Ballin TycoonWIKI
WikiThe BoardThe Board

The Board

How a plinko launch is aimed, what the 18 bins pay, portals, the HUD, coin scaling and the Diamond → Jackpot Frenzy trigger.

Overview

Ballin Tycoon's main game is a plinko board. Balls shoot up a tube on the left, rattle down 10 rows of pegs and drop into one of 18 bins along the bottom. Bins are tiered from left to right — GREY BRONZE SILVER GOLD EMERALD RUBY DIAMOND — and the further right a ball lands, the richer the reward. Every landing pays something (coins, gold balls, gems, balls…), some landings open a portal that warps the ball to a richer bin, and a Diamond landing opens the Jackpot Frenzy minigame.

There are 4 boards to unlock — World 1 · Classic, World 2 · Aurora, World 3 · Flora, World 4 · Maelstrom — each with its own bin layout, coin scale, portal rules and gimmick. This page covers the rules every board shares; the Worlds pages cover what makes each one different.

How a launch works

  1. Launch. Press LAUNCH (or leave AUTO on). One ball leaves your reserve and shoots up the tube on the left. Auto launch fires every 0.5s; manual taps are limited to one every 120 ms.
  2. The aim is decided first. Before the ball touches a peg the game rolls its destination tier from a weighted table — a fresh launch can only be aimed at GREY, BRONZE or SILVER (the exact odds per world are below). The ball is then steered through the 10 rows of pegs so it lands in a random bin of that tier. The bounces are real, the destination is not luck-of-the-pegs.
  3. Land and roll. Every bin tier has its own reward table. A landing rolls one weighted reward — coins, gold balls, gems, balls, a portal or (rarely) dice — see Bucket Rates for every number.
  4. Portal? If the roll is a portal, the ball is warped up to the next tier's portal at the top of the board and re-drops on that portal's richer table. This chain — BRONZESILVERGOLDEMERALD — is the only road to the GOLD, EMERALD, RUBY and DIAMOND bins on most worlds. Read Portals.
  5. Extras. A final landing (not a portal warp) also rolls, independently, for a sticker pack, a time candy and a pet card. A DIAMOND landing skips the reward table entirely and opens Jackpot Frenzy.
NOTE
The honest summary: each launch is aimed at Grey, Bronze or Silver by weighted chance, and everything to the right of Silver is reached through portals (or, on World 3 · Flora, pollen, and on World 4 · Maelstrom, the whirlpool). Pets and Marquee buffs change the weights — the tables on this wiki are the base odds with nothing equipped.

Where a ball lands

First landing, per world

The tier a fresh launch is aimed at. Nothing past Silver can be aimed at directly from the tube.

WorldGREYBRONZESILVER
W1 World 1 · Classic70%27.7%2.34%
W2 World 2 · Aurora40%35%25%
W3 World 3 · Flora30%40%30%
W4 World 4 · Maelstrom40%40%20%

Final landing, portal chain included

Chance that a launched ball ENDS its trip in each tier once every possible portal warp is counted (base rates, no pets). Like the rest of this wiki it is computed with both bonus dice unlocked — the same basis as Bucket Rates; the in-game BUCKET RATES screen's drop-rate bars show the same odds with your pets and unlocks applied. World 2 · Aurora is listed twice because portals route differently while the Glacier Gate stands versus during a breach; World 4 · Maelstrom is listed for launched balls (its surface has no portals at all) and for the dive board.

BoardGREYBRONZESILVERGOLDEMERALDRUBYDIAMONDDiamond, per launch
W1 World 1 · Classic56.1%34%7.94%1.56% (1 in 64.3)0.37% (1 in 270)0.0648% (1 in 1,543)0.0014% (1 in 69,413)1 in 69,413
W2 World 2 · Aurora — Glacier Gate standing37.8%43.1%19.2%
W2 World 2 · Aurora — during a breach33.7%31.9%19.5%5.17%6.18%3.57% (1 in 28)0.0023% (1 in 43,367)1 in 43,367
W3 World 3 · Flora30%40%30%
W4 World 4 · Maelstrom — surface (launched balls)40%40%20%
W4 World 4 · Maelstrom — dive board36.9%40.2%20.9%1.7% (1 in 58.9)0.22% (1 in 455)0.0317% (1 in 3,157)0.0007% (1 in 142,055)1 in 142,055
TIP
A World 1 Diamond is 0.0014% (1 in 69,413) launches at base rates. Pets that boost portal chance, rare-tier weight or the Diamond rate all move these numbers — see Pets and Portals.

Bin tiers and layouts

Every world has 18 bins but slices them differently. Colour = tier; the strips below are the real layouts, left to right.

World 1 · Classic
World 2 · Aurora
World 3 · Flora
World 4 · Maelstrom
World 4 · Maelstrom — dive board
TierW1 binsW2 binsW3 binsW4 binsW4 dive binsWhat it can pay
GREY42245Coins, gold balls, portal
BRONZE32233Coins, gold balls, portal
SILVER33333Coins, gold balls, balls, portal
GOLD34332Coins, gold balls, balls, portal, gems, dice
EMERALD23422Coins, gold balls, balls, gems, dice — chips the world lock
RUBY23322Coins, gold balls, balls, gems, dice — chips the world lock
DIAMOND11111Opens Jackpot Frenzy

Coins per landing

Coins are flat per tier: a bin's base value is scaled by the world's bin scale (W1 ×1, W2 ×1.25, W3 ×1.5, W4 ×1.75) and then by the world coin multiplier (W1 ×1, W2 ×1.1, W3 ×1.2, W4 ×1.3). Diamond has no coin slot — it opens Jackpot Frenzy instead.

Coins per landing, before pets and other multipliers
TierW1 coinsW2 coinsW3 coinsW4 coins
GREY100138 (125 × 1.1)180 (150 × 1.2)228 (175 × 1.3)
BRONZE200275 (250 × 1.1)360 (300 × 1.2)455 (350 × 1.3)
SILVER300413 (375 × 1.1)540 (450 × 1.2)683 (525 × 1.3)
GOLD600825 (750 × 1.1)1,080 (900 × 1.2)1,365 (1,050 × 1.3)
EMERALD1,2001,650 (1,500 × 1.1)2,160 (1,800 × 1.2)2,730 (2,100 × 1.3)
RUBY2,0002,750 (2,500 × 1.1)3,600 (3,000 × 1.2)4,550 (3,500 × 1.3)

What a landing pays

Each landing rolls one reward from the bin's weighted table — every reward, amount and chance for every world is on Bucket Rates. On top of that main roll, a final landing (a ball that did not just warp through a portal) makes three more independent rolls:

  • Sticker pack — Silver bins and above can drop a sticker pack; richer bins drop better packs.
  • Time candy — Silver bins and above can drop a time candy, which converts to balls (30 seconds of candy = 1 ball).
  • Pet card — any bin, at a flat per-world chance; the card is picked from that world's set.
TierSticker packPack chanceTime candyCandy chance
SILVER Green pack0.0977% (1 in 1,024) 30 Minute Candy (= 60 balls)0.025% (1 in 4,000)
GOLD Yellow pack0.195% (1 in 512) 1 Hour Candy (= 120 balls)0.0333% (1 in 3,000)
EMERALD Pink pack0.391% (1 in 256) 2 Hour Candy (= 240 balls)0.05% (1 in 2,000)
RUBY Blue pack1.56% (1 in 64) 4 Hour Candy (= 480 balls)0.1% (1 in 1,000)
WorldPet card chance per landing
W1 World 1 · Classic5% (1 in 20)
W2 World 2 · Aurora4% (1 in 25)
W3 World 3 · Flora3.33% (1 in 30)
W4 World 4 · Maelstrom2.86% (1 in 35)
HEADS UP
A portal landing pays nothing else — no pack, candy, card or gold-ball bonus — the loot comes from wherever the warp lands. Split balls (Owl Sage) roll these extras at a quarter of the rate and never roll portals or dice. On the World 4 · Maelstrom dive board packs and candy drop at ×0.25 and dice / cards at ×0.5 of the surface rate.

Diamond → Jackpot Frenzy

Landing in the DIAMOND bin does not roll the reward table. It chips the world lock (Diamond hits count ×20), then opens Jackpot Frenzy with a starting floor that grows 25% per world. A ball rigged for Diamond gets a slow-motion cyan trail on its way down — that is the tell.

Jackpot Frenzy starting floor per world (coins shown before your coin multipliers)
World Coins Gold balls Gems Balls
W1 World 1 · Classic50,0001,000125125
W2 World 2 · Aurora68,7501,250155155
W3 World 3 · Flora90,0001,500190190
W4 World 4 · Maelstrom113,7501,750220220

Other ways in: the Bonus Wheel's JACKPOT slice (1%), and on World 4 · Maelstrom the whirlpool's own Diamond roll. A Diamond on the World 4 dive board pays 100 balls instead of opening the Frenzy.

Launching: AUTO, TAP and speed

  • AUTO — the launcher fires on its own every 0.5s while you have balls, and pauses whenever 100 balls are already on the board. The LAUNCH button reads STOP while it runs. Marquee milestone Launch Speed (18 stars) makes it fire 50% faster (every 0.33s). Fruit Worm speeds it up further.
  • TAP — every press of LAUNCH fires one ball, at most one every 120 ms.
  • Each launch costs 1 ball in every world. On the World 4 · Maelstrom dive board it spends a caught ball instead, and the vortex launcher spends your haul.
  • Ball power is not launch strength — it is how hard your Emerald/Ruby/Diamond landings hit the next world's lock (see below). It comes from your Arcade Level bar rewards, the Ticket Trove and cards.
  • The ×2 stake chip you unlock at the first Marquee milestone belongs to the ARCADE pinball machine, not the plinko board — plinko launches always cost one ball.

How coins scale

A landing's coins = bin base (the table above) × coin pets (Piggy Banker, Coin Corgi, Dragon Hatchling, Carnival Phoenix and friends — their percentages add up, then multiply once) × your ARCADE Coin Gain bubbles (Arcade Level) × Ticket Trove Coin Gain × pet item and card bonuses × situational boosts (a World 2 breach, a World 4 volley, a stoked World 5 bin…). Split balls get a quarter share. Gold-ball payouts scale separately — see Gold balls.

World locks and World Hop

The door at the right end of the bin strip is the next world's lock. Every landing in an EMERALD, RUBY or DIAMOND bin chips it for ball power × tier multiplier + 10 (Emerald ×1, Ruby ×1.5, Diamond ×20; split balls hit for a quarter and skip the +10). Tap the door to see the HP left and what each of your landings will chip. Breaking a lock pays 1,000 gems once and opens the door.

UnlocksLock HPDoor
W2 World 2 · Aurora25,000
W3 World 3 · Flora500,000
W4 World 4 · Maelstrom2,000,000
NEXT The next world (door on World 4 · Maelstrom)15,000,000

Tap the WORLD card to open WORLD HOP and travel between unlocked worlds instantly — no reload. Your balls, pets and progress travel with you; each world keeps its own board, its own pet loadout and its own portal meter. You cannot hop while balls are still in flight ("Wait for your balls to land before traveling!"). Full details on Worlds.

Tips

  • Leave AUTO on: the board only pays while balls are dropping, and the ball reserve refills on its own — see Balls.
  • Everything right of Silver is reached through portals. Portal-chance pets (Lucky Rabbit) and the Portal Compass are the single biggest lever on your Emerald / Ruby / Diamond rate on Worlds 1 and 2.
  • Emerald landings are what unlock the next world — favour pets and worlds that push balls into the gem bins when you are grinding a lock.
  • The in-game BUCKET RATES screen (tap any bin) shows YOUR live odds with every pet and buff applied; this wiki shows the base tables.

See also

  • 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.
  • Portals — How portals warp balls up the tier ladder, the chance per bin in every world, the Vault, pollen portals, dive portals and the portal meter.
  • Balls — Your ball reserve, cap and regen, every ball type (gold, reinforced, split, pollen, dice…) and what each bin pays back.
  • 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.
  • Jackpot Frenzy — The Diamond-bin minigame: guaranteed floor loot, tilt rounds that grow a multiplier, the Fortune Wheel, and the Void Warden pet.
Generated from game data · version 2.13.7 (build 112). Spot a mistake? Tell us on Discord.