Pet Natures
Every regular and limited pet has one of 13 natures: +15% at one job, −10% at another. The full grid, what each job means, how natures are rolled, and the one-pet-one-job rule.
Overview
Every regular and limited pet is born with a nature. A nature belongs to that individual pet, not its species: two rabbits can have different natures, which is what makes a second or a tenth copy worth a look. A nature makes the pet +15% better at one job and −10% worse at another. 1 of the 13 natures raise and lower the same job, so they do nothing at all.
Natures never touch the board. They only matter when a pet is put to work: on an expedition, at a Ball Factory machine, or in the Hoard. Elusive pets have no nature (they count as ×1 everywhere).
The four jobs
| Job | What the nature changes | Where | |
|---|---|---|---|
| MINING | Dig power on expeditions | Expeditions | |
| FORGE | Work speed at a Ball Factory machine | Ball Factory | |
| CHESTS | Its own share of hoard chest speed | Hoard chests | |
| GATES | Damage to the hoard gate | Hoard gates |
- MINING multiplies the pet's dig power when it is in an expedition crew.
- FORGE multiplies the pet's work speed at a Ball Factory machine. (It used to be the furnace's smelting stat; when the furnace was removed the job moved to the factory and the natures kept their names.)
- CHESTS and GATES split the Hoard in two: a pet standing in the Hoard deals its chest damage and its gate damage separately, and each reads its own side of the nature.
The nature grid
The natures form a 4 × 4 grid: the row is the job a nature raises, the column the job it lowers. A nature on the diagonal would raise and lower the same job, so the diagonal holds just one nature, Steady, which does nothing.
| lowers MINING | lowers FORGE | lowers CHESTS | lowers GATES | |
|---|---|---|---|---|
| raises MINING | no bias | |||
| raises FORGE | — | |||
| raises CHESTS | — | |||
| raises GATES | — |
Every nature
| Nature | Raises | Lowers | In-game line | Description |
|---|---|---|---|---|
| — | — | NO BIAS | Even-tempered. No better or worse at any job. | |
| MINING +15% | FORGE −10% | +15% MINING · −10% FORGE | Happiest in the dirt. Wilts in the heat of the factory forge. | |
| MINING +15% | CHESTS −10% | +15% MINING · −10% CHESTS | Digs all day and never stops to rummage for loot. | |
| MINING +15% | GATES −10% | +15% MINING · −10% GATES | Tunnels around trouble rather than through it. | |
| FORGE +15% | MINING −10% | +15% FORGE · −10% MINING | Burns hot at the forge and sulks in the dark tunnels. | |
| FORGE +15% | CHESTS −10% | +15% FORGE · −10% CHESTS | Would rather make treasure than crack it open. | |
| FORGE +15% | GATES −10% | +15% FORGE · −10% GATES | Tends the factory forge for hours. Has no stomach for a siege. | |
| CHESTS +15% | MINING −10% | +15% CHESTS · −10% MINING | Goes straight for the loot and hates honest digging. | |
| CHESTS +15% | FORGE −10% | +15% CHESTS · −10% FORGE | Quick paws on a lock, clumsy at the factory forge. | |
| CHESTS +15% | GATES −10% | +15% CHESTS · −10% GATES | Picks locks, not fights. | |
| GATES +15% | MINING −10% | +15% GATES · −10% MINING | Picks a fight with any wall and refuses to dig. | |
| GATES +15% | FORGE −10% | +15% GATES · −10% FORGE | Loud, strong and far too restless to work a forge. | |
| GATES +15% | CHESTS −10% | +15% GATES · −10% CHESTS | Charges the gate and ignores the gold. |
Picking a nature for a job
For any one job, 3 natures help, 3 hurt, and the rest do nothing. Since a pet only ever works one job at a time, the lowered job costs you nothing as long as you never put the pet there — a Fiery pet is simply a great factory worker, not a flawed miner.
| Job | Best natures (+15%) | Avoid (−10%) |
|---|---|---|
| MINING | Earthy, Diligent, Cautious | Fiery, Greedy, Feisty |
| FORGE | Fiery, Crafty, Patient | Earthy, Nimble, Rowdy |
| CHESTS | Greedy, Nimble, Sneaky | Diligent, Crafty, Valiant |
| GATES | Feisty, Rowdy, Valiant | Cautious, Patient, Sneaky |
How natures are rolled
- Every new pet rolls one at random, each nature equally likely (7.69%) — from the Pet Crates (the reveal shows it), shop bundles, fossil revivals and every other source.
- Pets that existed before natures were added were each given a random nature automatically.
- Three more no-bias natures (Earnest, Mellow and Humble) were retired on 27 September 2026. A pet that had one now shows Steady - the same thing, no bias - and new pets never roll them.
- Fusion: the fused pet keeps the nature of the first pet you pick — never a random one. The forge shows it under NATURE YOU'LL GET as soon as you pick, and the first pet's card wears a NATURE KEPT tag; tap it out and pick another first to change it.
- Trading: a traded pet keeps its nature, along with its stars, purple stars, shininess, evolution and items.
- Levelling, evolving and amplifying never change a nature.
You can see a pet's nature on its inventory card and pet page, on the crate reveal, and as a job tag in the Hoard roster and the expedition and factory pet pickers.
Work power
A nature multiplies a pet's work power, the one number the Hoard and expeditions both start from:
| Part | Effect |
|---|---|
| Rarity | COMMON ×1 UNCOMMON ×1.15 RARE ×1.3 EPIC ×1.5 LEGENDARY ×1.7 UBER ×1.85 MYTHIC ×2 DIVINE ×2.2 |
| Level | up to ×1.5 at Lv 100, ×2 at Lv 200 (evolved) |
| Purple stars | +10% each |
| Fusion stars | +5% per star past the first |
| Evolved | ×1.1 |
| Shiny | ×1.05 |
| Nature | ×1.15 / ×1 / ×0.9 for the job being done |
The Ball Factory reads the same work power, pinned so the best pet works at 105% of a machine's old pace, before the FORGE nature multiplies the total.
One pet, one job
A pet can only be in one place at a time among the board and its jobs. A pet working in one of them is left out of the others' pet pickers, and if you try to assign it anyway the game tells you where it is busy. Free it first — unequip it, collect or recall its crew, or take it off the bench. The Hoard is the exception: it is its own screen and can use any pet you own, wherever else it is working (CHESTS GATES).
| Place | The pet is busy while… | Nature job | |
|---|---|---|---|
| The board | it is on any world's board team (a pet slot on the board you are playing, or the team another world keeps for you) | none — natures never affect the board | |
| An expedition | its cart is underground — until the crew is collected or recalled | MINING | |
| A Ball Factory machine | it is on a machine's bench — until you take it off | FORGE |
- The rule is per individual pet. A second copy of the same species is a different pet and can work somewhere else (although one expedition crew may only hold one of each species).
- A pet that is working anywhere also cannot be traded until it is free.
- A pet on another world's board team counts as on the board too — take it off that world's team to free it for a job.
- Live modes you take pets into — a Boss Raid party, an Evolution trial — also block trading while they run.
See also
- Pets — Every pet in Ballin Tycoon — rarities, crate odds, abilities, natures and jobs, levelling costs, stars, evolution, shinies and where each one comes from.
- Expeditions — Send crews of pets down 15 mines to dig ore while you are away. Mines, trip lengths, crew power, rare finds, pet items and every world's upgrade shop.
- Ball Factory — Gumball machines that turn bars into balls while you are away. Each machine needs a worker pet and a load of bars; better pets and better bars fill it faster.
- Hoard Pets — Rampart Ram, Vault Pangolin, Warlord Hyena — three pets only Hoard chests can pay, each built for one Hoard job.
- Pet Fusion — Fuse three copies of a pet into the next star tier — costs by rarity, what each star unlocks, and which pets can fuse.
- Pet Trading — Pet swaps between friends: the propose/counter/accept flow, which pets can be traded, what travels with them and the daily limits.