Balls
Your ball reserve, cap and regen, every ball type (gold, reinforced, split, pollen, dice…) and what each bin pays back.
Overview
Balls are the board's ammo: every launch spends one, and every ball eventually lands in a bin and pays out. New accounts start with 500, the reserve refills by itself (1 every 30s), and bins, candy and minigames all hand balls back. Your reserve shows on the LAUNCH button as balls / cap.
Your reserve and cap
Natural regen stops at your cap. The base cap is 500; the Marquee adds +25 for each of its 10 Ball Storage rows and the Shop sells 3 permanent +250 upgrades, for a maximum of 1,500. Time candy and bin payouts are not capped — only passive regen is.
| Source | Upgrade | Cap |
|---|---|---|
| Everyone | 500 | |
| Marquee 19 stars | +25 | |
| Marquee 42 stars | +25 | |
| Marquee 72 stars | +25 | |
| Marquee 96 stars | +25 | |
| Marquee 120 stars | +25 | |
| Marquee 144 stars | +25 | |
| Marquee 168 stars | +25 | |
| Marquee 192 stars | +25 | |
| Marquee 216 stars | +25 | |
| Marquee 231 stars | +25 | |
| Shop | +250 | |
| Shop | +250 | |
| Shop | +250 |
Regeneration
- Natural regen — 1 ball every 30 seconds whenever you are below your cap, on the board or away (offline earnings catch you up when you return).
- Ballin Potion — while it runs, regen jumps to 1 ball every 2s up to your cap: 10m when you drink one yourself, 20m for both of you when you share it with a friend. Extra potions extend the timer. See Items.
- Time candy — converts instantly at 30 seconds per ball and banks over the cap:
30 Minute Candy = 60 ·
1 Hour Candy = 120 ·
2 Hour Candy = 240 ·
4 Hour Candy = 480. Candy drops from Silver+ bins (rates) and comes from the Shop.
Balls from the board
Some bins return balls as their main reward. The amount depends on the world (later worlds pay from fewer bins), the chance is that bin's ball slot on Bucket Rates. On the World 4 · Maelstrom dive board every bin pays balls and nothing else.
| Bin | W1 | W2 | W3 | W4 | W4 dive board |
|---|---|---|---|---|---|
| GREY | — | — | — | — | 0 always |
| BRONZE | — | — | — | — | 1 always |
| SILVER | 2 at 16% | 2 at 8.6% | — | — | 2 always |
| GOLD | 4 at 16.7% | 4 at 8.9% | 2 at 1.37% | 1 at 0.207% | 3 always |
| EMERALD | 6 at 19.6% | 6 at 9.8% | 4 at 5.24% | 2 at 0.779% | 5 always |
| RUBY | 8 at 36.8% | 8 at 18.4% | 6 at 5.37% | 3 at 0.771% | 8 always |
| DIAMOND | 125 Frenzy floor | 155 Frenzy floor | 190 Frenzy floor | 220 Frenzy floor | 100 |
Other ball faucets: the Bonus Wheel BALLS slice, Jackpot Frenzy, the Red/Blue Ball Bonus, daily rewards, quests and the Shop.
Ball types





| Ball | From | Rules | |
|---|---|---|---|
| Ball | Everyone | Launches for 1 ball; lands and rolls the bin table like the tables say. | |
| Gold ball | Dragon Hatchling | Treasure Hoard turns a launched ball gold (chance grows with the dragon's level). When it lands it pays a bonus equal to that bin's own gold-ball slot — Grey 2, Bronze 5, Silver 10, Gold 20, Emerald 30, Ruby 50 — on top of whatever the bin rolled. No bonus on a portal warp or a Diamond. Gold-ball payout buffs multiply it. | |
| Reinforced ball | Forge Bear | On World 2 · Aurora it drifts into the Glacier Gate and strikes it for ×1.25 wall damage; elsewhere it punches through to one bin further right. A reinforced killing blow extends the breach by 15 launches. | |
| Split ball | Owl Sage | A landing can spawn a free tiny clone. It pays 25% of coins, balls and gems, rolls sticker packs / candy / cards at a quarter rate, never rolls a portal or dice, chips the world lock for a quarter (and no +10) and cannot split again. | |
| Snowball | Avalanche Yeti | A World 2 wall-breaker that pays nothing when it lands. | |
| Pollen ball | World 3 · Flora | A ball carrying pollen (up to 5) — pink petals trail it. Pollen is the only thing that opens a World 3 portal; 3+ pollen is laden and chips the lock ×2. See Portals. | |
| Volley / caught ball | World 4 · Maelstrom | Balls the whirlpool swallows become your CATCH (launch them on the dive board) and dive winnings return as HAUL (fire them from the vortex). A ball comes back as it went in — gold, reinforced or split. | |
| Iridescent ball | Aurora Wyrm | Rolls the rare drop table (packs, candy, dice) at ×2. | |
| Red / Blue ball | Red/Blue Ball Bonus | Gold, Emerald and Ruby bins can drop dice (see below); the bonus itself is played with red and blue balls. | |
| Star ball | Chest Rush | The cascade ball of the Chest Rush minigame. |
Gold balls
Gold balls are a currency, not a ball you launch. Every bin can pay them (Grey 2 · Bronze 5 · Silver 10 · Gold 20 · Emerald 30 · Ruby 50 per hit — the same ladder a Dragon-gilded ball earns as its landing bonus), and you spend them on the Claw Machine and as pet food — feeding a pet gold balls is how it levels. The full story, including every source, is on Gold balls.
Gold-ball multipliers
The Shop sells three permanent multipliers on plinko-bin gold-ball payouts. Only the highest one you own applies (they do not stack); the Marquee's Gold Ball Payout rows and pet items multiply on top.
Dice balls
Once the Marquee milestone Bonus Map (Red Balls) (6 stars), GOLD, EMERALD and RUBY landings can roll a Red Die instead of loot; the Marquee milestone Blue Dice (1-8) (50 stars) row adds the rarer Blue Die. Richer bins roll higher faces. Each colour can drop at most 3 times a day — once a colour is used up its slot vanishes from the table until the daily reset. What the dice do is on Red/Blue Ball Bonus.
| Bin | BLUE Blue Dice | |
|---|---|---|
| GOLD | 0.162% (1 in 619) rolls 1–6 | 0.0323% (1 in 3,094) rolls 1–8 |
| EMERALD | 0.335% (1 in 299) rolls 2–6 | 0.0669% (1 in 1,494) rolls 2–8 |
| RUBY | 0.62% (1 in 161) rolls 4–6 | 0.124% (1 in 806) rolls 4–8 |
Tips
- Never sit at the cap: regen is wasted while the reserve is full. Turn AUTO on before you leave and let the board spend them.
- Time candy banks over the cap, so it is the way to stockpile for a long AUTO session or a World 2 breach.
- Silver+ bins pay balls back, so a portal-heavy loadout on Worlds 1–2 roughly pays for itself in ammo.
- On World 4 the dive board is a ball engine — caught balls in, more balls out — but Grey pays nothing down there, so it slowly drains without portals.
See also
- The Board — How a plinko launch is aimed, what the 18 bins pay, portals, the HUD, coin scaling and the Diamond → Jackpot Frenzy trigger.
- Gold Balls — The pet-food currency: every way to earn gold balls with exact odds and amounts, the payout multipliers (items, cards, shop), and the full feeding cost table by rarity.
- Time Candy — The four Time Candies: how many balls each banks, which bins drop them and at what odds, plus the Ball Grove and garden sources.
- 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.
- Red / Blue Ball Bonus — Dice from Gold, Emerald and Ruby bins open a two-phase skill bonus: stop 5 dice for multiplied balls, then time the portal over 9 multiplier bins. 3 runs per colour per day.