Deep Fishing Gamepass Rankings
Nine real passes, ranked for free-to-play players and spenders — Strength still first.
Deep Fishing lists nine gamepasses: Lucky, Super Lucky, Ultra Lucky, VIP, More Mutations, Double XP, Double Coins, Fish Magnet, and Auto Sell. This page ranks those nine against the real loop — hold-release cast, multi-fish haul, sell, Strength, farther water — and it splits the advice for free-to-play players versus spenders. Live Robux prices as of September 2026: Lucky 99, Fish Magnet 99, Auto Sell 149, Super Lucky 249, Double XP 249, VIP 249, More Mutations 349, Double Coins 399, Ultra Lucky 599. Confirm in the Roblox shop before you buy; we will not add a tenth pass that is not in the game.
Strength is not a gamepass. It is the coin upgrade that adds cast distance. It still comes first. A luck pass in near water is a more expensive Common farm. Buy Strength with coins until the bait actually reaches the rings where Legendary, Mythical, and Secret live. Confirm that spend on the upgrade tier list and the cast planner before you open the Roblox shop.
The game is free, servers hold twelve players, and there were no confirmed codes in September 2026. Group like, favorite, and join rewards on the group rewards page are the only free extras we can point at. Gamepasses are optional accelerators, not a second tutorial.
How the ranking works
We rank a pass by how hard it pushes the loop you already play. Double Coins feeds Strength. The luck stack (Lucky, Super Lucky, Ultra Lucky) raises the chance of headline ranks once you are in the right water. More Mutations leans on the mutation modifier described on the rarity list. Fish Magnet and Auto Sell are volume tools for long sessions. Double XP helps whatever XP track the live game uses, which is slower than coins at unlocking distance. VIP is a bundle; this wiki does not invent the extras inside it, so VIP does not get a fake S-tier.
Free-to-play ranking answers: if you ever buy one pass, which job is least wasteful. Spender ranking answers: after Strength is already funded with coins, what order fills the shop. Both rankings refuse to put luck above distance.
S tier: Double Coins, then the luck stack in far water
Double Coins is the pass that respects Strength. Every sell becomes more Strength, every Strength buy becomes more water, every extra ring is another chance at Legendary, Mythical, and Secret. If you are a spender who already understands the loop, this is the pass that makes the rest of the shop cheaper in time, even at 399 Robux.
Ultra Lucky, Super Lucky, and Lucky are one ladder, not three unrelated toys. Ultra Lucky is the top of that ladder, Super Lucky is the middle, Lucky is the entry. They only deserve S-tier after your casts already land in rarer water. On a brand-new rod they drop to B or C because they cannot create distance. Spenders who already live in far rings buy the highest luck tier they actually want rather than stacking three half-measures out of panic. Free-to-play players should treat even Lucky as optional until First Legendary is real.
Pair luck with the rare fish guide. Luck is not a substitute for hold-and-release timing.
A tier: More Mutations, Fish Magnet, Auto Sell
More Mutations is the collector pass. Mutations modify a catch; they are not a fifth rarity. If First Mutation is the badge you care about, or if you are keeping variant hauls instead of raw coin, this pass has a job the luck stack does not copy. If you only want coins, skip it and keep selling. The method sits on how to get mutations.
Fish Magnet is a volume tool. The name tells you the job: help more fish actually reach you during a cast. That matters on busy 12-player servers and during long sessions where pickups are the bottleneck. It does not replace Strength. It does not turn near water into Secret water. Buy it when you already reach decent rings and you are losing fish to chaos, not when you are still learning the hold-release.
Auto Sell is the other volume tool. It pays off when multi-fish casts and high catch rates make the sell button the thing you hate. It is dangerous while you still need First Legendary, First Mythical, First Secret, or First Mutation, because those badges care about a specific haul. Turn it off for badge hunts, turn it on for 10K / 50K / 100K catch grinds. Free-to-play players get huge value from Auto Sell only after the inventory is mostly Commons they already intend to vendor.
B tier: Double XP
Double XP is real, so XP is a real track in Deep Fishing. It is still not the upgrade that adds meters to a cast. Coins buy Strength. Strength buys water. Water buys rarity. Double XP is a parallel boost for whatever the XP bar unlocks in the live shop. Rank it below 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.
C tier: VIP
VIP is the ninth pass. This wiki does not invent a perk list for it. Until you can read the live shop and see extras that clearly beat Double Coins or far-water luck, treat VIP as a bundle you buy because you want the bundle, not because a fan list promised an unpublished magnet-plus-luck-plus-coins stack. Spenders can pick it last. Free-to-play players can ignore it forever and still finish every catch badge.
Free-to-play buy order (if you buy anything)
- Do not buy a pass until Strength already reaches better water. That step is coins, covered on how to make coins.
- If sessions are long and you only vendor Commons, Auto Sell is the quality-of-life pick.
- If you are done with near water and you want one luck pass, Lucky is the entry, not Ultra Lucky on a short rod.
- Skip VIP, skip stacking all three luck tiers, skip More Mutations until First Mutation is a real goal.
You can play the entire launch loop with zero passes. The getting started guide and the controls page do not require a shop receipt.
Spender buy order (after Strength)
- Keep buying Strength with coins. Always.
- Double Coins if you want the loop to fund itself faster.
- The highest luck tier you actually intend to use in far water (Ultra Lucky over Super Lucky over Lucky).
- More Mutations if variants are the goal.
- Fish Magnet, then Auto Sell, once volume is the bottleneck.
- Double XP if an XP gate is real.
- VIP last, on its live extras, not on a wiki rumor.
Do not buy luck, magnet, and Auto Sell on a rod that still cannot leave the pier. The tier list hub exists so those three pages stay in one plan. Re-read this list whenever the shop UI changes; the nine names above are the launch set, and we will not add a tenth pass that is not in the game.
Frequently Asked Questions
Quick answers to the most common Deep Fishing questions.
Which Deep Fishing gamepass is best for free-to-play players?
None of them are required. If you buy one after Strength already reaches better water, Auto Sell helps long Common grinds and Lucky is the cheapest luck entry. Skip VIP until you can read its live extras.
Should I buy Ultra Lucky first?
No. Strength still comes first. Ultra Lucky only belongs at the top of the luck ladder after your casts already land in rarer water. See the upgrade rankings.
Is Double Coins better than luck?
Double Coins feeds Strength, which feeds distance, which feeds rarity. Luck helps once you are already in that water. Spenders who want both still buy Strength with coins either way.
Does More Mutations replace a luck pass?
No. Luck leans on named rarities. More Mutations leans on the mutation modifier. Use both only if you care about both jobs, and read how to get mutations.
When does Auto Sell become worth it?
When multi-fish casts make selling the bottleneck and you are no longer hunting First Legendary, First Mythical, First Secret, or First Mutation. The cast planner marks that switch.