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Tier list

Raul Modded Game Tier List (October 2026): Secrets by Income

Raul Modded Game is an income-per-second game, so this tier list ranks the five confirmed Secret brainrots by documented cash/s, shows the value picks at each cash level, and gives you the payback rule for ranking anything else yourself. Numbers are community-documented, not official — every row carries its source and the 2026-10-03 check.

Quick answer: Moby Bros (225M cash/s) is the confirmed income king — more than double Los Admins (95M/s) and nearly four times Los Tictacs (60M/s). Los Cornis (3.1M/s) and Los Sigmas (2.3M/s) are the entry Secrets. Because costs range from 580M to 225B cash, the best pick depends on your bankroll: the table below pairs each unit with its payback time, and the calculator page shows the full math. All five figures come from one community source — a live locked-base pad screenshot — so treat exact values as measurements, not constants.

Community consensus

The confirmed Secret tier table

raulmodded.wiki Secret-brainrot table, read from a live locked-base pad screenshot (wiki page updated 2026-09-01). These are community-documented numbers, not official stats — the developer has published no stat table. Rechecked 2026-10-03.

TierBrainrotIncomeCostVerdict
S+Moby Bros225M cash/s225B cashThe confirmed income king. Payback on its own pad is cost ÷ income ≈ 1,000 seconds (~17 minutes) of unshielded uptime.
SLos Admins95M cash/s35B cashSecond-highest rate and much cheaper to buy than Moby Bros, which makes it the practical first big Secret target.
SLos Tictacs60M cash/s15B cashThe cheapest of the three 60M+ Secrets. Also reachable by fusion: Tictac Sahur + Los 67 per the original-loop recipe reference.
ALos Cornis3.1M cash/s715M cashMid-game Secret: ~231 seconds (~4 minutes) of payback, but a fraction of the S-tier rate.
ALos Sigmas2.3M cash/s580M cashThe entry Secret — ~252 seconds (~4.2 minutes) of payback and usually the first one a mid-game base can afford.

Only these five Secrets are confirmed by that source. The conveyor's lower rarities (Legendary, Epic, Rare, Common) exist but have no published per-unit income table, and rarity labels alone do not predict income — the confirmed Secrets span 2.3M to 225M cash/s. Sample collect amounts from the source pad (478.9B over Moby Bros, 92.8B over Los Tictacs) are pile snapshots at capture time, not rates — which is why the ranking key is income per second only.

Framework

How to rank anything that is not on the table

Most of the conveyor is undocumented. This is the evaluation framework the table itself uses, so your own rankings stay consistent with it.

1. Payback beats rarity

Divide cost by income per second. Under about five minutes of pad time is a strong buy at your cash level; a lower price with a slower rate can still win while you are climbing because it compounds sooner. The confirmed table proves the point: Los Sigmas pay back in ~4 minutes but cap low, Moby Bros needs ~17 minutes but pays 225M/s forever.

2. Survivability is income

An unlocked pad is free loot — the highest-rate unit on an unguarded base earns zero while it is being carried away. Lock Base discipline, trap placement, and base position (pads near the fusion machines see more traffic than edge bases with longer exits) are worth real income per hour.

3. Fusion and steal targets warp the meta

Documented recipes reach two top Secrets without the conveyor (Jelly Moby pair for Moby Bros; Tictac Sahur + Los 67 for Los Tictacs), and a freshly fused Secret must walk home — a steal window the whole server can see. Rank units by what they unlock, not just by their own pad.

Use cases

Best pick by situation

The same table reads differently depending on where you are in the game.

Early game (under ~1B cash)

No Secret yet — run the best conveyor buys you can afford and keep pads thin, because commons cause lag without adding income. Your first fusion ingredients (Sigma Boy, Pipi Corni) matter more than any single pad.

Mid game (hundreds of millions to billions)

Los Sigmas and Los Cornis are the affordable entry Secrets; the Tictac fusion route reaches 60M/s for 15B of ingredients. This is the payback sweet spot — every documented unit here repays in about four minutes.

Endgame (tens to hundreds of billions)

Los Admins is the value king (95M/s for 35B), and Moby Bros is the ceiling. At this level the binding constraints are Lock Base timing and collect-zone trips, not cash — one stolen Moby Bros erases seventeen minutes of ideal earnings.

FAQ

Tier list questions

What the ranking does and does not claim.

What is the best brainrot in Raul Modded Game?

Moby Bros, by a wide margin: 225M cash/s against the next-best confirmed 95M/s, more than double. The catch is cost — 225B cash, roughly six times Los Admins — so it is the ceiling pick, not the first pick. Los Admins and Los Tictacs are the practical best-value buys.

Is this tier list official?

No tier list is. The developer publishes no stats or drop rates. The five ranked Secrets carry community-documented numbers read from a live locked-base pad screenshot (raulmodded.wiki, page updated 2026-09-01; rechecked here 2026-10-03), and every row names its source. Anything not on the table is explicitly unranked rather than guessed.

Why are there no Commons, Rares, or Epics on the list?

Because no per-unit income table exists for the conveyor's lower rarities in any game-specific source. The wiki documents only that conveyor commons earn a fraction of Secret income and that padding pads with them causes lag. When a source publishes per-unit numbers, the list expands — it does not invent rows.

How should I rank a brainrot that is not on this list?

Use the payback rule from the calculator page: cost ÷ income per second. A unit that repays in under five minutes is a good buy for your current cash level; a unit whose ceiling is below your best pad's rate is only worth it while you are climbing. Income rate, not the rarity label, decides — confirmed Secrets span 2.3M to 225M cash/s under the same tag.

Do traits, mutations, or bases change the ranking?

The documented game has morphs with mutations and traits via the admin panel, but no published per-trait income multipliers, so trait-adjusted tiers cannot be computed honestly. Position (edge bases have longer exits; pads near the fusion machines see more thieves) and Lock Base discipline change real earnings more than any label.

Next steps

From ranking to decision

Every tier row hands off to a page that uses it.