A practical first session
- Complete the introductory tutorial, roll units and fill available plot positions. Walk onto a placed unit's cash pad to collect earnings.
- Claim codes with Auto Roll paused if you want to choose when spins are consumed. Keep Gems and rerolls for a unit that is likely to stay.
- For an income-focused start, prioritize Money and Luck. CHALLS recommends these ahead of Damage/Health; Roll Speed helps repeated rolling, and storage is valuable when your backpack is the actual bottleneck.
- Buy an affordable dice tier and compare the cash you still need for the next one. Avoid spreading the same savings across every tree node without a goal.
- When the backpack is full, inspect/equip your keepers first, then sell unwanted inventory. Check that rolling resumes and that the intended units are still placed.
- Read the next Rebirth threshold. Spend useful surplus without dropping below it, reset when ready, and collect from the remaining plot units to rebuild cash.
- Try a Tower when combat becomes your goal. Turn its useful drops into keeper upgrades rather than treating Damage as passive cash income.
Permanent upgrade reference
Reported captured costs/effects below are dated references, not a complete Update 4 unlock graph. Luck III unlocks Roll Speed I; the other prerequisite edges were not established by the source. Walkspeed III is not filled in from Walkspeed IV.
Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.
| Node | Cash cost | Effect type | Value | Source evidence label |
|---|---|---|---|---|
| Money I | $250 | cash percent | 25% | direct |
| Luck I | $500 | luck multiplier add | 0.25x | direct |
| Damage I | $1K | damage percent | 20% | direct |
| Health I | $1K | health percent | 20% | direct |
| Unit Storage I | $2.5K | unit storage add | 5 | direct |
| Money II | $5K | cash percent | 25% | direct |
| Luck II | $10K | luck multiplier add | 0.5x | direct |
| Damage II | $20K | damage percent | 25% | direct |
| Health II | $20K | health percent | 25% | direct |
| Unit Storage II | $50K | unit storage add | 5 | direct |
| Money III | $100K | cash percent | 35% | direct |
| Luck III | $200K | luck multiplier add | 0.5x | direct |
| Walkspeed I | $250K | walkspeed add | 2 | direct |
| Damage III | $400K | damage percent | 35% | direct |
| Health III | $400K | health percent | 35% | direct |
| Sell I | $500K | sell percent | 25% | direct |
| Roll Speed I | $1M | roll time seconds add | -0.15 | direct; unlocked after Luck III |
| Unit Storage III | $1M | unit storage add | 10 | direct |
| Money IV | $2M | cash percent | 40% | direct |
| Luck IV | $4M | luck multiplier add | 1.0x | direct |
| Walkspeed II | $5M | walkspeed add | 2 | direct |
| Damage IV | $8M | damage percent | 50% | direct |
| Health IV | $8M | health percent | 50% | direct |
| Sell II | $10M | sell percent | 50% | direct |
| Unit Storage IV | $20M | unit storage add | 10 | direct |
| Money V | $40M | cash percent | 40% | direct |
| Luck V | $80M | luck multiplier add | 1.0x | direct |
| Roll Speed II | $100M | roll time seconds add | -0.15 | direct |
| Sell III | $200M | sell percent | 75% | direct |
| Money VI | $800M | cash percent | 50% | direct |
| Luck VI | $1.5B | luck multiplier add | 1.0x | direct |
| Health V | $160M | health percent | 65% | direct |
| Damage V | $160M | damage percent | 65% | direct |
| Walkspeed IV | $2B | walkspeed add | 2 | direct |
| Unit Storage V | $400M | unit storage add | 10 | direct |
Unit levels and variants
AwesWikis reports a level model of I(L) = I(1) × [1 + 0.25 × (L − 1)], with successive upgrade costs increasing by 1.6×. These are community-derived models; display rounding is unresolved. Holding all other modifiers steady, a unit earning $100/s at level 1 would project $200/s at level 5. A level-5 unit earns only another 12.5% from the next +0.25 base step, not 25% of its already doubled income.
Use the unit's actual current level/income and the next upgrade's displayed price to project a target level. Cost is the geometric sum from the current next-price, so the tool works without inventing a universal first-upgrade cost. If your panel disagrees, use the measured result; the model is not developer code. Grade/Trait/Size changes during the comparison invalidate the same-modifier assumption.
Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.
| Dimension | Name | Roll denominator modifier | Source evidence | Source confidence |
|---|---|---|---|---|
| size | None | 1x | baseline | direct |
| size | Huge | 10x | roll denominator x10 | strongly-verified |
| size | Titanic | 100x | roll denominator x100 | strongly-verified |
| mutation | None | 1x | baseline | direct |
| mutation | Silver | 10x | roll denominator x10 | strongly-verified |
| mutation | Gold | 100x | roll denominator x100 | strongly-verified |
| mutation | Emerald | 1Kx | roll denominator x1000 | strongly-verified |
| mutation | Diamond | 10Kx | Diamond Naroto 1/20K from base Naroto 1/2 | directly-verified |
| mutation | Ruby | 100Kx | fits visible mutation tier sequence, direct unit example still missing | high-confidence-inferred |
| mutation | Rainbow | 1Mx | Rainbow Naroto Index 1/2M from base Naroto 1/2 | directly-verified |
The table's factors describe reported Index denominators, not income multipliers or your personal chance after Luck. Ruby's 100K factor is inferred from the source's sequence, with no direct example in that capture. The source additionally gives an empirical level-one estimate round(1.03 × N^0.72 − 0.63), where N is the final variant denominator. Use direct displayed income in the tools when you have it; that fitted estimate and multiplicative Grade/Trait stacking are not established official formulas.
Directly recorded income tiers
The following community-captured values provide a stronger lookup than the fitted formula when your final Index denominator matches a row. Keep the original level/modifier conditions in mind and prefer your own displayed income when they differ.
| Final roll odds | Observed Level 1 or lowest known income |
|---|---|
| 1 in 2 | $1/s |
| 1 in 3 | $2/s |
| 1 in 4 | $2/s |
| 1 in 6 | $3/s |
| 1 in 11 | $5/s |
| 1 in 15 | $7/s |
| 1 in 20 | $8/s |
| 1 in 28 | $11/s |
| 1 in 30 | $11/s |
| 1 in 40 | $14/s |
| 1 in 52 | $17/s |
| 1 in 60 | $19/s |
| 1 in 95 | $27/s |
| 1 in 110 | $30/s |
| 1 in 140 | $34/s |
| 1 in 150 | $37/s |
| 1 in 200 | $46/s |
| 1 in 240 | $53/s |
| 1 in 300 | $62/s |
| 1 in 325 | $66/s |
| 1 in 380 | $74/s |
| 1 in 400 | $77/s |
| 1 in 450 | $83/s |
| 1 in 600 | $103/s |
| 1 in 850 | $132/s |
| 1 in 1.1K | $160/s |
| 1 in 1.2K | $170/s |
| 1 in 1.7K | $219/s |
| 1 in 2K | $247/s |
| 1 in 2.4K | $282/s |
| 1 in 3K | $331/s |
| 1 in 3.2K | $351/s |
| 1 in 3.5K | $371/s |
| 1 in 5K | $480/s |
| 1 in 5.2K | $494/s |
| 1 in 11K | $851/s |
| 1 in 16K | $1.1K/s |
| 1 in 17K | $1.1K/s |
| 1 in 20K | $1.3K/s |
| 1 in 25K | $1.5K/s |
| 1 in 38K | $2K/s |
If progress stops
Full backpack: inspect keepers, sell unwanted copies or buy useful storage, then confirm rolls resume. Low cash: collect occupied pads and compare actual team income; make one focused upgrade. Slow Tower clears: Damage/Health and your equipped team matter. A worse Equip Best result: compare copies manually. Offline income is confirmed by the game description; no cap or full-rate duration is assumed here.
Sources & calculation notes Reviewed 13 Sep 2026
Reported values retain their source conditions. Calculator outputs are estimates from your inputs.
- AwesWikis · upgrade tree
- AwesWikis · unit leveling
- AwesWikis · size and mutation
- CHALLS · Beginner guide (captions)
- Superlex Plays · Progression (captions)