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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.

Overview

Ballin Tycoon has 5 worlds to play in. Every one is a plinko board with the same ten rows of pegs and eighteen bins, but each world lays its bins out differently, aims your launches differently, runs its own portal rules, pays its own coin / gem / ball ladder, has its own mechanic, its own claw-machine pets, its own music and backdrop. You start in World 1 · Classic and unlock the next world by breaking its lock with Emerald, Ruby and Diamond landings.

Your balls, pets and progress travel with you — each world keeps its own board (its garden, its whirlpool, its gate stay exactly as you left them). Pets carry a separate loadout per world, so the team you build for Flora stays in Flora.

The worlds

Unlocking the next world

Each world's board carries a padlocked door on the far right of the bin strip. Landing in an Emerald, Ruby or Diamond bin chips the lock; when its HP reaches zero the door shatters, you are paid 1,000 gems (once per world) and the world opens. Tap the door any time for the HP left and what your next landing of each tier will chip.

World locks
DoorOpensBroken fromLock HPReward
World 2 · AuroraWorld 1 · Classic25,0001,000 gems
World 3 · FloraWorld 2 · Aurora500,0001,000 gems
World 4 · MaelstromWorld 3 · Flora2,000,0001,000 gems
World 5 · InfernoWorld 4 · Maelstrom15,000,0001,000 gems

Damage per landing

Every chip is max(1, round(Ball Power × tier multiplier)) + 10. The tier multiplier is Emerald ×1, Ruby ×1.5 and Diamond ×20. Ball Power is the stat your Arcade Level reward bubbles level up (the bar's bubbles cycle star / Ball Power / Coin Gain), plus the flat Lock Damage bonus from Vinnie's Bonuses, multiplied by the Marquee's lock-damage rows, the Megalodon's Titan Bite and the lock-damage pet card. A ball with power 1 still chips 11 / 12 / 30.

Chip per landing, and how many Emerald-only landings each lock would take
Ball PowerEmeraldRubyDiamondEmeralds to open W2…W3…W4
11112302,27345,455181,819
515181101,66733,334133,334
1020252101,25025,000100,000
25354851071514,28657,143
5060851,0104178,33433,334
1001101602,0102284,54618,182
2502603855,010971,9247,693
50051076010,010509813,922
  • World 2: chips landed inside a breach count ×2 — and only breach landings can reach the Emerald bins at all.
  • World 3: a laden ball (3+ pollen) chips ×2, capped at +6 extra.
  • Split balls (Owl Sage) chip a quarter and skip the +10; the Diamond landing chips first and then opens Jackpot Frenzy.
  • Unlocking World 2 adds a 4th pet slot; World 3 adds a 5th.

World by world

Economy

What each world pays (base rates)
WorldBin coinsAll coinsGrey → RubyGems (Gold / Emerald / Ruby)Balls per landingJackpot floor
World 1 · Classic×1×1100 → 2,0002 / 4 / 6Silver +2
Gold +4
Emerald +6
Ruby +8
50K coins
1,000 · 125 · 125
World 2 · Aurora×1.25×1.1138 → 2,7501 / 4 / 6Silver +2
Gold +4
Emerald +6
Ruby +8
68.75K coins
1,250 · 155 · 155
World 3 · Flora×1.5×1.2180 → 3,6003 / 6 / 9Gold +2
Emerald +4
Ruby +6
90K coins
1,500 · 190 · 190
World 4 · Maelstrom×1.75×1.3228 → 4,5501 / 2 / 3Gold +1
Emerald +2
Ruby +3
113.75K coins
1,750 · 220 · 220
World 5 · Inferno×2×1.4280 → 5,6001 / 3 / 5Gold +1
Emerald +2
Ruby +3
140K coins
2,000 · 250 · 250

"Bin coins" scales the coin amount of every bin; "all coins" multiplies everything you earn on that board. "Grey → Ruby" is the base coin payout of the cheapest and richest coin bin. The Jackpot floor is coins, then gold balls · gems · balls — a Diamond landing opens Jackpot Frenzy at that world's floor.

Board rules

WorldBins (left → right)Launch aim (G / B / S)PortalsClaw pullPet cardMechanic
World 1 · Classic433322170% / 28% / 2%4200 gems1 in 20Four portals — the plain board
World 2 · Aurora223433140% / 35% / 25%1 (+ Vault)300 gems1 in 25Glacier Gate · 100-launch breach · Vault Portal · aurora rifts
World 3 · Flora223343130% / 40% / 30%pollen-only (2)400 gems1 in 30Flower plots · pollen-only portals · Golden Hour
World 4 · Maelstrom433322140% / 40% / 20%0 surface · 4 dive500 gems1 in 35Whirlpool CATCH · dive board pays balls · vortex launcher
World 5 · Inferno323333170% / 28% / 2%4600 gemsPressure pump · lava · bins cook up the ladder

Launch aim is where a fresh launch is pointed — Grey / Bronze / Silver. Each world's page has the full landing table with portal chains included.

Bin layouts

World 1 · Classic

123456789101112131415161718
Grey ×4Bronze ×3Silver ×3Gold ×3Emerald ×2Ruby ×2Diamond ×1

World 2 · Aurora

123456789101112131415161718
Grey ×2Bronze ×2Silver ×3Gold ×4Emerald ×3Ruby ×3Diamond ×1

World 3 · Flora

123456789101112131415161718
Grey ×2Bronze ×2Silver ×3Gold ×3Emerald ×4Ruby ×3Diamond ×1

World 4 · Maelstrom

123456789101112131415161718
Grey ×4Bronze ×3Silver ×3Gold ×3Emerald ×2Ruby ×2Diamond ×1

World 5 · Inferno

123456789101112131415161718
Grey ×3Bronze ×2Silver ×3Gold ×3Emerald ×3Ruby ×3Diamond ×1

World Hop

The WORLD planet card on the rail opens World Hop. Pick any unlocked world and you warp there without a reload — as long as no balls are in flight (the game asks you to wait for your balls to land first). Locked worlds show their remaining lock HP and a progress bar; worlds that do not exist yet show as Undiscovered. Each world card also lists that world's claw pets and opens its in-game guide.

  • Hopping swaps to that world's pet loadout and charms automatically.
  • World 4 always comes up on the surface — the dive board is only ever entered from the whirlpool's DIVE button.
  • Your ball reserve, coins, gems, gold balls and every menu are shared across worlds; only the board itself is per-world.

Claw machines by world

Each world has its own claw machine pool of eight pets (two common, two uncommon, one rare, one epic, one legendary, one mythic) — the Crystal Cat is the epic of Worlds 1 and 2, the Owl Sage of Worlds 3 and 4. Prices rise 100 gems a world, with a 25% intro discount on your first 50 paid pulls in Worlds 2+.

Beyond World 4

World 5 · Inferno is open — its lock is 15,000,000 HP on the World 4 board.

Tips

  • Portal chance is the stat that carries a ball right on Worlds 1 and 2 — and it is worth nothing on World 3, where pollen is the only portal trigger.
  • Ball Power is the single biggest lever on every lock: the same Emerald landing chips 11 at power 1 and 110 at power 100.
  • A Diamond is a lock chip of ×20 and a Jackpot Frenzy — on World 2 it also extends your breach by 25 launches the first time.
  • Higher worlds pay more coins per bin but hand out fewer balls (World 4 pays balls only from Gold up, at a lower share) — keep a world open for farming balls if you are short.

See also

  • World 1 · Classic — World 1 · Classic: its bins, launch odds, portals, Classic's own mechanics, the lock to the next world and the pets in its claw machine.
  • World 2 · Aurora — World 2 · Aurora: its bins, launch odds, portals, Aurora's own mechanics, the lock to the next world and the pets in its claw machine.
  • World 3 · Flora — World 3 · Flora: its bins, launch odds, portals, Flora's own mechanics, the lock to the next world and the pets in its claw machine.
  • 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.
  • The Board — How a plinko launch is aimed, what the 18 bins pay, portals, the HUD, coin scaling and the Diamond → Jackpot Frenzy trigger.
  • 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.
  • Claw Machine — Gems in, pets out — cost per world, the intro sale, free pulls, the exact roll with Pet Score boosts, mythic pity, shiny odds and every pet's chance per world.
Generated from game data · version 2.13.7 (build 112). Spot a mistake? Tell us on Discord.