Throw a Coin ships with exactly five mutation tiers, in a fixed order from Big at the bottom of the ladder to Divine at the top. Each tier is a visual and economic upgrade stamped onto an item by the Mutation Machine, and each tier carries its own band on the wiki's site-side colour code. This page lists every mutation in the order they appear on the machine's mutation bar, names the visual effect of each tier, and explains where each tier sits on the ladder that Update 3 locked in on July 18, 2026.
If you have ever wondered what the difference between Huge and Rainbow actually is, or whether Astral is worth chasing before you ever see a Divine, the breakdown below is the answer. All five mutation names below are taken straight from the in-game mutation roster and the official Roblox experience description, cross-checked against the in-game mutation bar above the machine's central merge slot.
The Full 5-Tier Mutation Ladder in Order
The five mutation tiers run from Big at the bottom to Divine at the top, in this order: Big, Huge, Rainbow, Astral, Divine. The order never changes, the names are fixed in English in every locale, and the position each tier holds on the machine's mutation bar is also locked. Treat the table below as the source of truth for which tier you should be aiming for at any given moment.
The five mutation tiers stack from cheapest to most expensive, with Big at the bottom of the price ladder and Divine at the top, and each tier has its own cash cost, success rate, and visual effect that players can use to plan their machine runs.
The mutation tier that any roll can produce depends on the base item rarity and the catalyst rarity that the player puts into the machine, and the machine uses both inputs to determine which of the five tiers the roll can land on for that specific attempt.
Every mutation tier has its own visual effect that overlays the base model of the item in the inventory and in the world, and the visual effect is the primary way for players to tell at a glance which mutation tier an item currently has.
The Divine mutation is the rarest practical outcome of any roll on the machine, with a success rate of around 5%, and it is the only tier the wiki tags with the Endgame band because of how few items ever see a Divine roll.
| Order | Mutation | Visual Effect | Wiki Band | Approx. Rarity |
|---|---|---|---|---|
| 1 | Big | Item is visibly larger | Starter (C) | Common roll |
| 2 | Huge | Item is much larger | Mid Game (B) | Mid roll |
| 3 | Rainbow | Item shimmers with a shifting rainbow | Late Game (A) | Rare roll |
| 4 | Astral | Item carries a starfield overlay | Late Game (A) | Rare roll |
| 5 | Divine | Item glows with a gold halo and constant particles | Endgame (S) | Top-tier roll |
Three things jump out from the table. First, every mutation tier is named with a single English word — there is no Roman numeral, no tier number, just the in-game name as it appears on the mutation bar. Second, the band the wiki assigns to each tier is the same band the wiki uses for coin tiers and rarity bands, so the colour of a mutation badge matches the colour of the matching coin on the 20-coin ladder. Third, the rarity column is approximate — the developer has not published exact per-tier odds for the machine, and any number you see for Astral or Divine outside this wiki is a community estimate and should be treated as such.
The Starter Tier: Big
The Big tier is the lowest mutation on the ladder and the most common roll off the Mutation Machine. A Big mutation makes the item visibly larger, which is the visual cue the developers used to name the tier. Big is the tier you will produce by accident within your first few rolls of the machine, even when you are feeding it cheap starter items from World 1, and it is the floor of the mutation economy on the wiki's ladder.
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Big is the only mutation tier that lives on the wiki's Starter band, the same band the Basic Coin lives on.
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A Big mutation does not change the base rarity of the item it is stamped on, only its visual size and sell value.
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A Big item sells for a real but modest markup over the same item without any mutation, and the markup is the smallest of the five tiers.
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Big is the floor of the mutation economy, and every other tier on the ladder is measured against it as the baseline.
The Mid-Game Tier: Huge
Huge is the second tier on the ladder and the first one that feels like a real upgrade. A Huge item is larger than a Big item, and the visual difference is obvious from across the map. The rarity of the roll is still high enough that the wiki considers it a normal mid-progression mutation rather than a jackpot, and Huge is the natural target for an early mutation grind.
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Huge is the first mutation tier that the wiki tags with a Mid Game band, the same band the mid-game coins live on.
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A Huge mutation is the most common outcome for players who are actively farming the machine with mid-tier inputs from World 2.
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A Huge item carries a clear size advantage when stacked next to a Big item of the same base type, and the visual reads as a real upgrade.
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Huge is the last tier that a typical mid-game account will produce in volume, and it is the last tier below the Late Game band.
The Late-Game Tier 1: Rainbow
Rainbow is the third tier and the first one that the wiki tags with a Late Game band. A Rainbow mutation recolours the item with a shifting rainbow shimmer that is visible even when the item is sitting still on the ground. The roll is rare enough that most players see their first Rainbow after dozens of machine uses, not on their first or second attempt at the Mutation Machine.
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Rainbow is the first mutation tier that visibly changes the colour of the item, not just its size, so the visual jumps significantly from Huge.
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A Rainbow item is treated by the wiki as a real jackpot, not a routine roll, and the sell markup is much larger than Huge's markup.
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Rainbow is the last tier that can drop from a machine using lower-tier inputs in any meaningful volume, so it is the practical ceiling for starter input farming.
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Rainbow is the most common late-game mutation, and it is the tier that most late-game accounts accumulate first on the way to Astral and Divine.
The Late-Game Tier 2: Astral
Astral is the fourth tier. Items with Astral mutation carry a starfield visual that overlays the base model of the item, and the wiki treats Astral as a clear step up from Rainbow. Astral rolls are uncommon enough that the machine's Astral segment of the bar is the first one that lights up with a distinct colour rather than blending into the bar above it on the mutation bar readout.
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Astral is the only mutation tier whose visual is based on a starfield, not a colour shift, so it reads as a different kind of upgrade from Rainbow.
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An Astral item is a noticeably rarer drop than a Rainbow item of the same base type, and the sell markup is a real jump on top of Rainbow's markup.
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Astral is the last tier below Divine, and the rest of the mutation ladder above it is a single tier, so Astral is the practical pre-endgame stop.
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Astral items are the practical end-state for a long-term mutation grind that has not yet seen a Divine, and they are the natural target for a Divine push.
The Endgame Tier: Divine
Divine is the top tier on the machine's mutation bar, with a gold ring around its segment. A Divine mutation stamps the item with a glowing halo and a constant particle effect that is visible at long range. The wiki tags Divine as a tier-S item, the same band the Infinity Coin and the Omega rarity live on, so the colour of the Divine badge matches the colour of the Infinity Coin badge.
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Divine is the only mutation tier that the wiki tags with the Endgame band, the same band World 3 lives on, and the band Omega rarity lives on.
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A Divine item carries a gold halo that is visible across the map, even in busy hubs like the Worlds portal at the end of the main map.
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Divine is the rarest practical outcome of any machine roll, and the developer has not published an exact drop rate for Divine in any public source.
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A single Divine item is a long-term goal, not a routine roll, and most accounts that have one have been grinding the machine for weeks or months.
How the Five Tiers Compare Side by Side
The five mutation tiers are not just names on a bar — they are an ordered ladder, and the gap between adjacent tiers is not even. The table below compares the five tiers across the four axes the rest of the mutation guides on this wiki use: band, visual, rarity band, and practical role in a long grind.
| Tier | Band | Visual Cue | Practical Role |
|---|---|---|---|
| Big | Starter (C) | Item is larger | Routine roll, baseline mutation |
| Huge | Mid Game (B) | Item is much larger | Mid-progression mutation |
| Rainbow | Late Game (A) | Rainbow shimmer | First real jackpot |
| Astral | Late Game (A) | Starfield overlay | Pre-endgame mutation |
| Divine | Endgame (S) | Gold halo and particles | Top-tier mutation |
Mutation Tier Rarity at a Glance
The five tiers are an ordered ladder, and the rarity band the wiki assigns to each tier matches the rarity band of the matching coin on the 20-coin ladder. The table below pairs each mutation tier with the matching coin tier and the matching coin band, so the colour code is consistent across the entire game at a glance.
| Mutation | Matching Coin | Wiki Band | Coin Band |
|---|---|---|---|
| Big | Basic Coin | Starter (C) | Starter |
| Huge | Copper Coin | Mid Game (B) | Starter |
| Rainbow | Fire Coin | Late Game (A) | Starter |
| Astral | Volt Coin | Late Game (A) | Starter |
| Divine | Infinity Coin | Endgame (S) | Endgame |
The gap from Big to Huge is the smallest visual jump, the gap from Huge to Rainbow is the largest visual jump, and the gap from Astral to Divine is the rarest practical jump. Treat the table as the order in which the five tiers are realistically produced in a long mutation grind, and treat the gaps as the structural breaks in the ladder.
What Each Tier Means for Sell Value
Every mutation tier adds a real sell-value multiplier on top of the base value of the item it is stamped on, but the size of that multiplier is not published. The wiki keeps its sell-value discussion general on purpose — the developer has not published per-tier sell multipliers, and any specific number outside this site is a community estimate. The rule of thumb is simple: the higher the tier, the larger the multiplier, and the gap between adjacent tiers grows as you climb the ladder toward Divine.
What Each Tier Means for Collection Goals
A long-term Throw a Coin collection usually has one of three goals — one Big item of every base type, one Rainbow item of every base type, or one Divine item of every base type. The first goal is a routine side project, the second is a months-long grind, and the third is the kind of goal that defines an account. The five-tier ladder is the structure that makes all three of those goals legible and comparable at a glance.
Practical Tips for Working Through the Ladder
The five mutation tiers are an ordered ladder, and the order matters. The tips below are the rules the rest of the mutation guides on this wiki keep repeating, and they are the rules you should follow on your first few visits to the machine to keep the grind sustainable over weeks and months of rolling.
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Climb the ladder in order. Big first, then Huge, then Rainbow, then Astral, then Divine. Each tier is rarer than the one below it, and the order is the same on the machine bar, on the wiki, and in-game.
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Do not skip tiers when planning a build. A build that targets Astral or Divine without a stockpile of Big and Huge items to feed in will run out of inputs long before it sees a top-tier roll on the mutation bar.
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Treat the Late Game band as a wall. The jump from Huge to Rainbow is the largest practical jump on the ladder, and it is the first one that should be planned around, not rolled into without a stockpile.
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Save your best inputs for Divine attempts. Lower-tier items are the right fuel for Big and Huge rolls; top-tier items are the right fuel for Astral and Divine attempts at the machine corner of the map.
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Cross-reference the mutation bar. The mutation bar above the machine's central merge slot lists the five tiers in the same order this page does, and it is the most reliable in-game reference for the ladder's order.
Frequently Asked Questions
How many mutation tiers are there in Throw a Coin?
There are exactly five mutation tiers, fixed by Update 3 on July 18, 2026. The order is Big, Huge, Rainbow, Astral, and Divine, from bottom to top of the mutation bar, and the names are fixed in every locale across the in-game mutation roster.
What is the order of the five mutation tiers from bottom to top?
The order from the bottom of the ladder to the top is Big, Huge, Rainbow, Astral, Divine, and the same order is used on the machine's mutation bar, on this wiki, and in the in-game mutation roster that Update 3 introduced.
Is Divine the rarest mutation tier in the game?
Yes, Divine is the rarest practical outcome of any machine roll, and the developer has not published an exact Divine drop rate. The wiki treats any specific number you see for Divine outside this site as a community estimate and not as a confirmed figure.
Do mutations change the rarity of an item in Throw a Coin?
No. A mutation is a separate axis from rarity, so a Common Soccer Ball with the Divine mutation is still a Common Soccer Ball on the rarity ladder, but it sells for many times more than a plain Common Soccer Ball without any mutation tier attached.
Can the same item have two mutations at once in Throw a Coin?
No. Each roll of the Mutation Machine produces a single output, and the output carries at most one mutation tier. Re-feeding an already-mutated item produces another single-mutation result, not a stacked mutation of two tiers on the same output item.