Kraken
Mythic · Catch-count damage scaling and weight
Each catch adds 0.04% damage up to a 50% cap. Reaching that cap takes 1,250 catches; a newly rolled Kraken does not start with that damage bonus.
Race reference
Compare what a passive does before spending shards. The table is a source reference, not a universal best-race ranking or a complete pity distribution.
Mythic · Catch-count damage scaling and weight
Each catch adds 0.04% damage up to a 50% cap. Reaching that cap takes 1,250 catches; a newly rolled Kraken does not start with that damage bonus.
Mythic · Oxygen capacity, movement and conditional catching
The community record lists 25% oxygen, 10% speed and 15% cash. Its extra sprint and catching benefits depend on low oxygen, while a separate damage effect uses tube speed.
Legendary · Damage, shorter cooldown and boost efficiency
Shark offers listed damage and cooldown benefits immediately, with a separate damage condition below 30% oxygen. Tube boosting uses less oxygen; it does not restore spent oxygen.
Legendary · Catch-triggered oxygen recovery
The oxygen recovery happens when a fish is caught, not on every shot. The community record gives a recovery amount based on 10% of damage dealt and a 20-second cooldown.
Epic · Visibility, catch drops and shorter cooldown
Anglerfish combines illumination with a listed 20% chance of double drops on a catch. That drop effect is different from increasing the chance that a rare fish spawns.
Epic · Chance-based incoming-hit protection
Crab’s listed protection is a 25% chance to absorb an incoming attack. This is not a constant damage-reduction shield and does not guarantee protection on the next dangerous hit.
| Race | Normal | Lucky | Recorded passives |
|---|---|---|---|
| Kraken | 0.1% | 0.5% | 25% Weight; 15% XP; 15% Cash; Every fish caught increases Damage by +0.04% permanently (Caps at +50%); On death, regenerate 100% Oxygen and deal 300% AoE Damage (8m Cooldown) |
| Sea Angel | 0.1% | 0.5% | 10% Speed; 25% Oxygen; 15% Cash; While oxygen is below 20%, sprinting no longer consumes extra oxygen.; Gain bonus damage equal to 35% of your tube speed.; As oxygen falls below 50%, your focus sharpens, increasing catching minigame progress speed. This bonus scales with lower oxygen and caps when oxygen reaches 20%. |
| Vampire Squid | 1% | 5% | 20% Oxygen; 10% XP Gain; 15% Weight; When catching a fish, regenerate oxygen for 10% of damage dealt (20s Cooldown) |
| Shark | 1% | 5% | 10% Cash; -0.4s Cooldown; 20% Damage; 30% More Damage when Oxygen is below 30%; Tube boost consumes 50% less oxygen |
| Crab | 2.5% | 10.5% | 15% Oxygen; 5% XP; 15% Weight; 25% Chance to absorb incoming attacks |
| Anglerfish | 2.5% | 10.5% | 8% Cash; -0.2s Cooldown; 12% Damage; 20% Chance for double drops when catching fish; Illuminates surroundings in darkness |
| Narwhal | 4.6% | 12.6% | 8% Speed; 15% Damage; 10% Chance to deal double damage |
| Spirit | 4.6% | 12.6% | -0.3s Cooldown; 8% Cash; Instead of dying you regenerate 30% oxygen (3m Cooldown) |
| Puffer | 4.6% | 12.6% | 10% Oxygen; 15% Weight; Reflects 20% of incoming damage back to the attacker |
| Monkey | 9.6% | 10.3% | 10% Speed; 10% Weight |
| Cyclops | 9.6% | 10.3% | -0.2s Cooldown; 10% Damage |
| Fish | 9.6% | 10.3% | 10% Oxygen; 5% Speed |
| Poop | 16.6% | 0% | 10% Damage |
| Elf | 16.6% | 0% | 5% Speed |
| Coral | 16.6% | 0% | 10% Oxygen |
| Human | 0% | 0% | Starting race; no passive or reroll chance listed. |
The original community race record was read October 18 through an indexed mid-2026 page. Percentages are rounded and not silently normalized. Weight is retained as the source’s stat label; it is not automatically reinterpreted as a tube’s carrying-capacity limit. Human is not a listed roll target; common-race Lucky chances are zero. The record mentions pity without a reliable full threshold/reset distribution. Calculate affordability and a labelled fixed-odds comparison, or use the personal tier board for your own priorities.