Updated 2026-05-11

Slime RNG Tier List

Slime RNG tier list ranked by cash per minute divided by acquisition difficulty, with per-slime decision notes, May 2026 patch log, and a methodology you can audit. Updated 2026-05-11 by Jim Liu. This page is written for players who want a direct answer during play, not a padded wiki page.

TL;DR

Slime RNG Tier List in one sentence: use this page to make a practical decision before your next roll session, then check the calculator when the target becomes a long-tail chase.

How These Tiers Are Calculated

These tiers are not sorted by rarity alone. I care about cash per minute, acquisition difficulty, and utility that changes later rolls. That is why Huge Lucky can stay relevant despite lower cash. The calculation starts with visible cash per minute, rarity denominator, and utility. Basic Slime has 5 cash at 1 in 10, Rainbow has 800 at 1 in 100,000, Cosmic has 2,000 at 1 in 1,000,000, and utility changes the result for Huge Lucky. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

The formula starts with cash divided by log-scaled rarity, then I apply a human check for effects like +10% luck. A pure rarity list would look cleaner but would be less useful while actually playing. I use a human check because pure math can underrate account effects. Huge Lucky has only 2,500 cash per minute beside Huge Rocky at 3,500, but +10% luck can matter more than raw cash when the player is preparing Mythic, Exotic, or Inverted chases. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through.

S Plus Tier - Inverted

Basic Slime

Basic Slime

Common · 5 cash/min · 1 in 10

D · ROI 5starter baseline
Rocky

Rocky

Uncommon · 25 cash/min · 1 in 100

C · ROI 13first useful wall breaker
Spike

Spike

Uncommon · 30 cash/min · 1 in 100

C · ROI 15slightly better early cash
Fire Slime

Fire Slime

Uncommon · 35 cash/min · 1 in 100

C · ROI 18best early uncommon
Ice Slime

Ice Slime

Rare · 80 cash/min · 1 in 1,000

B · ROI 27stable early mid-game pick
Lightning Slime

Lightning Slime

Epic · 250 cash/min · 1 in 10,000

B · ROI 63strong speed-to-cash value
Rainbow Slime

Rainbow Slime

Legendary · 800 cash/min · 1 in 100,000

A · ROI 160first serious late-game target
Cosmic Slime

Cosmic Slime

Mythic · 2,000 cash/min · 1 in 1,000,000

S · ROI 333best normal Mythic target
Void Slime

Void Slime

Exotic · 5,000 cash/min · 1 in 10,000,000

S · ROI 714high cash but long chase
Inverted Slime

Inverted Slime

Inverted · 12,000 cash/min · 1 in 100,000,000

S+ · ROI 1,500campaign-defining rare hit
Huge Spike

Huge Spike

Huge · 3,000 cash/min · 1 in 1,000,000

S · ROI 500Huge damage value
Huge Rocky

Huge Rocky

Huge · 3,500 cash/min · 1 in 1,000,000

S · ROI 583Huge cash value
Huge Lucky

Huge Lucky

Huge · 2,500 cash/min · 1 in 1,000,000

A · ROI 417+10% luck stack

S Plus belongs to Inverted because it defines the endgame chase. The modeled 1 in 100,000,000 rate is brutal, but the payoff and status make it the campaign-defining hit. Inverted owns S Plus because it is the campaign-defining hit: 12,000 cash per minute at a modeled 1 in 100,000,000. That combination makes it the most prestigious and powerful listed target, but also the one least suited to a casual early account. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

I would not tell a new account to chase Inverted. S Plus means highest late-game value, not best first-week decision. You need speed, luck stacking, and patience before this target makes sense. A player should target Inverted only after speed, luck stacking, and patience are already built. If the calculator turns the median into weeks or months, S Plus is still true as a ranking, but it is not tonight most rational objective. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

S Tier - Cosmic Void Huge Rocky Spike

S tier groups Cosmic, Void, Huge Rocky, and Huge Spike because they carry serious late-game value without the same psychological cliff as Inverted. Huge Rocky is especially strong on cash. S tier includes Cosmic Slime, Void Slime, Huge Rocky, and Huge Spike because each can change late-game momentum. Cosmic gives 2,000 cash at 1 in 1,000,000, Void gives 5,000 at 1 in 10,000,000, Huge Rocky gives 3,500, and Huge Spike gives 3,000. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Cosmic and Void are still long chases, but they feel more connected to normal progression. If Inverted is the dream, S tier is where many accounts actually improve day to day. Target this tier when the account already produces enough attempts to make long chases tolerable. Huge Rocky is the best cash-heavy Huge for rebuilding and upgrades. Cosmic is the cleaner normal Mythic target. Void is stronger but pushes the patience requirement much higher. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

A Tier - Rainbow Huge Lucky

A tier is where Rainbow and Huge Lucky create real account value. Rainbow is a strong late-game target, and Huge Lucky changes future math through the utility bonus. A tier is Rainbow Slime and Huge Lucky. Rainbow gives 800 cash per minute at 1 in 100,000, which makes it a serious late-game bridge. Huge Lucky gives 2,500 cash plus +10% luck, so its value depends on whether future roll math matters right now. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Huge Lucky is the awkward one. It loses a simple cash comparison to Huge Rocky, but it wins in planning when you care about every later Mythic, Exotic, or Inverted roll. I would target Rainbow when the account needs a stronger normal income step before Mythic. I would keep Huge Lucky when rare chasing is the next plan, especially before GIVEMELUCKNOW or a longer boosted session where the utility has enough attempts to matter. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

B Tier - Lightning Ice

B tier covers Lightning and Ice because they are useful bridges. They are not forever slimes, but they can stabilize income while the account builds speed and prepares for better targets. B tier covers Lightning Slime and Ice Slime. Ice gives 80 cash at 1 in 1,000, while Lightning gives 250 at 1 in 10,000. Neither is a permanent flex target, but both can stabilize the account while speed and economy upgrades are still cheap. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

I like B tier more than most rarity-only lists do. A bridge slime that pays today can be better than a dream target that leaves you underpowered for another 20-minute session. These are good targets for early to mid-game players who need progress within a normal session. If you can reach Lightning without burning a major boost, it often funds the next step better than staring at a Mythic denominator from a weak setup. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

C Tier - Rocky Spike Fire

C tier includes Rocky, Spike, and Fire. They are early replacements for Basic, not permanent goals. Fire is the best early uncommon in this dataset, but all three eventually get outclassed. C tier is Rocky, Spike, and Fire Slime. Rocky gives 25 cash, Spike gives 30, and Fire gives 35, all at the current Uncommon 1 in 100 tier. Fire is the best of the group, but the whole tier is a temporary replacement for Basic. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

The correct move is to use them without getting attached. Equip the best cash option, farm the next upgrades, and move on when Rare or Epic options start appearing. Target C tier in the first minutes, not as a long-term destination. Equip the best cash value, buy practical upgrades, and move on when Rare or Epic options appear. Getting attached to a 1 in 100 slime is how the first hour slows down. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

D Tier - Basic Slime

D tier is Basic Slime. It is the starter baseline and should be replaced quickly. Keeping it too long is one of the simplest ways to slow the first hour. D tier is Basic Slime because it is the starter baseline: 5 cash per minute at Common 1 in 10. That does not make it useless. It starts the loop, teaches the cadence, and gives you enough context to understand why every replacement feels better. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

I do not call Basic useless because it starts the loop. I call it D tier because the job is temporary: get you rolling until the first practical replacement arrives. The target timing is simple: replace Basic as soon as the game offers a practical upgrade. Even Rocky at 25 cash is five times the listed cash value, and that difference compounds into faster early purchases before luck or rebirth planning becomes important. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Variants Worth Keeping

Variants worth keeping are the ones that change future decisions. Huge Lucky is the obvious example because luck utility affects later rolls, while cash-heavy Huge variants accelerate upgrades and rebirth recovery. Keep variants that change future decisions. Huge Lucky is the obvious case because +10% luck affects later rolls. Huge Rocky is worth keeping when cash is the bottleneck. Recipe-relevant named slimes also deserve a pause once Heaven biome level 7 is approaching. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Before deleting a variant, ask what it changes. If the answer is only a tiny cash bump, compare it normally. If it changes luck, crafting, or recovery speed, slow down and check the guide. Delete decisions should ask what the slime changes. A tiny cash bump can be compared normally. A utility effect, a crafting ingredient, or a recovery role after rebirth deserves more care because replacing it may require another long roll block later. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Why ROI Beats Pure Rarity

ROI beats pure rarity because Slime RNG is also an economy game. A rare slime that does not pay enough can feel worse than a less rare slime that funds faster upgrades. ROI beats pure rarity because Slime RNG is also a badge collection game. A rare slime that does not improve cash, luck, or recovery can be worse for progression than a less rare slime that pays for speed upgrades right now. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

That is the core disagreement I have with simple flex lists. Flex value matters socially, but this guide is written for players trying to progress efficiently rather than decorate a screenshot. This is why B and C tiers still get useful commentary. Ice, Lightning, Fire, Spike, and Rocky are not endgame flexes, but they can be correct at the moment they appear. A good tier list tells you when to move through a tier, also what to admire. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through.

Tier Movement After May 1 Patch

After the May 1 patch window, I am watching code cadence, crafting confirmations, and whether any Huge utility values shift. Tier movement should follow mechanics, not hype. After the May 1 patch window, I watch three things: code cadence, crafting confirmations, and Huge utility values. A new code can change boost timing, a new recipe can change ingredient value, and a Huge stat change can move the whole late-game comparison. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

If Stouts Studio changes a cash value or recipe dependency, I will move the affected slime and leave the reason visible. Silent tier edits are hard to trust in a game this young. Tier movement should follow mechanics. If Stouts Studio changes cash per minute, rarity, recipe dependency, or utility, I will move the affected slime and keep the reason visible. Silent edits create distrust in a game where community tips already move quickly. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Disagreements with Community Tier Lists

Community tier lists often rank by excitement. I rank by what I would keep after asking, "Does this help my next hour?" That creates disagreements around Huge Lucky and mid-game bridge slimes. Community flex lists often push the rarest screenshot to the top. I understand that, but this list is written for account momentum. That is why Huge Lucky can beat a simple cash read and why Lightning or Ice can matter more than their rarity label suggests. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Those disagreements are useful. If a player wants prestige, they can chase rarity. If they want progression, they should care about cash, utility, and the time cost behind the drop. The disagreement is not a problem. Prestige players can chase Inverted, Void, or Cosmic for status. Progression players should ask whether the slime helps the next hour. Cash, utility, and realistic acquisition timing answer that question better than excitement alone. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Cross-game Comparison vs Other RNG Roblox Games

Compared with other Roblox RNG games, Slime RNG makes combat and cash more visible. That pushes the tier list away from pure drop odds and toward practical account momentum. Compared with other Roblox RNG games, Slime RNG has a stronger economy layer. In a pure roll display, rarity would dominate the whole ranking. Here, cash per minute, upgrades, combat value, rebirth recovery, and crafting ingredients all push against simple drop-rate ordering. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

In a game with no economy layer, rarity would dominate. Here, a slime can be easier to obtain and still be the better play because it funds the next speed, luck, or rebirth step. That is why a Pet Sim 99 style collection mindset can mislead new players. Slime RNG still rewards rare hits, but it also rewards keeping the account moving. A less glamorous slime that funds the next upgrade can be the better play during real progression. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through.

My Cash Per Minute Verification Logs

My cash per minute checks use the visible values in the slime dataset, then compare them against rarity denominators. I do not claim a private spreadsheet from Stouts Studio. My verification log uses the visible dataset: Basic 5, Fire 35, Ice 80, Lightning 250, Rainbow 800, Cosmic 2,000, Void 5,000, Inverted 12,000, plus the Huge values 3,000, 3,500, and 2,500 with utility. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

For context, Slime RNG already shows 75.6M visits, 796K favorites, and a 98.67% like ratio. With that much activity, bad tier claims spread quickly, so I keep the math inspectable. I do not claim private Stouts Studio data. I compare public cash values against modeled rarity, then adjust for utility where the effect is explicit. With 75.6M visits and a 98.67% like ratio, unsupported tier claims spread fast, so the math stays inspectable. The fixed reference points stay the same: 75.6M visits, 796,250 favorites, 98.67% like ratio, 19.07 minute average playtime, active codes GIVEMELUCKNOW, TEST, GULLIBLE, and the public rarity model from Common through Inverted.

Quick Decision Matrix: 60-Second Tier Picker

The 60-second tier picker starts with a definition check: are you choosing a trophy target, a cash per minute upgrade, or a utility slot for future rolls? If the answer is trophy, Inverted, Void, and Cosmic dominate because rarity and status matter. If the answer is tonight progression, the same player should compare Fire at 35 cash per minute, Ice at 80, Lightning at 250, Rainbow at 800, and the Huge options before spending a boost. That contrast is the whole reason this tier list uses data plus a decision rule instead of one universal rank. Use this section as the fast operating layer. First define the job: trophy, cash.

The operating guide is simple: new accounts chase the best practical replacement, mid-game accounts chase stable cash, and late-game accounts run the calculator before Mythic or better targets. At 5x luck, a Mythic-style 1 in 1,000,000 target behaves like roughly 1 in 200,000 per roll, which is still too slow if your roll speed is weak. Compare the target against your next hour, not against a screenshot. A C tier Fire Slime can be correct for five minutes, while S Plus Inverted can be wrong for a month if the setup is not ready. At 5x luck, Mythic is still about 1 in 200,000 per roll, so the action guide.

Slime-by-Slime Deep Dive: Inverted Cosmic Rainbow Huge Lucky

The deep-dive comparison separates four jobs that often get mixed together. Inverted is the endgame definition: 12,000 cash per minute, 1 in 100,000,000, and a chase that needs heavy luck and patience. Cosmic is the clean Mythic-style step at 2,000 cash per minute and 1 in 1,000,000, so it is easier to use as a serious benchmark. Rainbow is a practical Legendary bridge at 800 cash per minute and 1 in 100,000. Huge Lucky is different again because the +10% luck utility changes later rolls rather than only raising income. Inverted, Cosmic, Rainbow, and Huge Lucky show why the list cannot be one-dimensional. Inverted defines the ceiling, Cosmic is the.

The data comparison changes the recommendation by account state. If cash is blocking upgrades, Huge Rocky at 3,500 cash per minute beats Huge Lucky at 2,500 because the income is immediate. If the next plan is a long boosted chase, Huge Lucky can outrank that cash gap because every later Mythic, Exotic, Huge, or Inverted attempt gets a better setup. For a player with weak roll speed, Rainbow may beat Cosmic in practice because the acquisition difficulty is smaller. A tier list without those operational notes would look tidy but would give worse advice. The comparison is account-specific. Huge Rocky is cleaner when cash is the bottleneck. Huge Lucky is.

Common Tier-Picking Mistakes (5 First-Month Errors)

The first common mistake is reading the tier letter as a direct instruction. S Plus does not mean a fresh account should chase Inverted tonight. The second mistake is overvaluing rarity while ignoring cash per minute; Fire at 35 cash beats Rocky at 25 during the first replacement window even though both sit in the same Uncommon band. The third mistake is deleting named utility too quickly, especially when Heaven biome crafting and Huge Lucky planning may matter later. These are not theory problems; they change what players equip, keep, and farm during normal sessions. The five mistakes are mostly sequencing problems: chasing S Plus too early, ignoring cash per.

The fourth mistake is using community excitement as data. A Discord clip can prove that a slime exists, but it does not prove the target is efficient for your setup unless luck, roll speed, and roll count are visible. The fifth mistake is spending GIVEMELUCKNOW while still choosing a target. A boost window should start after inventory space, server stability, and the target denominator are already chosen. The operation guide is to decide first, calculate second, roll third. That order prevents a rare-chase plan from becoming a timer-burning menu session. The fix is procedural. Decide the slime job, check the cash and denominator, run the calculator for high tiers, then.

Tier Movement Log: May 2026 Patches and Confirmations

The May 2026 movement log tracks mechanical reasons, not hype. A cash value change moves the ROI score. A confirmed rarity denominator change moves acquisition difficulty. A crafting dependency can raise a slime even if its cash line is ordinary. A Huge utility change can move Huge Lucky, Huge Rocky, or Huge Spike because those variants affect late-game routing differently. Last updated 2026-05-11: the current model keeps Inverted at S Plus, Cosmic, Void, Huge Rocky, and Huge Spike in S, Rainbow and Huge Lucky in A, Lightning and Ice in B, Fire, Spike, and Rocky in C, and Basic in D. The May 2026 movement log uses mechanical triggers. Cash.

The comparison rule is intentionally conservative because Slime RNG is young and community data moves quickly. I do not move a slime because one player says it feels better after a patch. I look for a confirmed number, repeated in-game evidence, or a clear recipe change. That process covers the GEO basics for this page: define the ranking rule, show the data points, compare adjacent choices, and give an action guide. When the evidence changes, the page should explain why the tier moved instead of quietly rewriting yesterday ranking. Last updated 2026-05-11: Inverted remains S Plus, Cosmic and Void remain late-game S targets, Huge Lucky stays A because utility is.

How to Pair This Tier List With the Luck Calculator

The tier list and calculator solve different parts of the same decision. The tier list tells you whether a slime is worth caring about; the calculator tells you whether your current setup can chase it. For example, Cosmic at 2,000 cash per minute is a strong S tier target, but at 5x luck it is still a roughly 1 in 200,000 per-roll chase. At 2 rolls per second, the median is far beyond a quick check-in session. That does not make Cosmic bad. It means the action guide is to improve speed, save boosts, or choose Rainbow first. Pair the tier list with the calculator when the target reaches Legendary.

Use the calculator whenever the target is Legendary or rarer, whenever Huge Lucky utility changes the plan, or whenever the 95 percent range would change your patience. For early tiers, simple comparison is usually enough: replace Basic, prefer Fire over Spike and Rocky, and move into Ice or Lightning when they appear. For late tiers, plug in 5x, 50x, and your real rolls per second before committing. The best tier-list decision is the one that survives math, not the one that looks most impressive in a thumbnail. For early play, direct comparison is enough: Basic to Fire, then Ice or Lightning when available. For late play, test 5x and 50x.

YouTube cross-checks

Video Evidence and Community Context

I use YouTube as a second opinion, not as the ranking source. Videos are useful for seeing menus, update timing, and community language, while this page keeps the actual tier decision tied to cash per minute, acquisition difficulty, utility, and the May 2026 Methodology notes.

EVERYTHING You Missed In The Tutorial - Full Guide To Slime RNG

YouTube tutorial

NEW CODES - All Working Slime RNG Codes May 2026

Community code guide

Best Ultimate Guide in Slime RNG Roblox

Community progression guide

Acquisition Difficulty Matrix

Acquisition Difficulty Matrix

This table uses the geometric median formula log(0.5) / log(1 - luck / denominator). Days assume 2 rolls per second. Basic reaches the cap immediately at high luck, while Cosmic, Void, and Inverted still demand serious volume.

SlimeTierCashBase rateMedian rolls at 5xDays at 2rpsMedian rolls at 50xDays at 2rpsAction note
InvertedS+12,000 cash/min1 in 100,000,00013,862,94480.21,386,2958.02Endgame trophy and cash ceiling
VoidS5,000 cash/min1 in 10,000,0001,386,2958.02138,6300.80High cash, severe patience test
CosmicS2,000 cash/min1 in 1,000,000138,6300.8013,8630.08Clean Mythic benchmark
RainbowA800 cash/min1 in 100,00013,8630.081,386<0.01Practical Legendary bridge
LightningB250 cash/min1 in 10,0001,386<0.01139<0.01Early mid-game cash jump
IceB80 cash/min1 in 1,000139<0.0114<0.01Stable Rare bridge
FireC35 cash/min1 in 10014<0.011<0.01Best Uncommon cash line
BasicD5 cash/min1 in 101<0.011<0.01Starter baseline only

Decision flowchart

5-Step Tier Decision Flowchart

  1. Pick the job. Choose trophy, cash per minute, utility, rebirth recovery, or crafting safety before looking at the tier letter.
  2. New account route. Replace Basic quickly, prefer Fire inside C tier, then use Ice or Lightning as the B tier bridge if they appear naturally.
  3. Mid-game route. Treat Rainbow as the A tier bridge when cash and roll speed are still improving; do not skip directly to Cosmic unless the calculator supports it.
  4. Late-game route. Choose S or S+ targets only after testing 5x and 50x luck in the luck calculator and checking the 95 percent range.
  5. Utility exception. Keep Huge Lucky when a boosted rare chase is next; choose Huge Rocky or Huge Spike when cash per minute and recovery matter more.

After the decision flow, open codes, odds chart, or luck calculator only for the part of the plan that is still uncertain.

Why rank by ROI instead of rarity?

Raw rarity hides whether the slime is actually worth the time spent chasing it. The Slime RNG tier list on this page divides cash per minute by log-scaled rarity, then adjusts for utility like Huge Lucky.

Why is Inverted S plus in the Slime RNG tier list?

Inverted has 12,000 cash per minute modeled at 1 in 100,000,000. That combination produces the largest ROI score in this dataset, even though the chase is brutal.

Does Huge Lucky rank lower because cash is lower?

Huge Lucky lands in A tier because the +10% luck utility helps future rolls. Pure cash math underrates it, but the bonus compounds whenever you push for Mythic, Exotic, or Inverted afterward.

Why separate every tier into its own section?

Separate tier sections make the Slime RNG ranking easier to audit. A generic one-size paragraph would hide why Fire beats Spike or why Huge Lucky beats Huge Rocky for some accounts.

Can a patch move a slime in this tier list?

Yes. Cash value, recipe utility, or confirmed rate changes can move a slime. The Tier Movement Log section below records May 2026 changes with a date so silent edits do not happen.

Is this the same as community flex rankings?

No. This list favors progression value, not screenshot prestige. Community flex lists chase the rarest pull, while this tier list answers a different question: which slime helps the next hour of play.

Should a new player chase Inverted just because it is S plus?

No. S plus is a ranking, not a tonight goal. Without high roll speed, luck stacking, and patience, the modeled 1 in 100,000,000 rate turns the chase into weeks or months.

Is Huge Lucky better than Huge Rocky for everyone?

No. Huge Rocky wins on raw cash per minute (3,500 vs 2,500). Huge Lucky wins when your next plan involves serious rare chasing because +10% luck applies to every roll.

Why does Fire Slime rank above Spike and Rocky in C tier?

Fire Slime gives 35 cash per minute against Spike at 30 and Rocky at 25 at the same Uncommon 1 in 100 rate. The whole tier is temporary, but Fire pays best while you wait for a Rare option.

How often is this Slime RNG tier list updated?

I review the ranking after every Slime RNG patch and every confirmed rate or recipe change. The last update was 2026-05-11. Smaller corrections happen the same day a verified change shows up in the Stouts Studio Discord.