Deep Fishing Gamepasses Tier List: All 9 Passes Ranked by Value and Use Case (September 2026)
All nine Deep Fishing gamepasses at September 2026 Robux prices, ranked by how hard each pushes the cast-catch-sell loop — which luck, coin, mutation, and convenience passes are worth it for spenders and free-to-play players.
Deep Fishing's shop sells nine gamepasses as of September 2026: Lucky, Super Lucky, Ultra Lucky, VIP, More Mutations, Double XP, Double Coins, Fish Magnet, and Auto Sell. Ranked by how hard each one pushes the loop you already play — hold-release cast, multi-fish haul, sell, Strength, farther water — Double Coins is the best single purchase for a spender, and the luck ladder joins it in S tier once your rod reaches far water. Fish Magnet and Auto Sell are convenience, Double XP is a parallel boost, and VIP stays in C tier until its perks are actually shown. Nothing here is required: the entire launch loop runs on zero passes. Prices below are the September 2026 store snapshot — recheck the in-game shop after any update.
The tier list at a glance
Data table
- Tier
- S
- Passes
- Double Coins; then the luck stack (Lucky / Super Lucky / Ultra Lucky) in far water
- One Line Reason
- Double Coins makes every sell fund more Strength and more water; luck raises headline-rank odds once the water is right
- Tier
- A
- Passes
- More Mutations; Fish Magnet; Auto Sell
- One Line Reason
- More Mutations is the collector job the luck stack cannot copy; Fish Magnet and Auto Sell are volume tools for long sessions
- Tier
- B
- Passes
- Double XP
- One Line Reason
- A real but parallel boost; it ranks below the coin and luck passes unless an XP gate is the specific blocker
- Tier
- C
- Passes
- VIP
- One Line Reason
- A bundle with unpublished extras; buy it last on its live extras, or ignore it
How the ranking works
Each pass is ranked by how hard it pushes the loop you already play. Under that logic, Double Coins feeds Strength; the luck stack raises the chance of headline ranks once you are in the right water; More Mutations leans on the mutation modifier; Fish Magnet and Auto Sell are volume tools for long sessions; Double XP helps whatever track the XP bar unlocks, which is slower than coins at unlocking distance; and VIP is a bundle whose extras stay unlisted, so it gets no invented S-tier. Raw power (coins and luck) ranks ahead of convenience by design — both buy orders below refuse to put luck above distance. Strength itself is not a gamepass: it is the coin upgrade that adds cast distance, and it still comes first. One honesty note: only Double Coins and Double XP publish their multipliers (2x each); the other passes are described in words, not percentages, and the S/A/B/C placements are a loop-based editorial judgment, not an official in-game ranking.
Every pass, price, and published effect
Comparison
| Gamepass | Robux (Sep 2026) | Published Effect / Description | Tier Placement |
|---|---|---|---|
| Lucky | 99 | Entry tier of the luck stack | S tier — part of the luck stack, in far water |
| Super Lucky | 249 | Middle tier of the luck stack | S tier — luck stack, in far water |
| Ultra Lucky | 599 | "The best luck boost! 🔥" | S tier — luck stack, in far water |
| Double Coins | 399 | "Earn 2x more coins! 🪙" | S tier |
| More Mutations | 349 | "Find more mutated Fishes! 🧬" | A tier — collector pass |
| Fish Magnet | 99 | "Pull Fish close to the Bait 🧲" | A tier — volume tool |
| Auto Sell | 149 | Removes the trip to the sell button | A tier — volume tool |
| Double XP | 249 | "Earn 2x more XP! ⚡" | B tier |
| VIP | 249 | "Exclusive VIP perks and rewards! ⭐" | C tier — bundle, extras unpublished |
Luck passes compared: Lucky, Super Lucky, Ultra Lucky
The three luck passes form a ladder: Lucky is the entry at 99 Robux, Super Lucky the middle at 249, and Ultra Lucky the top at 599, whose store description is simply "The best luck boost! 🔥". Luck changes the odds inside a water ring — it does not move the ring, and all three only help in water your Strength already reaches. On a rod that still casts short, any luck pass is just a more expensive Common farm, which is why Lucky — not Ultra Lucky — is the entry purchase once near water is done. If you buy luck at all, buy the highest tier you actually intend to use rather than stacking three panic purchases; the spender order puts Ultra Lucky over Super Lucky over Lucky for far-water use. Luck is worth buying when your bait already lands in the rings where Legendary, Mythical, and Secret can appear and Commons still dominate the haul. It is not worth it while casts die near the pier, First Legendary is still unseen, or the Strength bar is unfunded.
Progression multipliers: Double Coins and Double XP
Double Coins (399 Robux) does what the name says: per its store description, "Earn 2x more coins! 🪙" — it doubles the coins you already earned from selling. It does not create a haul; a doubled close-water bag is still a close-water bag. But every sell becomes more Strength, every Strength buy becomes more water, and every extra ring is another chance at Legendary, Mythical, and Secret — which is why it sits in S tier for spenders who already understand the loop, even at 399 Robux. Buy it after Strength has moved your splash, not instead of Strength on a new account.
Double XP (249 Robux; "Earn 2x more XP! ⚡") is a real boost to whatever the XP bar unlocks, but coins buy Strength, Strength buys water, and water buys rarity, so it ranks in B tier below the coin and luck passes unless you are specifically blocked on an XP gate. Do not buy it instead of Double Coins if your problem is a short rod.
More Mutations: the collector pass
More Mutations (349 Robux; store description "Find more mutated Fishes! 🧬") is the collector pass. Mutations modify a catch rather than forming a fifth rarity, so this pass does a job the luck stack cannot copy: it tilts mutation rolls for players whose goal is the First Mutation badge or keeping variant hauls. It is a different purchase from the luck passes, which may surface rarer base ranks but do not raise mutation odds. If you only want coins, skip it and keep selling; it earns its slot when variants are the actual goal.
Fish Magnet: the pickup volume tool
Fish Magnet (99 Robux) pulls fish toward the bait — the official version of a vacuum. It is a volume tool: it helps more of a multi-fish haul actually reach you, which matters on busy 12-player servers and during long sessions where pickups are the bottleneck. It does not replace Strength, does not turn near water into Secret water, and does not add meters. Buy it after Strength is comfortable and after you have actually felt the pickup problem — when you already reach decent rings and are losing fish to chaos, not while still learning the hold-release. It pairs with the later catch-count badges (10K and up), where volume is the point.
Auto Sell: when the toggle pays off
Auto Sell (149 Robux) removes the trip to the sell button. It is quality of life, not a first printer: a pass that sells nothing still sells nothing. It pays off only when three things are true at once — multi-fish casts fill the inventory faster than you like clicking sell, the first-catch badges (First Legendary, First Mythical, First Secret, First Mutation) are done or you accept missing a variant, and the session is pushing catch-count badges (10K and up) alongside coin-funded Strength. It does not pay off in the first hour, during a Secret hunt, or if you cannot recognize a mutation, because the pass does not know your badge goals. One caveat: the exact moment the automatic sale fires is not published, so the toggle is the only control — flip it deliberately.
Tips
Off: first-catch badges still open
First Legendary, First Mythical, First Secret, or First Mutation is not yet unlocked.
Off: checking labels after a far cast
You are inspecting what a long cast actually brought back.
Off: collecting mutations on purpose
You are hunting variants, and the sale needs to wait.
On: vendor-bound Commons
The inventory is mostly Commons you already planned to sell.
On: casts outpace clicks
Multi-fish casts fill the bag faster than you like clicking sell.
On: count-badge and Strength grinds
You are pushing catch-count badges (10K and up) alongside coin-funded Strength.
VIP: bundle with unpublished extras
VIP costs 249 Robux and its store description says only "Exclusive VIP perks and rewards! ⭐"; its actual perk list is unlisted anywhere. Because the extras are unpublished, the tier list keeps VIP in C tier rather than granting it a fabricated S-tier: treat it as a bundle you buy because you want the bundle, not because a fan list promised a magnet-plus-luck-plus-coins stack. Spenders can pick it last, judged on whatever its live in-shop extras actually are; free-to-play players can ignore it entirely and still finish every catch badge.
Free-to-play buy order (if buying anything)
Roadmap
- 1
Before any pass
Strength already reaches better water
- Fund Strength with coins, not Robux — that step never costs Robux
- 2
Long sessions of vendor-bound Commons
The bag fills faster than you like clicking sell
- Auto Sell is the quality-of-life pick
- 3
Near water done, one luck pass wanted
Your first rarity pass
- Buy Lucky — the entry tier, not Ultra Lucky on a short rod
- 4
Keep skipping for now
The value has not arrived yet
- VIP
- Stacking all three luck tiers
- More Mutations until First Mutation is a real goal
The launch loop is fully playable with zero passes — playing the game requires no shop receipt.
Spender buy order (after Strength)
Mechanic flow
- 1
Strength
Always first, always coins
- Keep buying Strength with coins — always
- 2
Double Coins
Make the loop fund itself faster
- Buy if you are spending and want the Strength step faster
- 3
Luck tier
Far-water use
- Buy the highest tier you actually intend to use — Ultra Lucky over Super Lucky over Lucky
- 4
More Mutations
Variants are the goal
- Buy if variants are the goal
- 5
Volume tools
Once volume is the bottleneck
- Fish Magnet, then Auto Sell
- 6
Double XP
Only for a real XP gate
- Buy if an XP gate is the specific blocker
- 7
VIP
Judge it on its live extras
- Buy last, on what the in-shop perks actually are — not on a rumor
Standing caution: do not buy luck, magnet, and Auto Sell on a rod that still cannot leave the pier.
Free extras before any Robux
Deep Fishing is free to play, and its gamepasses are optional accelerators, not a second tutorial. The free extras are the group rewards: like the experience, favorite it, and join the LazyGames group. The passes sit beside that free social offer and do not unlock because you joined — if a pop-up asks for Robux after you click like, you have opened a gamepass prompt, not the group gift. On promo codes, the picture is currently inconsistent: public code lists disagree with each other on what is active, and none were confirmed as of the September 2026 snapshot. Treat any code list as something to verify in-game before relying on it.
Which pass fits which goal
- Chasing Legendary, Mythical, and Secret ranks: the luck stack — once far water is actually reachable.
- Collecting variants: More Mutations.
- Long-session volume: Fish Magnet, then Auto Sell.
- Funding Strength faster: Double Coins.
- None of the above: coins into Strength, and no receipt.
Related Guides
Mutations: Effects, Value & How to Get Them
What each mutation does to sell value, the odds behind them, and the fastest ways to force mutated catches.
XP Sources & the Level 5 Gate
Every XP source compared, plus what actually unlocks at the Level 5 gate and the fastest route to reach it.
Get Coins Fast & Spend Them Right
Rank the fastest coin methods for your stage and learn which purchases are worth it before you grind for them.
