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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.

Overview

The Aurora Vault. A wall of glacier ice — the Glacier Gate — stands in front of the rich half of the board, and the whole world is about knocking it down. Launches here are aimed far more generously than Classic (Grey 40% / Bronze 35% / Silver 25%), the bins pay ×1.25 coins, but only one ordinary portal runs while the gate stands, and the Emerald, Ruby and Diamond bins are sealed until you breach it.

NOTE
In one line: Firepower. A glacier wall seals off the rich half of the board, and the whole world is about breaking it down.

The board

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

123456789101112131415161718
Grey ×2Bronze ×2Silver ×3Gold ×4Emerald ×3Ruby ×3Diamond ×1
Where a fresh launch is aimed
Aimed atChance per launch
Grey40%
Bronze35%
Silver25%
Where a launch ends up (portal chains included)
BinGate standingDuring a breach
Grey37.8% (1 in 2.65)33.7% (1 in 2.97)
Bronze43.1% (1 in 2.32)31.9% (1 in 3.14)
Silver19.2% (1 in 5.22)19.5% (1 in 5.13)
Gold5.17% (1 in 19.3)
Emerald6.18% (1 in 16.2)
Ruby3.57% (1 in 28)
Diamond0.0023% (1 in 43,367)

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

The ice line in the strip above is the Glacier Gate: bins 9–18 (3 Gold, 3 Emerald, 3 Ruby, 1 Diamond) sit behind it. One Gold bin (#8) is on the open side, so Gold can be reached before the gate breaks. While the gate stands a ball aimed past the wall is steered into the last open bin instead.

Bins and rewards

World 2 · Aurora — one weighted reward per landing (base rates, no pets)
BinOn the strip Coins Gold balls Gems Balls Portal
Grey2138 (44.5%)×2 (35.5%)20%
Bronze2275 (42%)×5 (35.5%)22.5%
Silver3413 (51.9%)×10 (14.4%)+2 (8.6%)25%
Gold4825 (46.3%)×20 (12%)1 (5%)+4 (8.9%)27.5%
Emerald31,650 (46.6%)×30 (23.2%)4 (20%)+6 (9.8%)
Ruby32,750 (44.2%)×50 (16.7%)6 (20%)+8 (18.4%)
Diamond1Opens Jackpot Frenzy — floor 68,750 coins · 1,250 gold balls · 155 gems · 155 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 25 here — every rate is on Bucket Rates.

The Glacier Gate

Wall HP
5,000 — refreezes at full HP after every breach
Damage per strike
max(1, round(Ball Power ÷ 3)) — reinforced balls ×1.25
Who hits it
Any ball that touches the ice; 8% of ordinary launches drift into it, reinforced balls (Forge Bear) seek it
Wall ransom
A ball that slid down the wall pays 50% of the sealed bin it was aimed at
Crack bounties
At 75% / 50% / 25% HP: 1,100 coins each
On the break
6,600 coins and a BREACH opens
Wall damage by Ball Power (before pets)
Ball PowerPer strikeReinforcedStrikes to break
1115,000
10341,667
501721295
1003341152
2508310461

The Glacier Golem's Living Wall can crit a strike ×2, the Snow Hare adds flat Cold Snap damage to every hit, and the Avalanche Yeti rains 8 snowballs on the ice every 15 strikes. Ball Power itself comes from your Arcade Level reward bubbles.

Breach

When the gate's HP hits zero the ice shatters and the sealed bins open for your next 100 launches. A reinforced ball landing the killing blow adds 15 launches, and the first Diamond inside a breach adds 25 more (once per breach); extensions cap at 25 per window. When the budget runs out the gate refreezes at 5,000 HP and the siege begins again — unless the Megalodon's Jaws Locked is holding it open. Aurora rifts are untouched by a breach.

  • Every Emerald, Ruby and Diamond landing during a breach chips the World 3 lock ×2.
  • Portal rolls from Silver, Gold (and their re-drops) route into the Vault Portal instead of the ordinary chain.
  • Breach landings ride the same reward tables — the difference is that the Emerald and Ruby bins exist at all.

The Vault Portal

Vault Portal

During a breach a fourth portal opens over the gem bins. A ball entering it leaves from one of three pegs: in front (8% — the only exit that can physically reach the Diamond bin), behind (22%) or straight under (70%). Blended over the three exits a vault ball lands like this:

Vault Portal landing odds
BinAny vault entryFront exit only
Silver4.63% (1 in 21.6)3.91% (1 in 25.6)
Gold40.3% (1 in 2.48)29.3% (1 in 3.41)
Emerald34.9% (1 in 2.86)32.2% (1 in 3.1)
Ruby20.2% (1 in 4.95)34.4% (1 in 2.91)
Diamond0.013% (1 in 7,680)0.163% (1 in 614)

That makes a Diamond 1 in 7,680 per vault entry, and Ruby 20.2% — the vault is where World 2's gems and jackpots come from, so World 2's Diamond rate is entirely a question of breach uptime.

Aurora rifts

The aurora keeps shearing pegs out of the lattice: 23 pegs are missing at any time and the set reshuffles every 1m 30s (rows 2–8 only, never two side by side, never the peg hugging the wall). A ball that arrives at a gap drops straight through instead of bouncing — a rift can carry a ball a long way down in one go. Balls snapshot the rifts at launch, so a gap never opens under a ball mid-fall. The Bouncy Frog leaps rifts.

Portals on Aurora

Only the Bronze portal runs while the gate stands: every portal roll, whatever bin it came from, rides that one slime and re-drops on the Bronze table — so ordinary portals top out at Silver here. Portal shares are damped to Grey 20% · Bronze 22.5% · Silver 25% · Gold 27.5%. In a breach, Silver and Gold portal rolls go to the Vault Portal instead.

The door to World 3 · Flora

Lock
500,000 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 3 · Flora

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.

  • Inside a breach every chip counts double. The Emerald bins sit behind the Glacier Gate, so World 3 progress only happens while the gate is down.

Pets available here

The claw machine you stand in front of is Aurora's: one pull costs 300 gems (your first 50 paid pulls here are 225 gems — 25% off) 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

  • The Forge Bear is the world's engine: reinforced balls aim themselves at the ice and hit ×1.25.
  • Progress toward World 3 (500,000 HP) only happens in breaches, and every chip there counts double — run breach after breach.
  • Gold pays only 1 gem here (a 5% share); Emerald and Ruby pay 4 / 6 at a 20% share — the vault side is where gems live.

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.
  • 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.
  • World 3 · Flora — World 3 · Flora: its bins, launch odds, portals, Flora's own mechanics, the lock to the next world and the pets in its claw machine.
  • 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.
  • Forge Bear — Forge Bear — uncommon World 2 pet. World 2: forges reinforced siege balls.
  • Bouncy Frog — Bouncy Frog — uncommon World 2 pet. World 2: leaps the aurora peg rifts.
  • Avalanche Yeti — Avalanche Yeti — legendary World 2 pet. World 2: an AVALANCHE of 8 snowballs every 15 obstacle strikes.
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