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.
Overview
The garden world. Every peg on the board is a flower plot: your balls water them as they fall, ripe flowers give up pollen, and pollen is the only thing that opens a portal here. Launches are aimed at Grey 30% / Bronze 40% / Silver 30%, bins pay ×1.5 coins and the richest gem ladder of the live worlds (3 / 6 / 9), and there are 4 Emerald bins because Emerald is the tier that chips the World 4 lock.
The board
Eighteen bins across the bottom, tiered left to right. Flora lays them out like this:
| Aimed at | Chance per launch |
|---|---|
| 30% | |
| 40% | |
| 30% |
| Bin | Per launch |
|---|---|
| 30% (1 in 3.33) | |
| 40% (1 in 2.5) | |
| 30% (1 in 3.33) | |
| — | |
| — | |
| — | |
| — |
Shares and landing odds assume both bonus dice are unlocked — the same basis as Bucket Rates.
Flora has no base portal chance at all — portal pets, Portal Compasses and the Marquee's portal rows are inert on this board. The two portals above the pegs are the amber Garden Portal (left) and the pink Pollen Portal (right), and only pollen opens them; the landing table above is what a fresh, pollen-free launch does.
Bins and rewards
| Bin | On the strip | |||||
|---|---|---|---|---|---|---|
| 2 | 180 (55.6%) | ×2 (44.4%) | — | — | — | |
| 2 | 360 (54.1%) | ×5 (45.9%) | — | — | — | |
| 3 | 540 (80.7%) | ×10 (19.3%) | — | — | — | |
| 3 | 1,080 (71.4%) | ×20 (14.6%) | 3 (12.3%) | +2 (1.37%) | — | |
| 4 | 2,160 (56.8%) | ×30 (22.3%) | 6 (15.3%) | +4 (5.24%) | — | |
| 3 | 3,600 (63.3%) | ×50 (14.8%) | 9 (15.9%) | +6 (5.37%) | — | |
| 1 | Opens Jackpot Frenzy — floor 90,000 coins · 1,500 gold balls · 190 gems · 190 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 30 here — every rate is on Bucket Rates.
The garden
All 137 pegs inside the play area are plots. Each ball that touches a plot waters it for +5 sap; at 300 sap (60 waterings) the flower is ripe. There is no passive growth — the garden only grows while you play — and the plots stay exactly as you left them when you hop away.





The Dew Snail, Rain Beetle and Flower Fairy all speed the garden up (heavier watering, cloudbursts, an earlier ripe point); the Dew Snail's 3★ lowers the ripe line to 250 sap.
Pollen
The next ball to touch a ripe flower picks it: the plot resets to 0 and the ball gains +1 pollen (a pick pays no coins). A ball carries up to 5 pollen (7 with the Sun Hummingbird's Pollen Sack), keeps it through portal re-drops, and is laden at 3+. Every pick also ticks the portal meter, up to 60 an hour.
| Pollen carried | Garden Portal (per landing) | Pollen Portal (per landing) | Garden re-drop bonus | Steer |
|---|---|---|---|---|
| 1 | 8% | — | +1.6% Gold weight | +0.02 lean · 10% re-aim |
| 2 | 16% | — | +3.1% Gold weight | +0.04 lean · 20% re-aim |
| 3 | — | 18% | +4.7% Gold weight | +0.06 lean · 30% re-aim |
| 4 | — | 24% | +6.3% Gold weight | +0.08 lean · 40% re-aim |
| 5 | — | 30% | +7.8% Gold weight | +0.1 lean · 50% re-aim |
- Building balls (under 3 pollen): each landing in Grey → Gold rolls 8% per pollen to open the Garden Portal, which drops the ball back in at the start to gather more.
- Laden balls (3+ pollen): each landing in Grey → Gold rolls 6% per pollen to open the Pollen Portal — the cash-out, a straight drop over the gem bins.
- Emerald, Ruby and Diamond landings never trigger a portal: they are the cash-out. A laden landing there chips the lock ×2.
- Steer: every pollen leans the ball 0.02 further right on each hop, and each pick re-aims it one bin right with a 10%-per-pollen roll (capped 50%, never into Ruby or Diamond).
The two portals
| Bin | Chance |
|---|---|
| 6.25% (1 in 16) | |
| 37.5% (1 in 2.67) | |
| 46.9% (1 in 2.13) | |
| 9.38% (1 in 10.7) |
| Bin | Chance |
|---|---|
| 24% (1 in 4.17) | |
| 66% (1 in 1.52) | |
| 10% (1 in 10) | |
| 0.0028% (1 in 35,714) |
The Pollen Portal reaches Diamond 1 in 35,714 of cash-outs. The Lucky Ladybug adds flat portal chance per landing, and the Meadow Mole's Tunnel Network boosts every warp.
Golden Hour
Every launch on Flora rolls 1 in 2,000 to bank a Golden Hour charge (the sun badge flashes GOLDEN HOUR READY! TAP THE SUN). Tap the sun when you are ready: for 1m every drop of sap counts ×3, so a full ripening takes 20 touches instead of 60. The timer pauses while a minigame takes over the board. The Flower Fairy's Sun Dance cuts the odds and the Solstice Fawn's Longest Day stretches the window (up to ×1.5). Full details on Golden Hour.
Ball Grove
From World 3 the Midway carries the Ball Grove — a harvest minigame where your 3★ pets pick fruit for amps and the Fruit Worm and Bramble Hedgehog live.
The door to World 4 · Maelstrom

- Lock
- 2,000,000 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 4 · Maelstrom
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.
- A laden ball (3+ pollen) chips ×2 — capped at +6 extra per landing.
Pets available here
The claw machine you stand in front of is Flora's: one pull costs 400 gems (your first 50 paid pulls here are 300 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
- Nothing below Gold pays balls here (Gold +2, Emerald +4, Ruby +6) — the garden's job is to get balls to those bins.
- Bank Golden Hour and pop it when the garden is full of blooms one watering short of ripe.
- Laden balls chip the 2,000,000 HP World 4 lock double; build to 3 pollen before cashing out.
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.
- Golden Hour — World 3's sun event: a 1 in 2,000-per-launch charge that, once you tap the sun, triples all sap gains for 1m.
- Ball Grove — The World 3 fruit-harvest minigame: pick ripe fruit off the tree, set the bins, escort golden fruit past the crows and grow Mega Melons — every rate, multiplier, basket roll and trophy.
- 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.
- World 4 · Maelstrom — World 4 · Maelstrom: its bins, launch odds, portals, Maelstrom's own mechanics, the lock to the next world and the pets in its claw machine.
- Flower Fairy — Flower Fairy — uncommon World 3 pet. World 3: tends plots, seeks ripe blooms, regrows flowers.
- Sun Hummingbird — Sun Hummingbird — rare World 3 pet. World 3: deeper pollen sacks, double nectar + sticky pollen.







