job efficiency calculator

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.

6 checked rows · Sep 2, 2026
New Ashport · Tier 1 · base values at mastery 0/25.
Comparison goal
Recorded for context only; unverified mastery effects do not change the math.
sec
10 seconds is a gameplay observation, not a permanent official rate.

Keep Watch10runs possible with 10 Energy
Best runnable now
Keep Watch
Cash / Energy
$60
XP / Energy
2
Target cost
10 Energy
Energy left
0
Target cash
$600
Target XP
20
Runs for $600
10
Runs for 20 XP
10
0 more Energy neededReady nowat your editable online recovery assumption

Recommendation is limited to Jobs unlocked at level 1 that cost no more than 10 Energy. Mastery 0/25 is shown for planning, but base rewards remain unchanged because the mastery formula is unverified. The 2.5% figure is a displayed chance, not a guaranteed schedule.

Ranked by Cash / Energy

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.

Six observed Jobs ranked by the selected metric
JobEnergyCashXPCash / EXP / EDrop
01Rough Up a PickpocketUnlock level 65$45013$902.64%
02Shake Down the NewsstandUnlock level 43$2507$832.333%
03Fence Fake WatchesUnlock level 54$32010$802.53.5%
04Boost a Parked CarUnlock level 33$2007$672.333%
05Keep WatchUnlock level 11$602$6022.5%
06Tag Rival TurfUnlock level 22$1204$6022.5%

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.

Use the result

When to run Jobs—and when to buy a Property

01

Cash goal

Choose Cash per Energy when a specific purchase is short. Target Cash converts the gap into whole runs.

02

Level goal

Choose XP per Energy when the next Job or Property unlock matters more than immediate spending.

03

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.

Separate the bars

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.

Video-confirmedThe six Job names, unlock levels, Energy costs, Cash, XP, item chances, and mastery 0/25 context were transcribed from visible frames.
Update history

What was rechecked

  1. Added level-specific Cash and XP answers plus level, Energy, target, mastery, and recovery inputs.Calculator-derived from the shared Job dataset
  2. Transcribed six starter rows at mastery 0/25.Public gameplay interface recording
Straight answers

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.