Pet Items
Every wearable pet item — effect, rarity, stacking maths, salvage value — plus the slot rules, the never-travels-with-trades law and the Ball Rush drop odds at every stake.
Pet items are small wearables that any pet can carry in its item slot. They come from BALL RUSH, live in the bag's PET ITEMS tab until you assign them, and add a flat bonus on top of whatever the pet itself does — so a Coin Charm on a Lucky Rabbit gives you coins even though the rabbit only knows portals. Every pet's card shows a running total of what its items are giving you.
Slots and rules
- Slots per pet
- 1 — every species
- Counts when
- The pet is equipped (regular pets) or activated (elusive and limited pets)
- Assign
- BAG → PET ITEMS → tap → USE → pick a pet → CONFIRM (armed, tap twice)
- Remove
- Deletes the item — "no way to refund or move items"
- Replace
- Deletes the old item, wears the new one
- Trading
- Items never travel with a traded pet — receiver gets a clean copy, sender keeps everything
- Salvage
- 2,500 Pet Essence per bagged copy (Evolution Stone 10,000, Mythic Evolution Stone 2,500); worn items cannot be salvaged
- Bag space
- Each item kind is one of the bag's 50 stacks
Catalogue
| Item | Type | Rarity | Bonus | Exactly what it does | Stacking | Salvage | id |
|---|---|---|---|---|---|---|---|
| Pet item · charm | COMMON | +5% Coin Gain | Coins from every bin landing pay 5% more. | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | coin_charm | |
| Pet item | COMMON | +5% Gold Ball Drop | Every gold-ball payout — bins, the Bonus Wheel, Jackpot Frenzy, Hoard Hunt — pays 5% more. | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | gold_tooth | |
| Pet item | COMMON | +2% Portal Chance | A ball's first landing is 2% more likely to hit a portal (re-rolls after a warp run at the base rate). | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | portal_compass | |
| Pet item | LEGENDARY | +5% Pet Pull Luck | Claw pulls run 5% luckier — the rare-or-better group's odds are multiplied by 1 + your total luck. | Adds up across copies | 2,500 | lucky_penny | |
| Pet item | LEGENDARY | +3% Red Dice Chance | Bins are 3% more likely to drop a Red die (blue dice are not affected). | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | crimson_die | |
| Pet item · charm | LEGENDARY | +2% Jackpot Chance | Diamond bins are 2% more likely to hit, and the Bonus Wheel's JACKPOT slice is 2% wider. | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | jackpot_charm | |
| Pet item · relic | MYTHIC | +10% host pet effect | The pet wearing it has its own abilities strengthened by 10% (magnitude stats only — flat counts and "every N" cadences are untouched). | Boosts the wearer only — one per pet matters | 2,500 | minos_relic |
Evolution stones
Two consumables ride the same item system but are never worn: they are spent in the Pets menu's EVO workshop, which is also the only place they are shown and the only place they can be scrapped (they do not appear in the bag). See Pet Evolution for the recipe.
| Item | Type | Rarity | Bonus | Exactly what it does | Salvage | Source |
|---|---|---|---|---|---|---|
| Consumable | MYTHIC | Evolves a pet | Consumed to evolve a 3★ Lv 100 pet in the EVO workshop. | 10,000 | Boss Raid — Crypt: 4% (1 in 25) of the team's pet-item roll · Corrupted Crypt: 14% (1 in 7.14) | |
| Consumable | MYTHIC | Evolves a pet | Consumed to evolve a mythic pet in the EVO workshop. | 2,500 | Boss Raid — Corrupted Crypt: 1.37% (1 in 73.1) |
Stacking
Items on different equipped pets combine, but not by simple addition. Chance-style bonuses stack as "did at least one copy hit?" — 1 − (1 − bonus)copies — so every extra copy is worth a little less and the total never reaches +100%. The table shows the real combined bonus:
| Item | 1 copy | 3 copies | 5 copies | 10 copies |
|---|---|---|---|---|
| +5% | +14.26% | +22.62% | +40.13% | |
| +5% | +14.26% | +22.62% | +40.13% | |
| +2% | +5.88% | +9.61% | +18.29% | |
| +3% | +8.73% | +14.13% | +26.26% | |
| +2% | +5.88% | +9.61% | +18.29% |
- Lucky Penny is the exception among the live items: copies add up, and the total multiplies the claw's rare-or-better group odds (see claw odds).
- Echo Relic is per-pet: it strengthens the abilities of the pet wearing it by 10%, the same way a Charm Octopus charm does, so wearing two on two pets boosts each of them once. It scales magnitudes only — flat counts (e.g. "+2 balls") and cadences ("every N landings") are left alone.
- Pet items are separate from Marquee and pet buffs and multiply after them — a Gold Tooth's +5% applies to the already-buffed gold-ball payout.
Drop odds by stake
Pet items only fall during BALL RUSH (the ARCADE machine's MEGA WIN). Every falling storm ball rolls for an item; the base chance rises with the ARCADE stake you are playing at (0.02% (1 in 5,000) at ×1 up to 0.4% (1 in 250) at ×200), and the rarity a drop can be is gated by stake too: below ×10 only the three common items can fall, legendaries need ×10+, and the mythic Echo Relic needs ×100+. The Echo Relic is rolled first, then the legendary group, then a common; within a group each item is equally likely. At most two items are granted per run.
| Stake | Launch cost | Coins held to unlock | Item chance per ball | Common share | Legendary share | Mythic share | Any legendary per ball | Echo Relic per ball |
|---|---|---|---|---|---|---|---|---|
| ×1 | 1,000 | — | 0.02% (1 in 5,000) | 100% | — | — | — | — |
| ×2 | 2,000 | — | 0.0296% (1 in 3,379) | 100% | — | — | — | — |
| ×3 | 3,000 | 240K | 0.0372% (1 in 2,687) | 100% | — | — | — | — |
| ×5 | 5,000 | 400K | 0.0497% (1 in 2,013) | 100% | — | — | — | — |
| ×10 | 10,000 | 800K | 0.0735% (1 in 1,360) | 98.3% | 1.7% | — | 0.0012% (1 in 80,108) | — |
| ×20 | 20,000 | 1.6M | 0.109% (1 in 919) | 96.6% | 3.4% | — | 0.0037% (1 in 27,067) | — |
| ×40 | 40,000 | 3.2M | 0.161% (1 in 621) | 93.2% | 6.79% | — | 0.0109% (1 in 9,145) | — |
| ×60 | 60,000 | 4.8M | 0.202% (1 in 494) | 89.8% | 10.2% | — | 0.0206% (1 in 4,848) | — |
| ×100 | 100,000 | 8M | 0.27% (1 in 370) | 82.5% | 16.9% | 0.625% | 0.0456% (1 in 2,193) | 0.0017% (1 in 59,192) |
| ×200 | 200,000 | 16M | 0.4% (1 in 250) | 65.2% | 33.5% | 1.25% | 0.134% (1 in 746) | 0.005% (1 in 20,000) |
A 30s storm drops about 67 balls, so at ×1 you can expect an item roughly every 75 runs and at ×200 about every 3.7 runs — before the boosts below.
Boosting the find rate
- The Marquee grants +1% Pet Item Find at renown 24, 48, 78, 102, 126, 150, 174, 198, 222, 234 — 10 rows, +10% in total, multiplying the per-ball chance.
- Higher stakes raise both the base rate and the share of rare items, and the two compound — the last two columns above are the product.
- The Ball Rush briefing shows your live "PET ITEM FIND CHANCE" as "1 in N balls" with every boost applied.
Raid uniques
Six items drop only from the Boss Raid's team pet-item roll. Their chance stats stack the same diminishing-returns way; the Siege Ember multiplies and the Dungeon Heart adds up without a cap.
| Item | Type | Rarity | Bonus | Exactly what it does | Stacking | Salvage | id |
|---|---|---|---|---|---|---|---|
| Pet item | UNCOMMON | +5% Raid Class XP | 5% more raid class XP per run (raid only). | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | scholars_mark | |
| Pet item | UNCOMMON | +5% Raid Damage (boss + wall) | 5% more damage to the raid boss and wall (raid only). | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | warbrand | |
| Pet item | RARE | +5% Gem Find | Gem bins are 5% more likely to pay gems. | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | wardens_sigil | |
| Pet item | RARE | +2% World-Lock Damage | Balls hit World Locks 2% harder. | Multiplies across copies | 2,500 | siege_ember | |
| Pet item | EPIC | +1% Ball Save | 1% chance a launch costs no ball. | Diminishing returns — each extra copy is worth less; the total can never reach +100% | 2,500 | raiders_knot | |
| Pet item | LEGENDARY | +2% Extra Bin Roll | 2% chance of an extra bin roll on every landing (adds up past 100% into guaranteed extra rolls). | Adds up across copies | 2,500 | dungeon_heart |
| Item | Crypt share | Corrupted Crypt share |
|---|---|---|
| 28.7% (1 in 3.48) | — | |
| 28.7% (1 in 3.48) | — | |
| 16% (1 in 6.27) | 31% (1 in 3.23) | |
| 16% (1 in 6.27) | 31% (1 in 3.23) | |
| 6.67% (1 in 15) | 17.2% (1 in 5.81) | |
| 4% (1 in 25) | 14% (1 in 7.14) | |
| — | 5.47% (1 in 18.3) | |
| — | 1.37% (1 in 73.1) |
Retired and legacy items
Six stronger tiers were retired and converted to their Bronze versions (
Solar Charm,
Sunburst Charm,
Golden Egg,
Bullion Charm,
Void Compass,
Rift Compass →
Coin Charm,
Gold Tooth,
Portal Compass). 8 further items from a removed minigame (
Storm Caller,
Stardust Shard,
Prism Lens,
Plume Charm,
Starboard Charm,
Tempest Core,
Fortune Idol,
Ascendant Charm) still exist in old bags but have no effect. Details on the items page.
Tips
- Put chance items on pets you always equip — the item only counts while the pet is in a slot, and the per-world loadout swaps pets (and their items) with them.
- Wear the Echo Relic on the pet whose ability you rely on most; its +10% is worth more on a big percentage than on a flat count it cannot touch.
- Farm items at the highest stake you can hold: ×200 is 20× the base rate and the only tier where a third of the finds are legendary.
See also
- Charms — The charm family of pet items — Coin Charm and Jackpot Charm — with exact effects, stacking maths, how to equip and remove them, and which charms were retired.
- Items — Every item in the bag — Time Candy, the Ballin Potion, every pet item and evolution stone — with its effect, rarity, source odds and who can hold it.
- Ball Rush — The Arcade's MEGA WIN catch minigame — a 30s storm of falling balls, mystery-block items, gem pouches and the only source of pet items.
- The Arcade (Pinball) — The pinball cabinet where coins become candy, Arcade Levels and Marquee stars — stakes, bin odds, the DOOR and MEGA WIN, portal rings and the Pet Essence flip.
- Pets — Every pet in Ballin Tycoon — rarities, claw odds, abilities, levelling costs, stars, evolution, shinies and where each one comes from.
- Pet Evolution — Evolve a 3★ level-100 pet through its trial — stones, essence, the 9 trials, and the level-200 forms.
- Pet Trading — Copy-trades between friends: the propose/counter/accept flow, which pets can be traded, what never travels and the daily limits.