God Dumplings
Community-reported label; definition and roster not confirmed.
No reliable named S-to-F roster is available yet. Use the reported category notes, then rank the Dumplings you can actually see in your game.
One selected video title reports the counts below. Treat them as leads, not official definitions or a complete roster.
This category overview labels God, Secret, and Exclusive counts with limited confidence, then the custom ranker compares player-entered choices by payback, cash-rate gain, and gain per cost. Keep, upgrade, or trade decisions should also consider Index progress, replacement difficulty, and the lack of an official named character ranking. All three reported category cards use the same evidence rules and include a complete-roster warning.
Community-reported label; definition and roster not confirmed.
Community-reported label; exact requirements remain unknown.
Community-reported label; acquisition and trade value are unverified.
Enter values visible in your own game. The tool ranks positive-income choices by shortest payback; it does not assign official rarity or trade value.
Accepted suffixes: K, M, B, T, Qa, and Qi. A row is excluded when its values are invalid or its new rate does not exceed the current rate.
Efficiency is not the same as rarity. Use these three checks before you keep, upgrade, or trade a Dumpling.
Compare upgrade cost with the added cash per second. A lower payback time recovers your spend sooner.
A weaker cash choice may still be useful if it advances the Index toward confirmed cash boosts or base colors.
Do not treat an unsourced rarity label as a fixed trade value. Check how hard the Dumpling is to replace and what evidence supports the claim.
No. The custom ranker sorts only the costs and cash rates you enter. It does not claim an official named roster ranking.
Those labels appear in selected community video coverage, but their definitions, acquisition rules, and complete rosters were not verified from an official source.
It calculates each positive cash-rate increase, divides cost by that increase, and places the shortest payback first. A tie is broken by gain per cost and then your original order.