11 min readUpdated 2026-08-10By Torn Intel

Torn Racing Upgrades Guide: What to Buy in Every Class

Most racing guides optimise for one thing: reaching class A as fast as possible, collecting your merits, and walking away. That works, but it leaves you at class A with an empty points balance and a car you cannot finish upgrading, which makes staying competitive afterwards painful.

This guide takes the other route. It gets you to class A while making sure you arrive with 266 points, exactly enough to fully upgrade a car and keep racing. The cost is patience: you will spend a little longer in the lower classes than a pure speedrun.

The whole plan rests on one number, the ratio of stats gained per point spent. Buy in ratio order and every point works as hard as it can. The tables below are sorted for you, so you never have to work it out mid-race.

How the ratio works

Every upgrade has a cost in racing points and a payoff in car stats. Divide the second by the first and you get its ratio. A ratio of 4.0 means four times the return of a 1.0 upgrade for the same point, which is why Strip Out, at ratio 4.0, is the first thing you buy in every single class.

Always buy in descending ratio order

Work down from the highest ratio to the lowest. This is the single rule that matters. Two upgrades that cost the same number of points can differ by a factor of twenty in what they actually give you, and the expensive-looking one is often the better deal.

Cost in points and value are only loosely related. Never pick by price alone.

Ignore anything that only buys safety

Some upgrades pay out almost entirely in safety, which does nothing for your racing skill gain. Uprated Gaskets is the clearest example, one safety point for the spend. Skip it while you are climbing.

Front Mounted Intercooler is a judgement call

On paper it sits at ratio 0.67, but part of that payoff is safety rather than performance. Treat it as a 0.50 upgrade when you decide where it falls in your buying order, that is where it lands in the tables below.

Ideal path vs custom path

Each class below has two columns, and they answer two different questions. Read this section before using the tables, mixing the two up is the easiest way to waste points.

The ideal path assumes you start fresh

It is grouped by category (Engine, Brakes, Exhaust, and so on) so you can find an upgrade quickly in Torn's own interface. It assumes you arrive in each class with the exact points listed and that you have never wrecked a car and lost upgrades. It is a lookup aid, not a buying order.

The custom path is the real buying order

It is sorted strictly by ratio, best first. If you already race and have fewer points than the ideal path expects, work down this column and stop when you run out. You will have spent everything on the highest-value upgrades available.

When in doubt, follow the custom column. It is correct in both situations.

Getting back on track after a shortfall

Say you reach class C with 78 points instead of the ideal 84. Work down the custom column and skip the last two three-point upgrades. You finish the class with the 171 points class B expects, and you are back on the ideal path with nothing wasted.

Class E: the first point

There is exactly one thing to buy here, and it is the best-value upgrade in the entire game at ratio 4.0.

Class E: 1 point total
UpgradeCategoryRatioPoints
Strip OutWeight Reduction4.01

Class D: 24 points required

Fifteen points spent, nine banked. Fast Road Tyres is the standout buy: six points for a ratio of 1.0, and it carries you through the early classes.

Class D: buying order (15 points spent)
OrderUpgradeRatioPoints
1Strip Out4.01
2Fast Road Tyres1.06
3Polished Throttle Body1.04
4Uprated Air Filter Element1.02
5Back Box1.02

Class C: 84 points required

The first class where the ratio ordering really earns its keep. Track/Rally Tyres at 1.50 comes before everything except Strip Out, and the 0.67 tier at the bottom is where most of your points go.

Class C: buying order (63 points spent)
OrderUpgradeRatioPoints
1Strip Out4.01
2Track/Rally Tyres1.506
3Competition Polished Throttle Body1.06
4Full Exhaust System1.06
5Uprated Air Filter Element1.02
6Stage One Turbo Kit0.6712
7Grooved & Drilled Brake Discs0.676
8Competition Racing Fuel Pump0.676
9Uprated Forged Pistons0.676
10Ultra-Light Flywheel0.676
11Fixed Rear Spoiler0.673
12Ported and Polished Head0.673

Class B: 171 points required

The longest climb, at 130 points. Bored Out Engine & Forged Pistons appears here at ratio 1.33 and is worth buying early. Note where Front Mounted Intercooler sits: demoted into the 0.50 tier because part of its payoff is safety.

Class B: buying order (130 points spent)
OrderUpgradeRatioPoints
1Strip Out4.01
2Track/Rally/Rally-Cross Tyres1.506
3Bored Out Engine & Forged Pistons1.336
4Competition Polished Throttle Body1.06
5Forced Induction Kit1.06
6Full Exhaust System1.06
7Stage Two Turbo Kit0.8312
8Adjustable Rear Spoiler0.836
9Paddle Shift/Rally Gearbox (Long/Short)0.7010
10Grooved & Drilled Brake Discs0.676
11Competition Racing Fuel Pump0.676
12Stainless Steel 4-1 Manifold0.676
13Ultra-Light Flywheel0.676
14Ported and Polished Head0.673
15Coil-over Suspension (Hard/Soft/Medium)0.508
164 Pot Uprated Brakes0.508
17Competition Racing Brake Pads0.506
18Air Cooling Ducts for Brakes0.506
19Front Mounted Intercooler0.506
204 Pin Differential0.504
21Air Forced Engine Cooling0.504
22Quick Shift0.502

Class A: 266 points, the full build

This is where the plan pays off. Arriving with 266 points means you can complete the car rather than stalling halfway. The tail of this list drops to ratio 0.17, and that is fine, by then you are buying the last pieces of a finished build, not chasing efficiency.

Class A: buying order (266 points spent)
OrderUpgradeRatioPoints
1Strip Out4.01
2Track/Rally/Rally-Cross Tyres1.506
3Bored Out Engine & Forged Pistons1.336
4Custom Forced Induction Kit1.336
5Competition Polished Throttle Body1.06
6Full Exhaust System1.06
7Adjustable Rear Spoiler0.836
8Competition Racing Camshaft0.836
9Super Octane Fuel plus Nitrous0.836
10Front Diffuser0.758
11Rear Diffuser0.758
12Paddle Shift/Rally Gearbox (Long/Short)0.7010
13Grooved & Drilled Brake Discs0.676
14Competition Racing Fuel Pump0.676
15Stainless Steel 4-1 Manifold0.676
16Ultra-Light Flywheel0.676
17Ported and Polished Head0.673
18Adjustable Coil-over/Group N Rally Suspension0.638
19Stage Three Turbo Kit0.6118
206 Pot Uprated Brakes0.6010
21Stage Three Remap0.6010
22Air Cooling Ducts for Brakes0.506
23Competition Racing Brake Pads0.506
24Front Mounted Intercooler0.506
254 Pin Differential0.504
26Air Forced Engine Cooling0.504
27Quick Shift0.502
28Ultra Lightweight Alloys0.386
29Competition Race Clutch0.336
30Lightweight Flocked Dash0.336
31Polycarbonate Windows0.336
32Carbon Fiber Boot0.336
33Carbon Fiber Roof0.336
34Carbon Fiber Bonnet0.336
35Fast Road Brake Fluid0.254
36Braided Brake Hoses0.254
37Polyurethane Bushes Front0.254
38Polyurethane Bushes Rear0.254
39Upper Front Strut Brace0.254
40Lower Front Strut Brace0.254
41Rear Strut Brace0.254
42Adjustable Rear Control Arms0.254
43Front Adjustable Tie Rods0.254
44Racing Steering Wheel0.254
45Brake Balance Bias Control0.176

Points checkpoints

Use this as a quick sanity check. If you are short at the start of a class, work down that class's custom column and stop when your points run out, you will catch up by the next checkpoint.

Points needed on entry, and spent per class
ClassPoints on entrySpent in class
E11
D2415
C8463
B171130
A266266

Things that will cost you points

A few habits separate people who reach class A on plan from people who arrive short and stuck.

Wrecking your car destroys upgrades

Every upgrade lost is points spent twice. The ideal path assumes a clean run. If you wreck, treat your next class as a custom-path class and rebuild from the top of the ratio list.

Do not buy by category

Torn's interface groups upgrades by category, which quietly encourages you to finish a section before moving on. That is the most common way to burn points on 0.25 upgrades while 1.0 upgrades sit unbought in another menu.

Skipping the low tiers in class A is fine

If you are content stopping short of a fully finished car, the 0.25 and 0.17 upgrades are the ones to leave. They are the least efficient in the game, just be aware that is the trade you are making.

Upgrade costs and stat payoffs are taken from Torn's own racing data and reflect community testing by racers who mapped the points-per-stat ratios. Torn occasionally rebalances racing, so verify a ratio in-game before committing a large spend.