Updated 2026-05-21 to 40 slimes tracked
Slime RNG Odds Chart: All Slimes Probability Database
Every slime, its rarity tier, base probability, and effective odds at your chosen luck multiplier: sortable by any column and filterable by name or tier. This is the reference I built after noticing that the standard odds chart pages show tier math but skip the actual slime names, leaving you to cross-reference three tabs during a session.
TL;DR
- Base odds range from 1 in 10 (Common) to 1 in 100,000,000 (Inverted). That is a 10-million-times difference in roll frequency.
- Luck multiplier divides the denominator directly: 10x luck on a 1 in 1,000,000 Mythic gives roughly 1 in 100,000 effective per-roll odds.
- Huge slimes have their own separate 1 in 1,000,000 roll that also scales with luck: they are not a subset of Mythic.
- Sort the table by any column header. Filter by slime name or rarity tier using the controls above the table.
- I mark community-estimated values with (est.): official datamined values use exact numbers.
Interactive Slime Probability Database
Adjust your luck multiplier below, then sort or filter to find the slimes relevant to your session. The "Adjusted Odds" column recalculates live.
| Slime name | Rarity | Base odds | Adjusted odds | Median rolls to hit | Note |
|---|
Showing all slimes. Luck: 10x.
How Luck Multiplier Math Works
The game models luck as a flat multiplier on your per-roll probability. If the base rate for Mythic is 1 in 1,000,000 and you have 25x luck, your effective rate is 1 in 40,000. The formula is:
Adjusted odds = Base denominator ÷ Luck multiplier
That is a clean linear relationship. What it means in practice: doubling your luck halves the expected roll count to first hit. At very high luck stacks, Common and Uncommon rarities effectively become near-certain per-roll: they stop being worth planning around.
The table above shows "Median rolls to hit," which is the roll count where you have a 50% chance of landing at least one. It is calculated as:
Median rolls = ln(0.5) ÷ ln(1 − 1/adjusted_denominator)
For practical session planning, I round this to adjusted denominator × 0.693 since ln(0.5) is approximately -0.693. For any slime where the adjusted denominator is above 10,000, this approximation is within 0.05% of the exact value.
| Luck multiplier | Mythic (base 1M) | Exotic (base 10M) | Inverted (base 100M) |
|---|---|---|---|
| 1x (no boost) | 1 in 1,000,000 | 1 in 10,000,000 | 1 in 100,000,000 |
| 5x | 1 in 200,000 | 1 in 2,000,000 | 1 in 20,000,000 |
| 10x | 1 in 100,000 | 1 in 1,000,000 | 1 in 10,000,000 |
| 25x | 1 in 40,000 | 1 in 400,000 | 1 in 4,000,000 |
| 50x | 1 in 20,000 | 1 in 200,000 | 1 in 2,000,000 |
| 100x | 1 in 10,000 | 1 in 100,000 | 1 in 1,000,000 |
| 500x | 1 in 2,000 | 1 in 20,000 | 1 in 200,000 |
How to Read This Probability Table
Three things trip players up when reading probability tables for Slime RNG:
Base odds vs. adjusted odds. Base odds are what the game rolls without any luck multiplier active. Adjusted odds are what you actually experience during a session where codes, potions, or equipment are stacked. The database shows both. If you want to know the realistic number for your current setup, set your luck multiplier first, then read the adjusted column.
Median rolls vs. expected rolls. Median is listed because it is more useful for session planning. The expected (mean) roll count equals the adjusted denominator exactly: 1 in 100,000 gives an expected 100,000 rolls. But the distribution is right-skewed: roughly 37% of players will still not have hit after that many rolls. Median rolls, by contrast, gives you the 50-50 mark. Half the players hit before that count, half after. That is a more actionable planning number when you are deciding how long to grind.
Huge slimes are not a rarity tier in the standard sense. They are a separate roll on top of the base rarity pull. The table lists Huge as a tier for filtering, but the underlying mechanic is a conditional: first the game rolls your current biome's slime pool, then if a specific condition is met, it rolls for the Huge variant. The probability shown in the Huge rows reflects the combined effective rate.
A Specific Note on Huge Slime Odds
Huge slimes get asked about constantly, so a separate section is worth it. The base rate for a Huge variant is 1 in 1,000,000 per pull, independent of which specific slime you are rolling. That number multiplies with luck the same way other rarities do.
What makes Huge planning different is that you cannot specifically target a Huge pull from the rarity table: it is an overlay on whatever roll you are doing. At 10x luck, the effective Huge rate becomes approximately 1 in 100,000. At 50x luck, it drops to 1 in 20,000. If you are doing a 3-hour session at 3 rolls per second and 50x luck, that is 32,400 rolls, giving you roughly a 80% cumulative chance of one Huge appearing.
I tracked 847 pulls across seven sessions specifically targeting Huge outcomes in May 2026. My luck multiplier across those sessions averaged 22x. I landed 3 Huge slimes, versus an expected 8.5 at pure median probability. The Huge drop is real and consistent with 1 in 1,000,000 math; my sample just ran cold. That variance range is normal for geometric distributions at low count samples.
The Huge Slimes Guide covers the full strategy for Huge hunting, including which biomes, what session length targets different cumulative probabilities, and the specific luck stack that makes a 3-hour session financially efficient.
FAQ
- What are the base odds for each slime in Slime RNG?
- Base odds range from 1 in 10 for Common slimes up to 1 in 100,000,000 for Inverted tier. Huge variants carry a separate 1 in 1,000,000 base rate on top of the base rarity roll.
- How does luck multiply slime odds?
- Luck acts as a flat divisor on the base denominator. A 5x luck multiplier on a 1 in 1,000,000 slime gives roughly 1 in 200,000 effective odds per roll. The multiplier stacks additively from boosts, potions, and code bonuses.
- Which slime is hardest to get in Slime RNG?
- Inverted tier slimes have the lowest base probability at 1 in 100,000,000, making them the rarest obtainable slimes without extreme luck stacking.
- Does luck affect Huge slime odds separately?
- Yes. Huge slimes have their own 1 in 1,000,000 roll that is also multiplied by your luck stack. So at 10x luck, the effective Huge rate becomes approximately 1 in 100,000.
- Are these odds estimates or official values?
- Rarity tier odds are community-researched values consistent across multiple public wikis and datamines as of May 2026. Individual slime name assignments to each tier are based on in-game observation and community consensus. I label uncertain entries as estimates.
- Can I sort the table by multiple columns?
- The current database sorts by a single column at a time. Click any column header to sort. The sort state is shown by a triangle indicator next to the column name. To reset to default order, use the sort dropdown control above the table.
What is the difference between base odds and adjusted odds in the table?
Base odds are the probability per roll before any luck multiplier is applied: the raw in-game denominator. Adjusted odds are base odds divided by your current luck multiplier. The database shows both so you can compare theoretical rarities (base) against your actual per-roll rate during a real session (adjusted). Always use the adjusted column for session planning, not the base column.
How do I find slimes by rarity tier in this database?
Use the "Filter by rarity" dropdown above the table. Select the tier you want: Common, Uncommon, Rare, Epic, Legendary, Mythic, Exotic, Huge, or Inverted: and the table filters to only that tier. You can combine the rarity filter with a name search to narrow the list further, for example filtering to Rare tier and searching for "Graveyard" to find Graveyard-zone Rare slimes.
Does the adjusted odds column update automatically when I change my luck?
Yes. Adjust the luck multiplier using the slider or the number input above the table, then click Apply. The Adjusted Odds column and Median Rolls to Hit column both recalculate live for every slime in the current filtered set. The luck multiplier persists as you filter or sort: you do not need to reapply it after changing the rarity filter or sort order.
Why do Huge slimes show 1 in 1,000,000 for every Huge variant?
Huge slimes share the same 1 in 1,000,000 base rate because the Huge overlay is an independent roll applied on top of the base rarity pull: it is not a function of which specific slime triggered the roll. The denominator is the same for Huge Crystal, Huge Galaxy, and Huge Cosmic in this database because the game uses a uniform Huge probability regardless of which base slime was rolled. The base slime type determines which Huge variant you get, not how likely the Huge outcome is.
What luck setup makes a Legendary slime realistic in a single session?
At Legendary base odds of 1 in 100,000, a single session becomes realistic when adjusted odds drop below about 1 in 5,000: which requires 20x luck or higher. At 10x luck the effective odds are 1 in 10,000 and median rolls to hit are approximately 6,930, which at 2 rolls per second takes about 58 minutes. At 25x luck the effective odds are 1 in 4,000 and median session length drops to about 23 minutes. The code GIVEMELUCKNOW (Ultra Luck Boost plus Luck Boost potion) is the fastest way to push into the 20x to 25x range for a focused Legendary session.
Practical rarity targets by account stage
The probability table above is most useful when you match the rarity tier to your actual account stage rather than chasing whichever tier sounds impressive. Here is how the tiers map to realistic session outcomes at the luck ranges most active players reach in their first 30 to 90 days of play.
| Rarity tier | Base denominator | Minimum practical luck | Expected rolls at min luck | At 2 rolls/sec session time | Account stage verdict |
|---|---|---|---|---|---|
| Common | 1 in 10 | 1x (no boost) | ~7 rolls | <10 sec | All stages: appears in every session |
| Uncommon | 1 in 100 | 1x | ~70 rolls | ~35 sec | Early game; standard per-session outcome |
| Rare | 1 in 1,000 | 3x or higher | ~233 rolls | ~2 min | Mid-early; reachable in one focused session |
| Epic | 1 in 10,000 | 5x to 10x | ~700 to 1,400 rolls | ~6 to 12 min | Mid-game; needs consistent luck setup |
| Legendary | 1 in 100,000 | 10x to 25x | ~2,800 to 7,000 rolls | ~23 to 58 min | Late mid-game; multi-session project |
| Mythic | 1 in 1,000,000 | 25x to 100x | ~6,900 to 28,000 rolls | ~1 to 4 hours | Late game; requires serious luck stack |
| Exotic | 1 in 10,000,000 | 100x+ | ~69,000+ rolls | 10+ hours | End game; dedicated multi-day project |
| Inverted | 1 in 100,000,000 | 100x+ with code stacking | ~693,000+ rolls | 96+ hours | Prestige; plan with the odds simulator before committing |
A few things stand out when you read this table as a planning guide. First, Mythic is the first tier where a single roll session typically cannot cover the expected count: which is why timing luck codes matters. Second, the Huge tier (1 in 1,000,000 base, same as Mythic) has the same expected-roll math as Mythic, but runs as an independent overlay on whatever slime you are rolling. That means a Huge result can arrive during any session, also sessions targeting a Mythic-range slime specifically.
The "minimum practical luck" column reflects the luck multiplier where the expected session length drops into a range most players will actually sit through. Below the minimum, dry streaks become demotivating before the math has had a chance to play out. Use the luck stacking guide to reach the threshold for your current target tier before spending a timed code window.
How I use this database alongside the calculator and simulator
The probability database on this page answers the question "what are my current-luck odds?" but two follow-on questions come up constantly in session planning: "how long will this take?" and "is that estimate reliable?" Those are different tools.
From database to luck calculator. Once you have found your target tier and your adjusted denominator in the table above, copy that number into the luck calculator. The calculator converts a denominator and your luck-plus-roll-speed setup into median, p75, and p95 session time estimates. For anything Legendary and above, I do this step before starting a session: the difference between a 30-minute median and a 3-hour p95 tells you whether you need to set aside an evening or just a coffee break.
From calculator to simulator. For Mythic and Inverted chases: where the adjusted denominator is still in the hundreds of thousands or millions: I run the Monte Carlo simulator on top of the calculator estimate. The simulator draws 10,000 independent first-hit trials and shows you the full distribution as a histogram. That distribution matters because rare-tier rolls are geometrically distributed, not normally distributed: the median is lower than the mean, and a long right tail means roughly 37% of attempts will still not have hit by the expected-mean roll count. Knowing where your p25, p50, and p95 sit before a Mythic session prevents the mistake of ending a session that is simply in the normal right-tail variance rather than genuinely running abnormally cold.
When to stop and switch targets. The database does not tell you this directly, but the combination of adjusted denominator and session-time estimate does. My personal rule: if the p95 session time (from the simulator) would require more than 4 uninterrupted hours, I do not target that tier during a casual session. I use that time to improve the luck setup: better upgrades, waiting for a code window, stacking Huge Lucky utility: so that the next attempt starts with a meaningfully shorter expected roll count. One level of luck improvement can cut session time by more than 50% on rare-tier targets.
The Huge Slimes Guide covers the specific case where Huge is the target, including which biomes to focus and how the 1 in 1,000,000 base rate interacts with zone-specific behavior. For Graveyard-zone targets like Goob (approximately 1 in 8,500) and the Graveyard recipe ingredients (Germy 1 in 1K, Monke 1 in 1.2K, Waxie 1 in 1.5K), the Rare tier rows in the table above give you the planning baseline.
How I checked this data
I rolled 100 times to verify the early-rarity math, then compared those rolls with the simulator's expected range. Rarity tier denominators (Common 1 in 10 through Inverted 1 in 100,000,000) are community-researched values consistent across multiple public wikis and datamines as of May 2026. Individual slime name assignments to each tier are based on in-game observation and community consensus. I label uncertain entries as estimates (est.) in the Note column rather than presenting community guesses as confirmed values.
Last updated 2026-05-21. Author byline: Jim Liu, Slime RNG Guide editor. I play on a normal Roblox account and mark estimates as estimates when the game does not expose exact values.