Tier List

Roll Pets to Fight 13 Rarity Tiers Explained

Common through Infinity—what to fund, what to flex, and what to ignore.

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Rarities Explained

Roll Pets to Fight spreads about 100 pets across 13 rarity tiers from Common to Infinity. Chat treats the ladder like a status board; this page treats it like a budget tool. You will learn what each band is for, which investment ranges make sense in early, mid, and late play, why Infinity (~1 in 1,000,000,000,000) is a flex rather than a plan, and how rarity interacts with pens and the endless Dungeon. For letter grades by stage, keep the Pets Tier List open. For seating habits, use Pets and Pens. For reset timing after you finally afford higher bands, read How to Rebirth.

The 13-tier ladder in plain language

Exact in-game label names can sit between Common and Infinity (uncommon through mythic-style steps depending on UI copy). Mentally group them into four working bands so you stop memorizing thirteen logos on day one:

  1. Low band — Common and the earliest steps above it. Tutorial fuel and empty-slot fillers.
  2. Low-mid / mid band — the campaign workhorses that clear most of the 11 biomes from Meadow upward.
  3. High band — expensive closers for late biomes, Void Rift pressure, and deep dungeon attempts.
  4. Infinity — the tip of the ladder. Ultra-rare flex at roughly one-in-a-trillion odds.

Rarity is a power hint, not a finished build. A leveled mid pet in a pen beats an unleveled high pet in storage. Relics, potions, Upgrade Tree nodes, and Rebirth multipliers all sit on top of whatever rarity you seat.

Practical investment bands

Early game (Meadow and first unlocks)

Fund: Low and low-mid pets that you can seat immediately.

Why: Empty pens are the real F-tier. Commons that fight now outrank imaginary Infinity pulls that never arrive. Sell loot, fill slots, and only buy shop pets that raise the weakest seat.

Avoid: Spending your whole code Cash dump on near-top rarities before the board is full. Avoid rebirth curiosity until the economy loop is stable.

Early band summary: Low = S investment, mid shop fills = A, high impulse = B, Infinity chase = flex / budget fail.

Mid game (campaign biomes)

Fund: Mid-band workhorses and selective high upgrades that fix weak slots.

Why: Most biome gates are decided here. Average power matters more than one screenshot pet. Keep dungeon backups leveled so parties of up to four are not carrying a mascot and three Commons.

Avoid: Keeping pure low-band starters in every late-mid slot out of nostalgia. Replace on purpose.

Mid band summary: Mid seated+leveled = S, high that upgrades the floor = S/A, leftover lows = B, Infinity = still flex.

Late game (Void Rift and TOP DUNGEON)

Fund: High-band average power, relic/potion discipline, tight gaps between best and worst pens.

Why: Leaderboard and Void Rift content punish the weak link. Mid leftovers with no levels demote to bench or sell pressure.

Avoid: Mortgaging the Upgrade Tree to hunt Infinity via raw odds. Celebrate a pull; do not schedule your season around one.

Late band summary: High leveled = S, strong mid-high bridges = A, unleveled mids = B, Infinity = flex trophy.

Infinity is flex, not a plan

Infinity sits at the top of the thirteen-tier list with odds on the order of 1 in 1,000,000,000,000. That number is excellent for memes and terrible for project management. Healthy accounts:

  • Clear Meadow → mid biomes on mid bands.
  • Reach Void Rift readiness on high bands plus tree/Rebirth multipliers.
  • Treat Infinity as a jackpot overlay if it ever drops.

Unhealthy accounts:

  • Skip seating to “save for Infinity.”
  • Skip Upgrade Tree nodes because “one pull will fix it.”
  • Shame mid-band pets that are actually carrying the account.

If Infinity lands, seat it, level it, grin, and keep the same floor-raising habits. If it never lands, you are playing the same game as almost everyone else—and that game is still beatable.

How rarity interacts with pens

Pens convert rarity into DPS. Inventory rarity is cosplay.

  • Fill rule. Any seatable rarity beats an empty slot.
  • Floor rule. Spend the next Gold pile on the weakest pen’s rarity band, not on polishing the strongest.
  • Level rule. Levels and tree support can make a mid outperform a neglected high.
  • Reseat rule. After shop buys, big rolls, or failed bosses, reopen pens and sort by effective power.

Deep seating advice lives in Pets and Pens. Use that guide whenever a rarity upgrade does not seem to change clear times—usually the pet never made it into a pen.

How rarity interacts with the Dungeon

Endless Dungeon parties (up to four) and TOP DUNGEON attempts care about party average, not one flex rarity on one account. A single Infinity screenshot cannot hide three underleveled low-band boards. Before you queue:

  • Each player should seat their best practical band, not their prettiest storage pet.
  • Bring backups so deaths or swaps do not collapse the run.
  • Spend potions when the party’s rarity average is already honest.

Rarity still matters—high bands clear deeper—but coordination multiplies rarity. Solo flex culture dies in party timers.

Rarity vs Rebirth timing

Higher bands get cheaper in feeling after Rebirth multipliers, but rebirthing with a chaotic low-band board just returns you to the same mistakes faster. Build a coherent mid board, buy meaningful Upgrade Tree progress, then use How to Rebirth to decide timing. Multipliers amplify rarity investments; they do not replace them.

Quick reference table

StageBest rarity investmentWorst Gold idea
EarlyLow + low-mid seated fillsInfinity lottery while pens empty
MidMid workhorses + selective high floor fixesTrophy highs left in storage
LateHigh-band average + tight pen gapsSkipping tree/relics to spam trillion-odds pulls

Read rarities as budgets. Fund the band that clears your current biome, seat it, level it, and let Infinity remain a miracle overlay—not the milestone that owns your Gold.

FAQ

Frequently Asked Questions

Quick answers for Roll Pets to Fight players.

How many rarity tiers are in Roll Pets to Fight?

Thirteen tiers from Common up to Infinity across a roster of about 100 pets.

Which rarities should early players buy?

Low and low-mid pets you can seat immediately. Full pens beat empty boards waiting on high-tier dreams.

Is Infinity required for endgame?

No. Infinity is roughly 1 in 1,000,000,000,000 flex. High-band leveled pens, upgrades, and Rebirths carry real clears.

Does higher rarity always win in pens?

Not if it is unleveled or left in storage. A leveled mid in a pen often beats a neglected high-rarity trophy.

How does rarity matter in dungeon parties?

Party average power matters. One flex rarity cannot cover three weak boards in a four-player run.