Kraken
0.1% normal / 0.5% Lucky
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)
Full mechanics and conditionsYour race priorities
Assign a tier using each card’s menu, or drag it to a row. All races start unranked: this board records your priorities, not an unsupported universal damage ranking.
The race reference summarizes the main Mythic/Legendary/Epic picks. The board also includes the other recorded races, including the non-rollable Human starting race. Menu controls work without dragging.
Board changes are stored only in this browser if storage is available.
0.1% normal / 0.5% Lucky
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)
Full mechanics and conditions0.1% normal / 0.5% Lucky
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%.
Full mechanics and conditions1% normal / 5% Lucky
20% Oxygen; 10% XP Gain; 15% Weight; When catching a fish, regenerate oxygen for 10% of damage dealt (20s Cooldown)
Full mechanics and conditions1% normal / 5% Lucky
10% Cash; -0.4s Cooldown; 20% Damage; 30% More Damage when Oxygen is below 30%; Tube boost consumes 50% less oxygen
Full mechanics and conditions2.5% normal / 10.5% Lucky
15% Oxygen; 5% XP; 15% Weight; 25% Chance to absorb incoming attacks
Full mechanics and conditions2.5% normal / 10.5% Lucky
8% Cash; -0.2s Cooldown; 12% Damage; 20% Chance for double drops when catching fish; Illuminates surroundings in darkness
Full mechanics and conditions4.6% normal / 12.6% Lucky
8% Speed; 15% Damage; 10% Chance to deal double damage
4.6% normal / 12.6% Lucky
-0.3s Cooldown; 8% Cash; Instead of dying you regenerate 30% oxygen (3m Cooldown)
4.6% normal / 12.6% Lucky
10% Oxygen; 15% Weight; Reflects 20% of incoming damage back to the attacker
9.6% normal / 10.3% Lucky
10% Speed; 10% Weight
9.6% normal / 10.3% Lucky
-0.2s Cooldown; 10% Damage
9.6% normal / 10.3% Lucky
10% Oxygen; 5% Speed
16.6% normal / 0% Lucky
10% Damage
16.6% normal / 0% Lucky
5% Speed
16.6% normal / 0% Lucky
10% Oxygen
Starting race; no listed roll chance
No passive listed in this record.
Rank for the part of your route that limits you. Shark reduces cooldown and adds damage; Vampire Squid supports oxygen with catch-triggered recovery; Anglerfish adds catch-drop utility and light; Crab provides a chance to absorb attacks. Kraken’s damage accumulates with catches, while Sea Angel has tube-speed and oxygen-state conditions. A single letter cannot show all those differences.
The original community Races record supplies the passives and rounded chances, read October 18 through an indexed mid-2026 page. These are not this site’s measured performance rankings. A zero Lucky entry for a common race means the listed Lucky distribution excludes it; Human is not listed as a roll target.
A board edit does not change the game or recommend spending. Use the eight focused pair comparisons and shard budget before replacing a useful race. Saved data contains only race slugs and personal tier letters; no account is required.