Strength decides smash depth
Sportskeeda's beginner guide reports that the Strength stat decides how deep your smash goes, and that the shop on the left side of the screen carries the Strength upgrade category.
Source: Publisher guides
The 'build' in this game is a stat allocation, and the 'entity' is a brainrot you cannot look up — this page documents both as far as sources allow, and says exactly where they stop.
Build doctrine is real and documented: Sportskeeda's beginner guide says the Strength stat decides how deep your smash goes, ranks pull-up-bar upgrades as the first priority, and points to the shop on the left side of the screen. Entity data is not documented: the official description confirms that smashing a lucky block releases a brainrot that earns money, but no public catalog of names, rarities, odds, or rates exists — so this site ranks entities only by what your screen displays (income) plus the documented mutation multipliers. That combination is why one mutated drop can be worth more than anything else you own.
Compiled from the official description and Sportskeeda's guide, checked 2026-10-06.
Sportskeeda's beginner guide reports that the Strength stat decides how deep your smash goes, and that the shop on the left side of the screen carries the Strength upgrade category.
Source: Publisher guides
The same guide's first tip is to upgrade your pull-up bars early — climbing speed is the bottleneck for every later run, because height feeds luck.
Source: Publisher guides
Aim for a higher climb each run: the official description ties height to bigger luck, and higher luck improves the odds of rarer brainrots and mutations per the publisher guides.
Source: Official + publisher guides
Money unlocks better lucky blocks (official description). Spending income on the next block, rather than hoarding it, compounds luck on every later drop.
Source: Official
Collected brainrots earn money continuously (official description). Compare a new reward's displayed income against your weakest current earner before replacing it — the site's run planner turns that comparison into a checklist.
Source: Official
The honest entity table for this game — every row names whether it is documented or held.
| Entity fact | Status | Source |
|---|---|---|
| Brainrots exist as smash rewards and earn money | Confirmed | Official description (checked 2026-10-06) |
| Brainrot names, rarities, and drop odds | Not published | No official or community catalog exists at any check through 2026-10-06 |
| Per-brainrot income rates | Not published | Displayed income in your session is the only usable figure |
| Mutations multiply value 2x–6x | Reported (two guides) | Deltia's Gaming (Aug 19) + Pro Game Guides (Jul 18) |
| Backpack system carries collected brainrots | Confirmed | Official description credits @WinnersTakesAll |
| Luck scale reaches huge values (creator titles cite “300Qi luck”) | Reported | @ClimbAndDrop video titles (ownership unconfirmed) |
One mutation per brainrot; no stacking, no removal. Multipliers apply to earning rate and sale value.
Multiply a brainrot's sale value and earning rate; first of the five standard mutations.
Standard mutation; reported by both publisher guides.
Standard mutation; reported by both publisher guides.
Standard mutation; reported by both publisher guides.
The strongest standard mutation — 6x a brainrot's sale value and earning rate.
Cannot roll from normal Lucky Blocks (Roonby, All Things How). Reported acquisition paths: the 'Admin Abuse' event, or the 'Guaranteed Hacker Mutations Lucky Block' sold in the in-game Store; Deltia's Gaming additionally ties it to the Hacker Event and Rolimon's listed a matching Hacker Pass, offsale. No guide publishes its multiplier — All Things How calls it the game's highest unconfirmed value; Roonby expects it to exceed Rainbow's 6x once confirmed.
Full sourcing and caveats on the mutations watch page.
The documented priority order is: pull-up bars first (climbing speed gates every run), then the Strength line (it decides how deep your smash goes), then better-block unlocks with your money. Luck has no upgrade you buy directly — it comes from climbing higher, which is why the climb upgrades pay twice.
No public source lists this game's brainrot names, rarities, or odds — the official description confirms the reward family but no catalog exists. The honest ranking input is your own screen: displayed income per second, plus the mutation multiplier if it has one (Gold 2x to Rainbow 6x). A 6x-mutated mid-tier earner out-earns any plain drop.
A mechanic referenced by the exact-name @ClimbAndDrop community channel in a video title. It is not described by the official description or any published guide, so treat it as a reported in-game feature — likely the upper end of the Strength line — and verify in game.
Tiers: none published. Mutations: yes — Gold, Diamond, Galaxy, Lava, and Rainbow multiply a brainrot's earning rate and sale value 2x to 6x per the two publisher guides, and both report that luck (height) improves the odds. One mutation per brainrot; they do not stack and cannot be removed.
Role doctrine and worked setups for your brainrot lineup.
The height-to-luck decision every run turns on.
37,813,026 visits of game, ranked by role and observed income.