Steal a Brainrot Rarities — Income Range Of Each Tier
Wiki data pulled:
| Rarity | Count | Obtainable | Income range | Cost range | Median payback |
|---|---|---|---|---|---|
| Common | 12 | 7 | $1 – $14/s | $25 – $1.75K | 1.9m |
| Rare | 12 | 7 | $15 – $75/s | $2K – $9.7K | 2.2m |
| Epic | 20 | 11 | $75 – $325/s | $10K – $47.5K | 2.7m |
| Legendary | 25 | 13 | $200 – $1.9K/s | $35K – $348K | 4.0m |
| Mythic | 40 | 20 | $2.1K – $18.8K/s | $400K – $6.25M | 5.4m |
| Brainrot God | 95 | 53 | $19K – $320K/s | $6.5M – $77M | 3.3m |
| Secret | 307 | 124 | $0 – $400M/s | $0 – $400B | 3.8m |
| OG | 6 | 5 | $450M – $1B/s | $450B – $1T | 17m |
| Lucky Block | 10 | 6 | $0 – $0/s | $50M – $600M | — |
The payback column is the interesting one
Payback barely moves between rarities. A Common pays for itself in a couple of minutes and so does a Secret, because the game keeps the cost-to-income ratio roughly constant across the whole economy. Rarity therefore buys you density — more income in the same base slot — not better value per dollar. Once you accept that, the strategy follows: fill every slot, protect the top slots, and let mutations and traits provide the multiplication.
How often each rarity spawns
The game does not publish carpet spawn rates, and neither will we. What the data does show is the shape of the ladder: Common through Epic are effectively unlimited, Legendary and Mythic appear often enough to plan around, and a Secret spawning is announced to the entire server. The only published probabilities in the game are inside lucky blocks, which is why those tables are worth reading before you spend Robux.
Admin and seasonal rarities
Beyond the main ladder there are event-only labels — Admin, Taco, Spooky, Festive, Valentine's, St Patrick's and Easter — each attached to one or two lucky blocks from that season. They are collectible rather than economic: the brainrots inside are what matter, and those are listed with their normal rarity in the full table.