Rarity tiers recorded in play
Three names show up in the recorded sessions, in ascending order of what the game rewarded:
- Legendary — described by a player as a decent early pull on a first cast.
- Mythic — shown as a single fish worth about 10K in the showcase.
- Apex — shown as a single fish worth about 200K in the showcase.
Treat those two cash figures as readings from one session, not as fixed prices. Fish value depends on the fish and on where you put it, and a base-value table is exactly what this site does not have yet.
Rarity is not a quality label you can bank on its own. The showcase pays per fish per second, so a Mythic sitting in a slot you could have given to a better fish is a downgrade.
The fusion ladder
Fusion is the part of the game with a written rule you can plan around, because the Auto Fuse pass had to describe the ladder to explain itself:
The cooler fuses fish by itself as soon as a stack has enough. It keeps going up the ladder (10 → Shiny, 8 Shiny → Gold, and so on)
Read that as a stacking conversion, not a crafting recipe. Ten of the same fish become one Shiny of that fish. Eight Shiny become one Gold. Each step reduces the number of items and raises the tier.
Two practical consequences:
- Fusing is a reason to keep duplicates. If you sell every common the second you catch it, you never reach the ten-stack.
- The auto version only fires when a stack is "enough", so a manual player can fuse earlier or hold a stack back. That decision is a cash timing question, not a rarity question.
The Auto Fuse pass does the same job passively. If you are playing in short sessions and the cooler fills up unattended, it changes more than it looks.
Mutations
Mutations are a separate roll on top of rarity. The Mutation Hunter pass promises 2x mutation chance, which tells you two things: mutation chance is a number the game tracks per fish, and it can be doubled by a purchase.
The pass does not publish the base rate, so a "1 in X" figure has to come from your own runs.
The index is the third layer. Collecting a species for the first time pays a one-off cash reward, and the payouts grow as the collection fills. Recorded sessions claim several index rewards in a single sitting, which makes them the cheapest cash in the game: they need no purchase, only casts in water you have not covered yet.
How to raise your rare-fish odds
| Lever | What it does | Where it is stated |
|---|---|---|
| 2x Luck pass | Rarer fish in every single cast | Pass description |
| Helpers Luck pass | 2x luck for all helpers (Spear Gun, Fisherman, Boat) | Pass description |
| Big Net pass | +50% net size, so more fish per cast | Pass description |
| Net upgrades | Bigger net at the dock, more coverage per throw | In-game upgrade panel |
| Longer Reel pass | Longer reel time and a wider net | Pass description |
Notice that Helpers Luck is about the three helpers, not about your own casts. If you want your own pulls to be rarer, that is 2x Luck, not Helpers Luck.
What we could not confirm
- The full fish roster and each fish's value, and the cash each index milestone pays.
- The rarity distribution and whether it is weighted per zone or per net tier.
- The base mutation rate before Mutation Hunter.
- Whether Shiny and Gold carry over between fish species.
No table is printed above for those, on purpose. A fabricated value list is worse than a missing one, because players budget against it.