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World 5 · Inferno

World 5 · Inferno: its bins, launch odds, portals, Inferno's own mechanics, the lock to the next world and the pets in its claw machine.

Overview

Two dials, one oven. PRESSURE is the temperature — bought at the pump, bled a sliver by every launch — and LAVA is the coverage, raised by your landings and drained by melts and geysers. Bins under the pressure zone cook up the tier ladder from the right, while the lava eats the vitality of every ball that sinks through it. Bins pay ×2 coins with a ×1.4 world multiplier, gems 1 / 3 / 5, and balls come back from Bronze up — but a melted ball pays nothing.

NOTE
In one line: TWO DIALS, ONE OVEN. PRESSURE is the temperature — bought at the pump, bled by every landing. LAVA is the coverage — raised by your landings, drained by melts and geysers. Bins cook while hot lava sits deep over them, and cool when it can't hold their tier. Balance the two and the strip turns to gems.

The board

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

123456789101112131415161718
Grey ×3Bronze ×2Silver ×3Gold ×3Emerald ×3Ruby ×3Diamond ×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)
Silver7.93% (1 in 12.6)
Gold1.61% (1 in 62.3)
Emerald0.33% (1 in 303)
Ruby0.0563% (1 in 1,775)
Diamond0.0007% (1 in 137,733)

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

Every tier on Inferno is a count the pressure grants, filled from the right — see Bin cooking below. Four plain portals run above the pegs as on World 1 (the Vent Crab marks one for extra chance) and launches are aimed like Classic, but Inferno runs the portal ladder backwards: everywhere else a higher bin warps MORE often, and here it warps less, so the top of the board has to be earned rather than snowballed into. On top of that, every Inferno portal fires undefined less often than the other worlds' — and HEAT buys them back, NaN points of portal chance per point of heat, so a board run at a full 100 heat is exactly back on the normal rate. You can read it off the board: a cold portal looks like World 1's, and it visibly catches fire as the heat climbs. The table above is the strip before any cooking.

Bins and rewards

World 5 · Inferno — one weighted reward per landing (base rates, no pets)
BinOn the strip Coins Gold balls Gems Balls Portal
Grey3280 (41.7%)×2 (33.3%)25%
Bronze2560 (37.9%)×5 (32.1%)30%
Silver3840 (56.3%)×10 (13.4%)30.3%
Gold31,680 (54%)×20 (9.99%)1 (7.09%)+1 (0.22%)28.5%
Emerald33,360 (67.5%)×30 (20.7%)3 (10.7%)+2 (0.779%)
Ruby35,600 (73.5%)×50 (13.3%)5 (11.9%)+3 (0.771%)
Diamond1Opens Jackpot Frenzy — floor 140,000 coins · 2,000 gold balls · 250 gems · 250 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 — here — every rate is on Bucket Rates.

Pressure and the pump

Tap the obsidian chamber to open the PRESSURE PUMP. Pick a target and pay balls: the price of a point climbs exponentially with the pressure already in the bar (about 24 balls at 0%, 36 at 50% and 590 at 99%), so the last ten points cost as much as the first ninety put together. Every launch bleeds 0.0167 pressure (a full pump survives about 6,000 launches; the Magma Slug's Stoke the Furnace cuts the bleed to 60%), and a reserve you set refills the bar automatically. Bands: CALM under 35%, ACTIVE 35–70%, FURY 70%+; bins only cook at 35% or more.

Pump prices
PumpBalls
0% → 25%623
0% → 50%1,356
0% → 75%2,870
0% → 100%9,199
50% → 100%7,843

Bin cooking

Every tier on Inferno is a count: the pressure decides how many bins of it exist, and the strip is filled left to right — Grey, Bronze, Silver, Gold, then Emerald, Ruby, Diamond — so the good tiers always sit on the RIGHT and the whole strip shifts left as the board heats. A cold board is a real board (8 Grey, 4 Bronze, 3 Silver and the rest Gold), and at a full 100% it reads 3 Silver, 3 Gold, 5 Emerald, 5 Ruby and 2 Diamond. The counts are tuned so that no 5% step leaves the strip unchanged — every point of pressure you buy is doing something. Cooking is instant; falling below a bin's line holds it for 10s, then it cools one tier every 10 s.

The order the gem bins light up: 25% Diamond 1 · 50% Emerald 1 · 55% Emerald 2 · 60% Emerald 3 · 65% Ruby 1 · 70% Ruby 2 · 75% Emerald 4 · 80% Ruby 3 · 85% Emerald 5 · 90% Ruby 4 · 95% Ruby 5 · 100% Diamond 2.

How many bins of each tier the strip carries at each pressure
PressureGreyBronzeSilverGoldEmeraldRubyDiamond
0%8433
10%6435
20%4437
30%34371
40%14391
50%43911
60%33831
70%237321
80%235431
90%134541
100%33552

Lava, heat and burns

Lava level
+0.6 per landing · −4 per melted ball · drains 0.16/s on its own
Under the lava
balls decay ×2 and sink at 40% speed (the Ember Eel's Lava Glide cancels most of the drag)
Geysers
12% per ball touching the lava: the ball is hurled straight up with its vitality restored and 3 lava is thrown out
Ball vitality
4 heat; a ball that lands with all of it is molten — ×1.5 coins and ×2 lock damage. Split balls spawn with 1 and can never be molten
HEAT
rises 0.8/s while the lava sits at 60+, falls 3/s below it
Burns
above heat 50 each landing rolls (heat − 50)% to BURN one random regular pet (no buff until it recovers); elusive and limited pets and Inferno's own pets are immune, the Cinder Armadillo wards one. Recovery is a chance roll while heat is below 50, up to 8% per tick at heat 0
a geyser — the free, random vent; the pump is the bought one

The door to World 6

Lock
80,000,000 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 6

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 Inferno's: one pull costs 600 gems (your first 50 paid pulls here are 450 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

  • Run ACTIVE, not FURY: the right-hand bins reach Ruby and Diamond long before the bar is full, and every point past 70% costs more than the last.
  • Dump the lava now and then (geysers and melts drain it) so HEAT falls back under 50 and your pets stop burning.
  • Molten landings chip the 80,000,000 HP World 6 lock double — send balls with full vitality at the gem bins.

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 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.
  • Pets — Every pet in Ballin Tycoon — rarities, claw odds, abilities, levelling costs, stars, evolution, shinies and where each one comes from.
  • Magma Slug — Magma Slug — uncommon World 5 pet. The furnace keeper — the heat you buy lasts far longer.
  • Basalt Armadillo — Basalt Armadillo — rare World 5 pet. The heat sink — burrows away from the burn.
Generated from game data · version 2.13.7 (build 112). Spot a mistake? Tell us on Discord.