Idle Breakout Ball Guide: What Each Ball Does and When to Buy It
Published · 2 min read
Idle Breakout has eight kinds of ball, and the shop only shows a card once you can afford it, so most players buy whatever appears next. That works, but it is slow. Here is what each ball does, straight from the game's own numbers, and the order we would buy them in.
The prices
- Basic Ball — $25, then 1.5× more for each copy. Speed 1, power 1. Bounces off walls, breaks bricks.
- Plasma Ball — $200, ×1.4 per copy. Speed 2, power 3. Every hit splashes 25% of its damage onto the bricks next to it.
- Sniper Ball — $1,500, ×1.35. Speed 4, power 5. After each wall bounce it heads for the nearest brick.
- Scatter Ball — $10,000, ×1.35. Speed 3, power 10. Spawns extra single-hit balls at half power that vanish on impact.
- Cannonball — $75,000, ×1.3. Speed 4, power 50. Nothing clever, just heavy.
- Poison Ball — $75,000. Speed 5, power 5. Infects the brick it hits: the brick takes double damage from everything and keeps losing hit points over time.
- Snow Ball and Money Ball — $25,000 each, later in the run. Snow gains power and speed with every bounce; Money hits for 1 but pays 10× the cash.
Levels 1 to 10: clicks and Basics
Click bricks until you have $25 and buy the first Basic Ball. Then buy Click X for $50 — it doubles your click damage, and at this stage your finger is still the best weapon you have. After that, alternate Basic Balls with their Speed upgrade. Power is a waste while bricks have single-digit hit points; speed means more hits per second, and every hit is a dollar.
Levels 10 to 30: Plasma, then Sniper
Plasma Balls are the first real upgrade. Bricks sit in blocks, so splash damage hits three or four bricks per bounce. Two or three Plasmas carry you to the point where a Sniper Ball is affordable. Buy one the moment you can: the slowest part of every level is the last brick, sitting in a corner while Basic Balls wander past it, and a Sniper goes straight there.
Levels 30 and up: Scatter, one Poison, then Cannons
Scatter Balls are worth it once boards are dense: each one is effectively several balls for one slot against the 50-ball cap. Then save for a Poison Ball before any Cannonball. One Poison Ball doubles the damage every other ball does to the bricks it touches, which is a bigger jump than any single ball's power stat. Cannonballs come after that, when bricks have hundreds of hit points and raw power is finally what you need.
The 50-ball cap
You can only have 50 balls in play, so past the mid game the question changes from 'what can I buy' to 'which 50 do I want'. Spend on Speed and Power upgrades for the balls you already own instead of a fortieth Basic Ball, and use the gold you bank from gold bricks (one every 20 levels) on the reset upgrades that raise the cap and multiply power for every ball at once.
More from the blog
- Idle Breakout on a School Chromebook: LOW Mode, Saves and Export Codes
Why the game stutters at 50 balls, what the LOW button really does, where your save lives, and how to carry a run between two computers with an export code.