Rates & Odds
Every chance in Ballin Tycoon on one page — bin landings, portals, sticker packs, candy, dice, pet cards, claw pulls, elusive and limited pets, Ball Rush, Mines, wheels, Jackpot Frenzy, Ball Grove and more, all computed from the game data.
How to read this page
Every roll in Ballin Tycoon is listed here with its base chance — what a fresh account with no pets, no pet cards and no Marquee bonuses gets. Chances are written as a percentage and as "1 in N", e.g. 1.23% (1 in 81).
- Pets, pet cards and Marquee rows multiply these bases (a "+10% portal chance" buff makes portals 10% more likely, it does not add 10 percentage points). The in-game DROP RATES screen shows your live, buffed numbers.
- Bin colours are named the way the game shows them: Grey Bronze Silver Gold Emerald Ruby Diamond.
- Jump to: Board · Pets · Machines · Stickers · Ball Grove · Events. The full claw tables live on Claw Odds; every bin's payout table is on Bucket Rates.
Board
A launched ball is only ever aimed at a Grey, Bronze or Silver bin. The richer bins are reached through portals: a landing can roll a portal instead of loot, which warps the ball up to the next slime and re-drops it on that slime's richer table. See The Board and Portals for the mechanics.
Where a launched ball lands
Share of launches that finish in each bin colour, portal warps included (a ball that warps counts where it finally lands). Base rates, no pets.
| World / board | Grey | Bronze | Silver | Gold | Emerald | Ruby | Diamond |
|---|---|---|---|---|---|---|---|
| W1 Classic | 56.1% | 34% | 7.94% | 1.55% | 0.37% | 0.065% | 0.0014% (1 in 69,254) |
| W2 Aurora Glacier Gate standing | 37.8% | 43.1% | 19.2% | — | — | — | — |
| W2 Aurora during a BREACH | 33.7% | 31.9% | 19.5% | 5.17% | 6.19% | 3.58% | 0.0023% (1 in 43,355) |
| W3 Flora | 30% | 40% | 30% | — | — | — | — |
| W4 Maelstrom surface | 40% | 40% | 20% | — | — | — | — |
| W4 Maelstrom DIVE board | 36.9% | 40.2% | 20.9% | 1.7% | 0.22% | 0.0317% | 0.0007% (1 in 142,055) |
| W5 Inferno PREVIEW | 56.1% | 34% | 7.93% | 1.61% | 0.331% | 0.0564% | 0.0007% (1 in 137,459) |
Portal chance per landing
Chance that a landing in each bin rolls a portal (warp up one tier) instead of loot. Emerald, Ruby and Diamond bins never portal.
| World | Grey | Bronze | Silver | Gold |
|---|---|---|---|---|
| W1 Classic | 25% | 30% | 30.3% | 32.2% |
| W2 Aurora | 20% | 22.5% | 25% | 27.6% |
| W3 Flora | pollen only | pollen only | pollen only | pollen only |
| W4 Maelstrom | none | none | none | none |
| W4 Maelstrom DIVE board | 10% | 12.5% | 15% | 17.5% |
| W5 Inferno PREVIEW | 25% | 30% | 30.3% | 28.6% |
- World 1 caps the buffed portal share at 40% per bin, however many portal bonuses you stack. The dive board caps at 20%.
- World 3: every pollen a ball carries adds 8% to open the Garden Portal (ball loops back to the top) — or 6% per pollen for the Pollen Portal once the ball is laden with 3+ pollen (cash-out into the gem bins). Pollen caps at 5. See World 3 · Flora.
- Every portal warp ticks the Portal Meter — 200 warps spin the Bonus Wheel.
What a landing pays (per world)
Each landing rolls one of these rewards; the percentage is how often that slot wins, the amount is what it pays before any bonus. Coins here are the flat per-bin amount (world scaled) before your coin-gain bonuses; gold balls, balls and gems are exact. Full tables with buffs on Bucket Rates.
World 1 · Classic
| Bin | |||||
|---|---|---|---|---|---|
| 41.7% · 100 coins | 33.3% · ×2 | — | — | 25% · warp up | |
| Bronze | 37.9% · 200 coins | 32.1% · ×5 | — | — | 30% · warp up |
| 40.3% · 300 coins | 13.4% · ×10 | 16% · ×2 | — | 30.3% · warp up | |
| 29.4% · 600 coins | 11.3% · ×20 | 16.7% · ×4 | 10.4% · ×2 | 32.2% · warp up | |
| 44.1% · 1,200 coins | 23.3% · ×30 | 19.7% · ×6 | 12.9% · ×4 | — | |
| 32.1% · 2,000 coins | 16.8% · ×50 | 37.1% · ×8 | 14% · ×6 | — | |
| opens Jackpot Frenzy |
World 2 · Aurora
| Bin | |||||
|---|---|---|---|---|---|
| 44.5% · 138 coins | 35.5% · ×2 | — | — | 20% · warp up | |
| Bronze | 42% · 275 coins | 35.5% · ×5 | — | — | 22.5% · warp up |
| 51.9% · 413 coins | 14.4% · ×10 | 8.6% · ×2 | — | 25% · warp up | |
| 46.4% · 825 coins | 12.1% · ×20 | 8.92% · ×4 | 5.01% · ×1 | 27.6% · warp up | |
| 46.7% · 1,650 coins | 23.3% · ×30 | 9.84% · ×6 | 20.1% · ×4 | — | |
| 44.5% · 2,750 coins | 16.8% · ×50 | 18.6% · ×8 | 20.2% · ×6 | — | |
| opens Jackpot Frenzy |
World 3 · Flora
| Bin | |||||
|---|---|---|---|---|---|
| 55.6% · 180 coins | 44.4% · ×2 | — | — | — | |
| Bronze | 54.1% · 360 coins | 45.9% · ×5 | — | — | — |
| 80.7% · 540 coins | 19.3% · ×10 | — | — | — | |
| 71.6% · 1,080 coins | 14.7% · ×20 | 1.37% · ×2 | 12.4% · ×3 | — | |
| 57% · 2,160 coins | 22.4% · ×30 | 5.26% · ×4 | 15.4% · ×6 | — | |
| 63.7% · 3,600 coins | 14.9% · ×50 | 5.4% · ×6 | 16% · ×9 | — | |
| opens Jackpot Frenzy |
World 4 · Maelstrom
| Bin | |||||
|---|---|---|---|---|---|
| 55.6% · 228 coins | 44.4% · ×2 | — | — | — | |
| Bronze | 54.1% · 455 coins | 45.9% · ×5 | — | — | — |
| 80.7% · 683 coins | 19.3% · ×10 | — | — | — | |
| 79.2% · 1,365 coins | 13.9% · ×20 | 0.208% · ×1 | 6.7% · ×1 | — | |
| 69.5% · 2,730 coins | 20.8% · ×30 | 0.782% · ×2 | 8.95% · ×2 | — | |
| 76.3% · 4,550 coins | 13.3% · ×50 | 0.776% · ×3 | 9.59% · ×3 | — | |
| opens Jackpot Frenzy |
World 5 · Inferno (preview)
| Bin | |||||
|---|---|---|---|---|---|
| 41.7% · 280 coins | 33.3% · ×2 | — | — | 25% · warp up | |
| Bronze | 37.9% · 560 coins | 32.1% · ×5 | — | — | 30% · warp up |
| 56.3% · 840 coins | 13.4% · ×10 | — | — | 30.3% · warp up | |
| 54.1% · 1,680 coins | 10% · ×20 | 0.221% · ×1 | 7.1% · ×1 | 28.6% · warp up | |
| 67.7% · 3,360 coins | 20.8% · ×30 | 0.782% · ×2 | 10.7% · ×3 | — | |
| 73.9% · 5,600 coins | 13.3% · ×50 | 0.776% · ×3 | 12% · ×5 | — | |
| opens Jackpot Frenzy |
Sticker pack drops
An independent roll on top of the loot roll — a landing can pay coins and pop a pack. Grey and Bronze bins never drop packs; the Diamond bin opens the Frenzy instead. Packs auto-open; the pack colour decides its odds (see Sticker pack odds).
| Bin | Pack | Chance per landing | On the W4 dive board |
|---|---|---|---|
| 0.0977% (1 in 1,024) | 0.0244% (1 in 4,096) | ||
| 0.195% (1 in 512) | 0.0488% (1 in 2,048) | ||
| 0.391% (1 in 256) | 0.0977% (1 in 1,024) | ||
| 1.56% (1 in 64) | 0.391% (1 in 256) |
- The Sticker Fox multiplies these (Green/Yellow packs at 1★, Pink/Blue at 2★), so does its pet card; the Aurora Wyrm's iridescent balls roll the whole rare table twice as often. Split balls roll at ¼ rate.
- Other pack sources (Bonus Wheel, quests, bingo, the Vault, the free 8-hour gift) are on Sticker Packs.
Time candy drops
Also an independent roll. No pet or Marquee row changes candy odds (only the Aurora Wyrm's rare-table doubling). Using a candy banks its balls straight into your reserve, even over the cap — see Time Candy.
| Bin | Candy | Chance per landing | On the W4 dive board | Worth |
|---|---|---|---|---|
| 0.025% (1 in 4,000) | 0.0063% (1 in 16,000) | 60 balls | ||
| 0.0333% (1 in 3,000) | 0.0083% (1 in 12,000) | 120 balls | ||
| 0.05% (1 in 2,000) | 0.0125% (1 in 8,000) | 240 balls | ||
| 0.1% (1 in 1,000) | 0.025% (1 in 4,000) | 480 balls |
Dice drops (Red / Blue Ball Bonus)
Dice are a rare slot in the Gold, Emerald and Ruby loot rolls. A die only enters the table once the Marquee unlocks the Bonus Map (red) or Blue Dice (blue), and a colour that has already been played 3 times today drops out of the table. Tap a die to roll it: it lands a 6 (red) or an 8 (blue) to win a Red / Blue Ball Bonus run. Higher bins roll a narrower, luckier face range.
| Bin | Die | Faces | Win roll | W1 Classic | W2 Aurora | W3 Flora | W4 Maelstrom | W5 Inferno PREVIEW |
|---|---|---|---|---|---|---|---|---|
| 1–6 | 16.7% (1 in 6) | 0.162% (1 in 619) | 0.173% (1 in 579) | 0.21% (1 in 476) | 0.199% (1 in 503) | 0.143% (1 in 698) | ||
| 1–8 | 12.5% (1 in 8) | 0.0323% (1 in 3,094) | 0.0345% (1 in 2,895) | 0.042% (1 in 2,382) | 0.0398% (1 in 2,513) | 0.0286% (1 in 3,491) | ||
| 2–6 | 20% (1 in 5) | 0.335% (1 in 299) | 0.335% (1 in 299) | 0.321% (1 in 312) | 0.298% (1 in 335) | 0.298% (1 in 335) | ||
| 2–8 | 14.3% (1 in 7) | 0.0669% (1 in 1,494) | 0.0669% (1 in 1,494) | 0.0641% (1 in 1,559) | 0.0597% (1 in 1,676) | 0.0597% (1 in 1,676) | ||
| 4–6 | 33.3% (1 in 3) | 0.62% (1 in 161) | 0.62% (1 in 161) | 0.549% (1 in 182) | 0.493% (1 in 203) | 0.493% (1 in 203) | ||
| 4–8 | 20% (1 in 5) | 0.124% (1 in 806) | 0.124% (1 in 806) | 0.11% (1 in 911) | 0.0986% (1 in 1,014) | 0.0986% (1 in 1,014) |
- The Carnival Phoenix, the Crimson Die charm and the Aurora Wyrm's iridescent balls multiply the red die chance. The World 4 dive board rolls dice at 50% of the surface rate.
- Each Bonus run starts with 10 balls, adds five dice worth ×1…×5 balls, then drops them through bins worth ×1 / ×1 / ×2 / ×2 / ×3 / ×5 / ×5 / ×10 / ×20 — see the Bonus odds below.
Pet card drops
Every final landing (not a portal hop) rolls the world's card table: first a gate roll for "any card", then which card by rarity weight. Split balls roll at ¼, the dive board at 50%. Cards are collected into stars — see Pets.
| World | Any card | Common | Uncommon | Rare | Epic | Legendary | Mythic |
|---|---|---|---|---|---|---|---|
| W1 Classic | 5% (1 in 20) | 52.7% (2) | 31.6% (2) | 7.9% (1) | 3.95% (1) | 2.26% (1) | 1.58% (1) |
| W2 Aurora | 4% (1 in 25) | 52.7% (2) | 31.6% (2) | 7.9% (1) | 3.95% (1) | 2.26% (1) | 1.58% (1) |
| W3 Flora | 3.33% (1 in 30) | 52.7% (2) | 31.6% (2) | 7.9% (1) | 3.95% (1) | 2.26% (1) | 1.58% (1) |
| W4 Maelstrom | 2.86% (1 in 35) | 52.7% (2) | 31.6% (2) | 7.9% (1) | 3.95% (1) | 2.26% (1) | 1.58% (1) |
| W5 Inferno PREVIEW | 2.86% (1 in 35) | 52.7% (2) | 31.6% (2) | 7.9% (1) | 3.95% (1) | 2.26% (1) | 1.58% (1) |
| World | Card | Rarity | Chance per landing |
|---|---|---|---|
| W1 Classic | COMMON | 1.32% (1 in 75.9) | |
| W1 Classic | COMMON | 1.32% (1 in 75.9) | |
| W1 Classic | UNCOMMON | 0.79% (1 in 127) | |
| W1 Classic | UNCOMMON | 0.79% (1 in 127) | |
| W1 Classic | RARE | 0.395% (1 in 253) | |
| W1 Classic | EPIC | 0.198% (1 in 506) | |
| W1 Classic | LEGENDARY | 0.113% (1 in 886) | |
| W1 Classic | MYTHIC | 0.079% (1 in 1,265) | |
| W2 Aurora | COMMON | 1.05% (1 in 94.9) | |
| W2 Aurora | COMMON | 1.05% (1 in 94.9) | |
| W2 Aurora | UNCOMMON | 0.632% (1 in 158) | |
| W2 Aurora | UNCOMMON | 0.632% (1 in 158) | |
| W2 Aurora | RARE | 0.316% (1 in 316) | |
| W2 Aurora | EPIC | 0.158% (1 in 633) | |
| W2 Aurora | LEGENDARY | 0.0903% (1 in 1,107) | |
| W2 Aurora | MYTHIC | 0.0632% (1 in 1,582) | |
| W3 Flora | COMMON | 0.878% (1 in 114) | |
| W3 Flora | COMMON | 0.878% (1 in 114) | |
| W3 Flora | UNCOMMON | 0.527% (1 in 190) | |
| W3 Flora | UNCOMMON | 0.527% (1 in 190) | |
| W3 Flora | RARE | 0.263% (1 in 380) | |
| W3 Flora | EPIC | 0.132% (1 in 759) | |
| W3 Flora | LEGENDARY | 0.0753% (1 in 1,329) | |
| W3 Flora | MYTHIC | 0.0527% (1 in 1,898) | |
| W4 Maelstrom | COMMON | 0.753% (1 in 133) | |
| W4 Maelstrom | COMMON | 0.753% (1 in 133) | |
| W4 Maelstrom | UNCOMMON | 0.452% (1 in 221) | |
| W4 Maelstrom | UNCOMMON | 0.452% (1 in 221) | |
| W4 Maelstrom | RARE | 0.226% (1 in 443) | |
| W4 Maelstrom | LEGENDARY | 0.0645% (1 in 1,550) | |
| W4 Maelstrom | EPIC | 0.113% (1 in 886) | |
| W4 Maelstrom | MYTHIC | 0.0452% (1 in 2,214) | |
| W5 Inferno PREVIEW | COMMON | 0.753% (1 in 133) | |
| W5 Inferno PREVIEW | COMMON | 0.753% (1 in 133) | |
| W5 Inferno PREVIEW | EPIC | 0.113% (1 in 886) | |
| W5 Inferno PREVIEW | UNCOMMON | 0.452% (1 in 221) | |
| W5 Inferno PREVIEW | RARE | 0.226% (1 in 443) | |
| W5 Inferno PREVIEW | UNCOMMON | 0.452% (1 in 221) | |
| W5 Inferno PREVIEW | LEGENDARY | 0.0645% (1 in 1,550) | |
| W5 Inferno PREVIEW | MYTHIC | 0.0452% (1 in 2,214) |
World events and special portals
Each world has its own rare roll on top of the basics.
- W2 Aurora
- Regular launches drift into the Glacier Gate wall 8% of the time. During a breach every Silver+ portal roll enters the Vault Portal, whose re-drop lands: Silver 4.63% · Gold 40.3% · Emerald 34.9% · Ruby 20.2% · Diamond 0.013% — a Diamond per vault entry is 0.013% (1 in 7,680). Only the 8% of vault balls that exit forward can reach Diamond (that table pays it 0.163% (1 in 614)).
- W3 Flora
- Every launch rolls 0.05% (1 in 2,000) for a Golden Hour charge (60 s of ×3 sap). A laden ball through the Pollen Portal lands: Gold 24% · Emerald 66% · Ruby 10% · Diamond 0.0028% (1 in 35,714). Flowers need 60 waterings (5 sap each, ripe at 300).
- W4 Maelstrom
- Inside the whirlpool each peg hop has a 5% chance to be grabbed; a grabbed ball is devoured 50% of the time (shell pets cut this, never below 15%), the rest join your CATCH. Bronze landings fire a water geyser 3% of the time, Silver 6%. Diving costs 1 caught ball and pays balls per landing: Grey 0 · Bronze 1 · Silver 2 · Gold 3 · Emerald 5 · Ruby 8 · Diamond 100 (a dive Diamond pays balls, it does not open the Frenzy).
| Whirlpool crossing | Chance of being grabbed |
|---|---|
| 1 peg hop | 5% (1 in 20) |
| 2 peg hops | 9.75% (1 in 10.3) |
| 3 peg hops | 14.3% (1 in 7.01) |
| 4 peg hops | 18.5% (1 in 5.39) |
| 5 peg hops | 22.6% (1 in 4.42) |
| Volley launch | Grey | Bronze | Silver | Gold | Emerald | Ruby | Diamond |
|---|---|---|---|---|---|---|---|
| Raw table (no push) | 13.7% | 28.3% | 46.2% | 9.77% | 1.76% | 0.293% | pre-roll |
| Base aim (+1 bin push) | 10.3% | 22.3% | 40.2% | 23.5% | 2.51% | 1.17% | 0.003% (1 in 33,584) |
| Maxed aim (+3 bins, Sailfish + card + Trade Winds) | 3.42% | 10.3% | 28.3% | 47.8% | 5.76% | 4.43% | 0.0063% (1 in 15,789) |
The vortex Diamond is a separate pre-roll that grows with your aim: 0.0013% (1 in 75,000) at the weakest push up to 0.0063% (1 in 15,789) at the top (base aim: 0.003% (1 in 33,584)). Jackpot-chance buffs (Void Warden 3★, Jackpot Charm) multiply it like every other Diamond roll. Full world write-ups: World 2, World 3, World 4.
Breaking a world lock
Not a dice roll, but the other number everyone asks for: every Emerald landing chips the next world's lock by your ball power ×1, Ruby ×1.5, Diamond ×20, plus 10 flat. Locks: World 2 25K · World 3 500K · World 4 2M · World 5 15M. Breaking one pays 1,000 gems. See Worlds.
Pets
Claw machine
Every world's Claw Machine has its own pool of eight pets. Base rarity odds per pull:
| World | Pull cost | COMMON | UNCOMMON | RARE | EPIC | LEGENDARY | MYTHIC |
|---|---|---|---|---|---|---|---|
| W1 Classic | 200 gems | 50% (1 in 2) | 30% (1 in 3.33) | 15% (1 in 6.67) | 4.15% (1 in 24.1) | 0.75% (1 in 133) | 0.1% (1 in 1,000) |
| W2 Aurora | 300 gems | 50% (1 in 2) | 30% (1 in 3.33) | 15% (1 in 6.67) | 4.15% (1 in 24.1) | 0.75% (1 in 133) | 0.1% (1 in 1,000) |
| W3 Flora | 400 gems | 50% (1 in 2) | 30% (1 in 3.33) | 15% (1 in 6.67) | 4.15% (1 in 24.1) | 0.75% (1 in 133) | 0.1% (1 in 1,000) |
| W4 Maelstrom | 500 gems | 50% (1 in 2) | 30% (1 in 3.33) | 15% (1 in 6.67) | 4.15% (1 in 24.1) | 0.75% (1 in 133) | 0.1% (1 in 1,000) |
| W5 Inferno PREVIEW | 600 gems | 50.1% (1 in 2) | 30% (1 in 3.33) | 15% (1 in 6.66) | 4.01% (1 in 25) | 0.751% (1 in 133) | 0.1% (1 in 999) |
- Pet Score multiplies the chance of a Rare-or-better pull, up to ×2 — see Pet Score.
- Mythic pity: the 400th pull without a mythic in a world is a guaranteed mythic from that world's pool.
- Shiny: every pet you receive — claw, chest, wheel, bundle — rolls 0.1% (1 in 1,000) to be shiny (Shiny Pets).
- First 50 paid pulls in Worlds 2/3/4/5 are 25% off.
- Per-pet odds, with and without Pet Score: Claw Odds.
Elusive pets — where they come from
These pets never come from the claw; each has one specific roll.
| Pet | Where | Chance | Notes |
|---|---|---|---|
| Chest Rush | per chest — see below | Any chest can be the mimic; one per run. Duplicates fuse. | |
| Jackpot Frenzy Fortune Wheel | 1% on the first spin, +1% per round (max 29%) | Landing on VOID also counts as CONTINUE. | |
| Ticket Trove — Vinnie's Gamble | 10% (1 in 10) | After all 10 Grand Prizes and Vinnie's Bonuses Lv 30. A miss pays 5,000 gold balls. | |
| Ball Grove — any won run with a pet | HARD 0.2% (1 in 500) · REGULAR 0.0667% (1 in 1,500) | Rolled once per completed run, only when you brought a pet. | |
| Your Garden — every bush tap | 0.0833% (1 in 1,200) | About one in 50 bushes. |
Limited pets — where they come from
Limited pets are not rolled at all: each is a guaranteed grant from a window that closes.
| Pet | Where | Chance | Notes |
|---|---|---|---|
| Founder Rewards | guaranteed | Claim at Arcade Level 10 while the founder window is open. | |
| Shop bundles | guaranteed | One-time bundles; granted at full stars. | |
| Giveaways | drawn | A giveaway prize on rotation — never sold, never in the claw. |
| Chest | Mimic chance | Cumulative by this chest |
|---|---|---|
| 0.1% (1 in 1,000) | 0.1% | |
| 0.167% (1 in 600) | 0.267% | |
| 0.278% (1 in 360) | 0.544% | |
| 0.465% (1 in 215) | 1.01% | |
| 0.769% (1 in 130) | 1.77% | |
| 1.3% (1 in 77) | 3.04% | |
| 2.17% (1 in 46) | 5.15% | |
| 3.57% (1 in 28) | 8.54% | |
| 5.88% (1 in 17) | 13.9% | |
| 10% (1 in 10) | 22.5% |
| Fortune Wheel | CONTINUE | VOID (Void Warden) | END | Run survives |
|---|---|---|---|---|
| Round 1 | 69% | 1% | 30% | 70% |
| Round 2 | 66% | 2% | 32% | 68% |
| Round 3 | 63% | 3% | 34% | 66% |
| Round 4 | 60% | 4% | 36% | 64% |
| Round 5 | 57% | 5% | 38% | 62% |
| Round 6 | 54% | 6% | 40% | 60% |
| Round 7 | 51% | 7% | 42% | 58% |
| Round 8 | 48% | 8% | 44% | 56% |
| Round 9 | 45% | 9% | 46% | 54% |
| Round 10 | 42% | 10% | 48% | 52% |
An active Void Warden 2★ swaps 2 END slices into CONTINUE. Landing END busts the multiplier (loot is kept at ×1).
Salvage
Salvaging a pet pays Pet Essence by rarity and rolls a bonus gem drop.
| Rarity | Essence | Gem drop chance | Gems if it hits |
|---|---|---|---|
| COMMON | 100 essence | 20% (1 in 5) | 10 gems |
| UNCOMMON | 200 essence | 20% (1 in 5) | 20 gems |
| RARE | 400 essence | 20% (1 in 5) | 40 gems |
| EPIC | 800 essence | 20% (1 in 5) | 80 gems |
| LEGENDARY | 1,600 essence | 20% (1 in 5) | 160 gems |
| MYTHIC | 10,000 essence | 20% (1 in 5) | 640 gems |
Pet-triggered rolls
Some pets carry their own dice.
Dragon Hatchling- 3★ Hoard Hunt: every Nth Emerald or Ruby landing opens three chests (1×/2×/3×, shuffled). Loot type: balls 50% (25 base) · gold balls 30% (500) · gems 20% (50). See Hoard Hunt.
Meadow Mole- 2★ Buried Treasure: 3% (1 in 33.3) per launch a chest pops. Its contents below.
Charm Octopus- Charms other pets — no roll of its own. Every pet's live numbers are on its own page.
| Dragon Hatchling level | Hoard Hunt cadence |
|---|---|
| Lv 1 | every 100 Emerald/Ruby landings |
| Lv 100 | every 100 Emerald/Ruby landings |
| Lv 110 | every 96 Emerald/Ruby landings |
| Lv 120 | every 92 Emerald/Ruby landings |
| Lv 130 | every 88 Emerald/Ruby landings |
| Lv 140 | every 84 Emerald/Ruby landings |
| Lv 150 | every 80 Emerald/Ruby landings |
| Lv 160 | every 76 Emerald/Ruby landings |
| Lv 170 | every 72 Emerald/Ruby landings |
| Lv 180 | every 68 Emerald/Ruby landings |
| Lv 190 | every 64 Emerald/Ruby landings |
| Lv 200 | every 60 Emerald/Ruby landings |
| Mole chest | Amount | Chance |
|---|---|---|
| 2,500 | 36.7% (1 in 2.73) | |
| 25 | 20% (1 in 5) | |
| 1 | 20% (1 in 5) | |
| 3 | 20% (1 in 5) | |
| one sticker | 3.33% (1 in 30) |
A sticker chest picks 3★ 75% · 4★ 20% · 5★ 4% · GOLD 1% (a gold sticker is 4★ 75% / 5★ 25%). Hoard Mimic's Hoarder's Cut raises every chest amount.
Machines & minigames
Arcade (pinball machine)
The Arcade pre-rolls which of the five bins a launch lands in. The ★ centre bin is the special: 65% of ★ rolls are swallowed by the DOOR (a candy card), the other 35% are the MEGA WIN that starts Ball Rush.
| Bin | Chance per launch | Pays |
|---|---|---|
| Bin 1 | 26.1% (1 in 3.84) | ×10 candy per stake |
| Bin 2 | 22.8% (1 in 4.38) | ×20 candy per stake |
| 1.77% (1 in 56.5) | DOOR or MEGA WIN | |
| Bin 4 | 22.8% (1 in 4.38) | ×20 candy per stake |
| Bin 5 | 26.5% (1 in 3.78) | ×10 candy per stake |
- Door (candy card)
- 1.15% (1 in 86.9) per launch
- Mega Win (Ball Rush)
- 0.619% (1 in 161) per launch
- Cool-down
- after a ★ hit, further ★ rolls within 30 s are re-rolled into a normal bin
| Door card | Chance | Candy |
|---|---|---|
| 75% (1 in 1.33) | 1,000 candy × stake | |
| 18.8% (1 in 5.33) | 2,000 candy × stake | |
| 6.25% (1 in 16) | 4,000 candy × stake |
Vinnie the Hamster's Door Luck and Mega Win Magnet raise those shares. Stake multiplies cost and candy alike; it never changes these odds.
Ball Rush
A 30-second catch storm (longer with the Solstice Stag). A ball falls every 0.45 s; each one is rolled from this table. The catch is paid at the end, capped at 150 balls. See Ball Rush.
| Falling ball | Chance | Worth | Motion |
|---|---|---|---|
| 89.1% (1 in 1.12) | +1 ball | ×1 speed, straight | |
| 6.68% (1 in 15) | +5 balls | ×1.4 speed, diagonal | |
| 2.23% (1 in 44.9) | +10 balls | ×1.7 speed, wobble | |
| Lightning (hazard) | 2% (1 in 49.9) | stuns you 2 s | ×1.3 speed, wobble |
Gem pouch- 3.5% (1 in 28.6) per falling ball, at most 2 per run, 5 gems each
Mystery block- one every 5–10 s; catch it for one held item:
| Mystery item | Chance |
|---|---|
| 30% (1 in 3.33) | |
| 30% (1 in 3.33) | |
| 30% (1 in 3.33) | |
| 10% (1 in 10) |
Pet items also fall. The base chance per falling ball scales with your Arcade stake, and the rarer groups only unlock at higher stakes (Legendary from ×10, Mythic from ×100). At most 2 pet items per run; Marquee "Pet Item Find" rows multiply the base.
| Stake | Pet item per ball | Standard | Legendary | Mythic |
|---|---|---|---|---|
| ×1 | 0.02% (1 in 5,000) | 100% | — | — |
| ×2 | 0.0296% (1 in 3,379) | 100% | — | — |
| ×3 | 0.0372% (1 in 2,687) | 100% | — | — |
| ×5 | 0.0497% (1 in 2,013) | 100% | — | — |
| ×10 | 0.0735% (1 in 1,360) | 98.3% | 1.7% | — |
| ×20 | 0.109% (1 in 919) | 96.6% | 3.4% | — |
| ×40 | 0.161% (1 in 621) | 93.2% | 6.79% | — |
| ×60 | 0.202% (1 in 494) | 89.8% | 10.2% | — |
| ×100 | 0.27% (1 in 370) | 82.5% | 16.9% | 0.625% |
| ×200 | 0.4% (1 in 250) | 65.2% | 33.5% | 1.25% |
- Standard
Coin Charm
Gold Tooth
Portal Compass- Legendary
Lucky Penny
Crimson Die
Jackpot Charm- Mythic
Echo Relic
Pet Essence flip and Mines
Filling the pinball's left portal ring (200 bumps) opens the Pet Essence Bonus: a fair coin that doubles 50 essence on every HEADS and stops on TAILS, up to 5 heads. 3 grants per day.
| Result | Chance | Payout |
|---|---|---|
| 0 heads | 50% (1 in 2) | 50 essence |
| 1 heads | 25% (1 in 4) | 100 essence |
| 2 heads | 12.5% (1 in 8) | 200 essence |
| 3 heads | 6.25% (1 in 16) | 400 essence |
| 4 heads | 3.13% (1 in 32) | 800 essence |
| 5 heads (coin retires) | 3.13% (1 in 32) | 1,600 essence |
Filling the right ring opens Mines: 25 tiles hide 3 mines. Every safe pick raises the multiplier on a 50-ball floor; a mine ends the round at the floor (nothing to lose). Clearing all 22 safe tiles is 0.0435% (1 in 2,300).
| Safe picks | This pick is safe | Reach this many safe picks | Multiplier | Cash out for |
|---|---|---|---|---|
| Pick 1 | 88% | 88% (1 in 1.14) | ×1.09 | 55 balls |
| Pick 2 | 87.5% | 77% (1 in 1.3) | ×1.2 | 60 balls |
| Pick 3 | 87% | 67% (1 in 1.49) | ×1.32 | 66 balls |
| Pick 4 | 86.4% | 57.8% (1 in 1.73) | ×1.45 | 73 balls |
| Pick 5 | 85.7% | 49.6% (1 in 2.02) | ×1.62 | 81 balls |
| Pick 6 | 85% | 42.1% (1 in 2.37) | ×1.81 | 91 balls |
| Pick 7 | 84.2% | 35.5% (1 in 2.82) | ×2.03 | 101 balls |
| Pick 8 | 83.3% | 29.6% (1 in 3.38) | ×2.3 | 115 balls |
| Pick 9 | 82.4% | 24.3% (1 in 4.11) | ×2.63 | 132 balls |
| Pick 10 | 81.3% | 19.8% (1 in 5.05) | ×3.03 | 152 balls |
| Pick 11 | 80% | 15.8% (1 in 6.32) | ×3.53 | 177 balls |
| Pick 12 | 78.6% | 12.4% (1 in 8.04) | ×4.17 | 209 balls |
| Pick 13 | 76.9% | 9.57% (1 in 10.5) | ×4.99 | 250 balls |
| Pick 14 | 75% | 7.17% (1 in 13.9) | ×6.07 | 304 balls |
| Pick 15 | 72.7% | 5.22% (1 in 19.2) | ×7.55 | 378 balls |
| Pick 16 | 70% | 3.65% (1 in 27.4) | ×9.64 | 482 balls |
| Pick 17 | 66.7% | 2.43% (1 in 41.1) | ×12.72 | 636 balls |
| Pick 18 | 62.5% | 1.52% (1 in 65.7) | ×17.54 | 877 balls |
| Pick 19 | 57.1% | 0.87% (1 in 115) | ×25.73 | 1,287 balls |
| Pick 20 | 50% | 0.435% (1 in 230) | ×41.36 | 2,068 balls |
| Pick 21 | 40% | 0.174% (1 in 575) | ×77.43 | 3,872 balls |
| Pick 22 | 25% | 0.0435% (1 in 2,300) | ×200 | 10,000 balls |
Chest Rush
A Chest Rush play (from Cake Party tiers) opens with two wheels:
| Bonus shots | Chance |
|---|---|
| +1 ball | 30% (1 in 3.33) |
| +2 balls | 26% (1 in 3.85) |
| +3 balls | 20% (1 in 5) |
| +4 balls | 14% (1 in 7.14) |
| +5 balls | 10% (1 in 10) |
| Hit multiplier | Chance |
|---|---|
| ×1 | 35% (1 in 2.86) |
| ×2 | 35% (1 in 2.86) |
| ×3 | 20% (1 in 5) |
| ×5 | 10% (1 in 10) |
The split gates inside the arena are skill, not luck (×3, ×5, ×20). Each chest's mimic chance is under Elusive pets.
Boss Raid
Winning a Boss Raid pays every raider a chest of 4 independent rolls (5 in the Corrupted Crypt) from its crypt's table — the Corrupted Crypt doubles the currency amounts, steps the candy up a tier and swaps Elusive Orbs for Corrupted Orbs:
| Crypt roll | Chance | Corrupted Crypt roll | Chance |
|---|---|---|---|
| 100,000 Coins | 30.5% (1 in 3.28) | 200,000 Coins | 29.2% (1 in 3.42) |
| 25 Gems | 30.5% (1 in 3.28) | 50 Gems | 29.2% (1 in 3.42) |
| 50 Pet Essence | 30.5% (1 in 3.28) | 100 Pet Essence | 29.2% (1 in 3.42) |
| 30 Min Candy | 2.21% (1 in 45.3) | 1 Hour Candy | 2.12% (1 in 47.2) |
| 1 Hour Candy | 1.1% (1 in 91) | 2 Hour Candy | 1.05% (1 in 94.9) |
| Elusive Orb | 4.46% (1 in 22.4) | Corrupted Orb | 7.79% (1 in 12.8) |
| Elusive Orb x3 | 0.844% (1 in 118) | Corrupted Orb x3 | 1.37% (1 in 73) |
- Any orb in your chest
- 19.6% (1 in 5.11) per Crypt chest · 38.1% (1 in 2.62) per Corrupted chest (≈×1.9)
- Team pet-item drop
- 10% (1 in 10) per raid (14.3% (1 in 7) Corrupted) — one winner drawn evenly among everyone who earned a chest; their chest gets the purple trim
| Crypt | Unique item | Share of a hit | Chance per raid (team) | Expected |
|---|---|---|---|---|
| CRYPT | 28.7% | 2.87% (1 in 34.8) | ~35 raids | |
| CRYPT | 28.7% | 2.87% (1 in 34.8) | ~35 raids | |
| CRYPT | 16% | 1.6% (1 in 62.7) | ~63 raids | |
| CRYPT | 16% | 1.6% (1 in 62.7) | ~63 raids | |
| CRYPT | 6.67% | 0.667% (1 in 150) | ~150 raids | |
| CRYPT | 4% | 0.4% (1 in 250) | ~250 raids | |
| CORRUPTED | 31% | 4.43% (1 in 22.6) | ~23 raids | |
| CORRUPTED | 31% | 4.43% (1 in 22.6) | ~23 raids | |
| CORRUPTED | 17.2% | 2.46% (1 in 40.7) | ~41 raids | |
| CORRUPTED | 14% | 2% (1 in 50) | ~50 raids | |
| CORRUPTED | 5.47% | 0.781% (1 in 128) | ~128 raids | |
| CORRUPTED | 1.37% | 0.195% (1 in 512) | ~512 raids |
Full mechanics, class scoring and pet tables on Boss Raid; what the orbs buy is on Ascension Altar.
Bonus Wheel
Every 200 portal warps in a world spin that world's Bonus Wheel. Slice odds are the same everywhere; the prize sizes grow by world.
| Slice | Chance |
|---|---|
| COINS | 34% (1 in 2.94) |
| JACKPOT | 1% (1 in 100) |
| GOLD BALLS | 27% (1 in 3.7) |
| BALLS | 17% (1 in 5.88) |
| YELLOW PACK | 7% (1 in 14.3) |
| GEMS | 14% (1 in 7.14) |
| World | Coins | Gold balls | Balls | Gems | Pack |
|---|---|---|---|---|---|
| W1 Classic | 40,000 | 200 | 30 | 15 | |
| W2 Aurora | 66,000 | 300 | 40 | 20 | |
| W3 Flora | 96,000 | 400 | 50 | 25 | |
| W4 Maelstrom | 130,000 | 500 | 60 | 30 | |
| W5 Inferno PREVIEW | 168,000 | 600 | 80 | 40 |
The JACKPOT slice opens Jackpot Frenzy. Void Warden 3★ and the Jackpot Charm scale the JACKPOT slice; the Solstice Stag 3★ can re-spin.
Jackpot Frenzy
Reached by a Diamond landing or the wheel's JACKPOT slice. Choose a tilt, then each ball lands in one of five buckets by these weights. A MULT bucket adds +0.10× (a Mega Strike, 5% of MULT hits, adds double). See Jackpot Frenzy.
| Tilt | Balls | BALLS | COINS | MULT | GOLD | GEMS |
|---|---|---|---|---|---|---|
| LEAN LEFT | 40 balls | 35% | 32% | 8% | 15% | 10% |
| NO TILT | 50 balls | 12% | 25% | 30% | 22% | 11% |
| LEAN RIGHT | 40 balls | 10% | 15% | 8% | 32% | 35% |
| World | Coins | Gold balls | Gems | Balls |
|---|---|---|---|---|
| W1 Classic | 50,000 | 1,000 | 125 | 125 |
| W2 Aurora | 68,750 | 1,250 | 155 | 155 |
| W3 Flora | 90,000 | 1,500 | 190 | 190 |
| W4 Maelstrom | 113,750 | 1,750 | 220 | 220 |
| W5 Inferno PREVIEW | 140,000 | 2,000 | 250 | 250 |
When the balls run out you cash out or spin the Fortune Wheel — its per-round odds are under Elusive pets (the VOID slice is where the Void Warden comes from).
Red / Blue Ball Bonus
A banked die must first roll its win face — 6 for red, 8 for blue (see the face ranges in Dice drops). 3 runs per colour per day. Inside the bonus you stop 5 dice (die N pays ×N balls) and then aim every ball at a row of 9 bins:
| Bin multiplier | Bins | Share of the row |
|---|---|---|
| ×1 | 2 of 9 | 22.2% |
| ×2 | 2 of 9 | 22.2% |
| ×3 | 1 of 9 | 11.1% |
| ×5 | 2 of 9 | 22.2% |
| ×10 | 1 of 9 | 11.1% |
| ×20 | 1 of 9 | 11.1% |
Each ball pays its die multiplier × bin multiplier × 0.8 balls (red) or 1.28 (blue). Balls random-walk 8 peg rows from where you drop them, so aim matters but a ×20 is never guaranteed. Full rules on Red / Blue Ball Bonus.
Stickers
Sticker pack odds
Every pack holds 3 stickers; each slot is rolled independently from the pack's table (gold variants are part of the same roll, not a separate one). If a Pink, Blue or Magenta pack rolls nothing at its guaranteed star, one random slot is re-rolled at that star or better. Which sticker you get is uniform across the season's stickers of that rarity. See Sticker Packs.
| Pack | 1★ | 2★ | 3★ | 4★ | 5★ | 4★ GOLD | 5★ GOLD | Guarantee | ≥1 gold in the pack |
|---|---|---|---|---|---|---|---|---|---|
| 58.1% | 30% | 10% | 0.998% | 0.209% | 0.533% (1 in 188) | 0.124% (1 in 809) | — | 1.96% (1 in 51.1) | |
| 53.6% | 30% | 14% | 1.22% | 0.314% | 0.656% (1 in 152) | 0.19% (1 in 526) | — | 2.52% (1 in 39.7) | |
| 52.2% | 35.1% | 10% | 1.22% | 0.533% | 0.656% (1 in 152) | 0.314% (1 in 319) | at least one 3★ | 2.88% (1 in 34.7) | |
| 44.9% | 35.1% | 16% | 1.49% | 1.07% | 0.8% (1 in 125) | 0.638% (1 in 157) | at least one 4★ | 4.25% (1 in 23.5) | |
| 50.5% | 28.1% | 17% | 2.1% | 0.714% | 1.13% (1 in 88.3) | 0.428% (1 in 233) | at least one 5★ | 4.61% (1 in 21.7) |
- Where packs come from: bins (above), Bonus Wheel, Daily Quests chests, Bingo, the Sticker Vault and the shop's free gift.
- The Sticker Fox 3★ can gild a 4★/5★ slot after the roll (up to 10% at Lv 100, 20% evolved). Duplicates pay Sticker Stars equal to the rarity (×2 for gold).
Other sticker rolls
- Meadow Mole chest
- 3.33% (1 in 30) of chests hold a sticker (3★+, 1% gold).
- Sticker Vault
- PINK 300★ → 300 balls + 3 pink packs · BLUE 600★ → 600 balls + 500 gems + 3 blue packs · GOLD 1,000★ → 1,000 balls + 1,000 gems + 3 magenta packs — fixed, no roll (Sticker Vault).
Ball Grove
Fruit on the tree
Ball Grove spawns fruit by weight. REGULAR uses the first 4 fruit (goal 600 solo / 750 duo); HARD uses all 8 (goal 1,200 / 1,500). Every 10 s one fruit becomes the season and takes at least 30% of spawns.
| Fruit | HARD | REGULAR | Points | Trait |
|---|---|---|---|---|
| 34% | 45.3% | 1.1 | — | |
| 18% | 24% | 1.3 | — | |
| 13% | 17.3% | 1.5 | ripens ×1.4 slower, pays ×1.5 | |
| 10% | 13.3% | 1.7 | — | |
| 9% | not in play | 1.9 | light — drifts wide | |
| 7% | not in play | 2.3 | — | |
| 5% | not in play | 2.7 | light — drifts wide | |
| 4% | not in play | 3.1 | heavy — drops straight |
- Golden fruit
- 10% (1 in 10) of spawns; needs 4 taps, pays ×7.5 flat and turns its bin golden (+×1 per golden fruit)
- Pick timing
- swell ×1 · peak ×3 · overripe ×5; peak chains climb ×1 → ×1.25 → ×1.5 → ×2 inside 1.9 s
- Shots
- 12 meter XP (peak tap +1, scared crow +3) = 3 SLAM shots at ×3
- Crows
- a raid every 25 points (≥9 s apart); 0.5 s latch window to shoo it
- Mega fruit
- appear from 33.3% of the goal; 5 timed hits; 150 base points × (1 + 4% per PERFECT) × 1.35 if flawless × integrity (bats bite 14% each, floor 25%)
Fruit basket (won runs)
A won run pays a basket of 3 independent rolls from this table (pet or no pet):
| Loot | Chance per roll | REGULAR | HARD |
|---|---|---|---|
| 32.2% (1 in 3.1) | 200,000 | 300,000 | |
| 32.2% (1 in 3.1) | 20 | 30 | |
| 32.3% (1 in 3.1) | 250 | 400 | |
| 2.18% (1 in 45.9) | 1 | 1 | |
| 1.08% (1 in 92.3) | 1 | 1 |
Chance a basket holds at least one candy: 9.46% (1 in 10.6).
Bring a 3★ pet and each winning basket can amplify it — a purple star boosts that star's ability by 5%:
| Amp | HARD | REGULAR |
|---|---|---|
| Star 1 → purple | 10% (1 in 10) | 3.33% (1 in 30) |
| Star 2 → purple | 4% (1 in 25) | 1.33% (1 in 75) |
| Star 3 → purple | 2% (1 in 50) | 0.667% (1 in 150) |
The same feed rolls the Fruit Worm: 0.2% (1 in 500) HARD · 0.0667% (1 in 1,500) REGULAR.
Your Garden (bushes)
Every won run also rolls for a bush in the leftmost empty mound (Your Garden):
| Mound | HARD | REGULAR |
|---|---|---|
| Mound 1 | 2% (1 in 50) | 0.667% (1 in 150) |
| Mound 2 | 1% (1 in 100) | 0.333% (1 in 300) |
| Mound 3 | 0.5% (1 in 200) | 0.167% (1 in 600) |
A ready bush carries 4 loot sprites, each with its own reward kind rolled at spawn and 3 lives. Every tap pays; each tap then has a 50% chance to burn one life. That averages 24 payouts per bush before it regrows (5 h).
| Sprite kind | Chance at spawn | Per tap |
|---|---|---|
| 0.5% (1 in 200) | 1 | |
| 33.2% (1 in 3.02) | 25 | |
| 33.2% (1 in 3.02) | 10 | |
| 33.2% (1 in 3.02) | 200 |
Every tap on a live sprite also rolls 0.0833% (1 in 1,200) for the Bramble Hedgehog. A 3★ hedgehog's Favorite Crop weights that kind ×1.5.
Events
Event rewards are decided by placement, not dice. Tournaments pay GOLD / SILVER / BRONZE to the top brackets of everyone who scored (straight podium when fewer than 5 players score); Bingo uses the same brackets for its placement trophy, and community tiles pay by your contribution rank.
| Players who scored | GOLD | SILVER | BRONZE |
|---|---|---|---|
| 10 | top 1 | top 3 | top 6 |
| 25 | top 3 | top 8 | top 15 |
| 50 | top 5 | top 15 | top 30 |
| 100 | top 10 | top 30 | top 60 |
| 500 | top 50 | top 150 | top 300 |
| Community tile | Top 1% | Top 5% | Top 10% | Top 25% | Everyone |
|---|---|---|---|---|---|
| Tier I | 5 | 4 | 3 | 2 | 1 |
| Tier II | 7 | 5 | 4 | 3 | 1 |
| Tier III | 9 | 7 | 5 | 3 | 1 |
| Tier IV | 12 | 10 | 7 | 5 | 2 |
| Tier V | 15 | 12 | 9 | 7 | 4 |
Chest Rush plays come from Cake Party tiers at fixed cake counts — see Cake Party. Weekly quest chests, the free gift and daily quests are fixed rewards too (Daily Quests).
Tips
- The Ruby bin is the best sticker-pack and candy source on the board by a wide margin (1.56% (1 in 64) and 0.1% (1 in 1,000) per landing) — portal-chance pets that push balls up the chain pay off twice.
- Dice only drop while a colour still has runs left today; use your 3 runs so the slot stays in the table.
- On the pinball machine, stake changes cost and candy but never the ★ odds — raise it only to speed up the level bar (and to unlock rarer pet-item groups in Ball Rush).
- Pet Score's rare-pull boost is a multiplier on the whole Rare-or-better group; at ×2 a mythic is exactly twice as likely as base. The mythic pity at pull 400 is per world.
- HARD Ball Grove runs are three times as generous as REGULAR for bushes, amps and the Fruit Worm.
See also
- Claw Odds — Exact pull chances for every pet in every world's Claw Machine, with and without the Pet Score boost, plus pity, intro pricing and shiny odds.
- Bucket Rates — Every reward, amount and chance for every bin in every world — coins, gold balls, gems, balls, portals, dice, sticker packs, time candy and pet cards.
- Portals — How portals warp balls up the tier ladder, the chance per bin in every world, the Vault, pollen portals, dive portals and the portal meter.
- Sticker Packs — The five sticker pack tiers, exact per-slot and per-pack odds, guarantees, bucket drop chances with every multiplier, and every other source of packs.
- 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.
- Jackpot Frenzy — The Diamond-bin minigame: guaranteed floor loot, tilt rounds that grow a multiplier, the Fortune Wheel, and the Void Warden pet.