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World 1 · Classic

World 1 · Classic: its bins, launch odds, portals, Classic's own mechanics, the lock to the next world and the pets in its claw machine.

Overview

The carnival board every player starts on: 4 Grey, 3 Bronze, 3 Silver, 3 Gold, 2 Emerald, 2 Ruby and a single Diamond bin, with all four portal slimes running above the pegs. Nothing here is aimed: a launch is only ever pointed at Grey, Bronze or Silver, and it is portals that carry a ball to the rich side.

NOTE
In one line: Pure luck. There is nothing to aim at — the pegs decide where a ball lands, and portals are your only road right.

The board

Eighteen bins across the bottom, tiered left to right. Classic lays them out like this:

123456789101112131415161718
Grey ×4Bronze ×3Silver ×3Gold ×3Emerald ×2Ruby ×2Diamond ×1
Where a fresh launch is aimed
Aimed atChance per launch
Grey70%
Bronze27.7%
Silver2.34%
Where a launch ends up (portal chains included)
BinPer launch
Grey56.1% (1 in 1.78)
Bronze34% (1 in 2.94)
Silver7.94% (1 in 12.6)
Gold1.56% (1 in 64.3)
Emerald0.37% (1 in 270)
Ruby0.0648% (1 in 1,543)
Diamond0.0014% (1 in 69,413)

Shares and landing odds assume both bonus dice are unlocked — the same basis as Bucket Rates.

Portals

A landing in a Grey, Bronze, Silver or Gold bin can roll a portal instead of a reward. The ball is pulled up to the next slime along the top of the board and dropped again on that slime's richer table — each re-drop can portal again. Portal share on this world is capped at 40% of a bin's roll however many portal buffs you stack. Emerald, Ruby and Diamond bins never portal.

The portal chain (base, no buffs)
Landing binPortal chanceWarps toRe-drop is aimed at
Grey25%Bronze portalGrey 25.4% · Bronze 72.7% · Silver 2%
Bronze30%Silver portalGrey 0.2% · Bronze 49.8% · Silver 48% · Gold 2%
Silver30.3%Gold portalBronze 2% · Silver 48% · Gold 48% · Emerald 2%
Gold32.2%Emerald portalSilver 2% · Gold 48% · Emerald 41% · Ruby 8.8% · Diamond 0.2%

The Emerald portal's table is the only place Ruby and Diamond weight lives — a launch reaches Diamond about 1 in 69,413 on this board before pets and buffs. A ball rigged for Diamond falls in slow motion with a cyan trail, chips the lock ×20, then opens Jackpot Frenzy.

Bins and rewards

World 1 · Classic — one weighted reward per landing (base rates, no pets)
BinOn the strip Coins Gold balls Gems Balls Portal
Grey4100 (41.7%)×2 (33.3%)25%
Bronze3200 (37.9%)×5 (32.1%)30%
Silver3300 (40.3%)×10 (13.4%)+2 (16%)30.3%
Gold3600 (29.4%)×20 (11.3%)2 (10.3%)+4 (16.7%)32.2%
Emerald21,200 (43.9%)×30 (23.2%)4 (12.9%)+6 (19.6%)
Ruby22,000 (31.9%)×50 (16.7%)6 (13.9%)+8 (36.8%)
Diamond1Opens Jackpot Frenzy — floor 50,000 coins · 1,000 gold balls · 125 gems · 125 balls

Coins are the base payout before your pet, ARCADE Coin Gain and Marquee multipliers. The percentage is that reward's share of the bin's roll. On top of the roll, Silver and better bins independently drop sticker packs and time candy, dice slots open with the Bonus Map, and a landing can drop a pet card at 1 in 20 here — every rate is on Bucket Rates.

What makes Classic tick

  • The plain ladder: coins 100 to 2,000 a landing, gems 2 / 4 / 6 from Gold / Emerald / Ruby, and balls back from Silver up (+2 / +4 / +6 / +8) — the best ball income of the live worlds.
  • Pet cards drop most often here (1 in 20 per landing) and the claw machine is cheapest (200 gems).
  • Every 200 portal triggers fill the portal meter and spin the Bonus Wheel (needs the Marquee's Portal Meter row).
  • Portal-chance pets and items — the Lucky Rabbit, Portal Compasses, the Marquee's portal rows — all do their best work here.

The door to World 2 · Aurora

Lock
25,000 HP
What chips it
Every landing in an Emerald, Ruby or Diamond bin
Damage per landing
Ball Power × (Emerald ×1 / Ruby ×1.5 / Diamond ×20) + 10
Reward
1,000 gems, once, plus the way to World 2 · Aurora

Tap the padlocked door on the board for a live readout: HP left and exactly what your next Emerald, Ruby and Diamond landing will chip. The full formula and a damage table are on the Worlds hub.

Pets available here

The claw machine you stand in front of is Classic's: one pull costs 200 gems and rolls one of these 8 pets at the base odds shown. Pet Score and rare-luck buffs push the rare tiers up — see Claw Odds. A guaranteed mythic lands on your 400th non-mythic pull in each world.

Tips

  • Stack portal chance before anything else: every extra warp is another roll on a richer table.
  • The Dragon Hatchling's gold balls and the Charm Octopus are World 1 claw pets — Classic is where the long-term pet core is built.
  • Break the World 2 lock early (25,000 HP is the smallest of the ladder) — it also adds a 4th pet slot.

See also

  • Worlds — The 5 worlds of Ballin Tycoon: locks and how to break them, each world's coin / gem / ball ladder, bin layouts, portals, mechanics, claw pets and World Hop.
  • 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.
  • 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.
  • World 2 · Aurora — World 2 · Aurora: its bins, launch odds, portals, Aurora's own mechanics, the lock to the next world and the pets in its claw machine.
  • Claw Machine — Gems in, pets out — cost per world, the intro sale, free pulls, the exact roll with Pet Score boosts, mythic pity, shiny odds and every pet's chance per world.
Generated from game data · version 2.13.7 (build 112). Spot a mistake? Tell us on Discord.