Lift a Cube Cubes Tier List
A cube is only S-tier if you can finish the bar.
Cubes are Cash machines with Strength locks. Ranking them by how scary the mesh looks is how beginners stall. This list ranks jobs: starter wallets, skippable mid-weights, late cash printers, and the last gate. Named cube IDs are not on a public Trello, so we will not fabricate “Plasma Cube VII.” We will rank what the live loop actually asks. Routing is on the walkthrough. The tap bar is on how to lift cubes.
The golden rule
The best cube is the heaviest one whose Strength requirement you already meet. Everything else is either a skip (overtrain past it) or a wall (Train more). That rule is why this list has no global “always lift green first” row. Your legal set changes every time Strength jumps.
S — Last gate and current best legal lift
Last cube, ~1.3 billion Strength. Sportskeeda’s figure. This is the map-clear condition. It is S-tier as a goal, F-tier as an attempt if you do not meet the number. Pangolin.x’s 1.98 billion kg lift shows late props can carry cartoon weights; still a gate, still S when legal.
Your current heaviest legal cube. Whatever you can finish today. Farm this for Cash. Do not farm a lighter cousin out of habit.
A — Late-map printers
Cubes whose payout is clearly better than the previous section and whose gate you can reach with a reasonable overtrain window. These fund high-end arm rolls. If you can already finish the next one, A-tier cubes become skippable — that is a success, not a loss.
Official thumbnails showing 977M/kg style labels live in this neighborhood. Treat the label as flavor weight. Your sheet Strength is the lock.
B — Honest mid-map wallets
Cubes that exist to buy the section vendor. Lift them until the upgrade is owned, then consider skipping if Train will make the next gate legal soon. B-tier is where people get stuck clicking forever because the bar feels good. The bar feeling good means you out-level it. Move.
C — Starter cubes
The first legal pickups after spawn. Mandatory for Getting Started. C-tier as a long-term farm because payout is the worst on the map. Lift them to buy the first training-speed upgrade, then stop living here.
F — Illegal attempts and ego lifts
Any cube whose bar will not complete. You are not “almost there.” You are under the gate. Clicking harder is F-tier gameplay. Teleporting to the last cube with a script is the same row with extra ban risk.
Also F: farming a tiny cube for an hour because it is next to your AFK spot while a heavier legal cube sits twenty studs away. Walk.
Skip list (overtraining)
Because there is no rebirth, skipping is a feature. Skip a cube when:
- Its Cash is close to the previous cube
- The next cube will be legal after a short Train session
- You already bought the local vendor
Do not skip when you are broke. Cash comes from lifts. The training planner marks skip windows so you do not skip your wallet.
How kilogram labels fit
Props show huge kg numbers. Strength is a different integer on your character. This wiki will not claim 977 million kg equals 977 million Strength. If a patch ever unifies those stats, the updates hub will say so. Until then, read the requirement the lift UI cares about, then mash the bar.
Session use
- Identify the heaviest legal cube (S/A)
- Lift it enough to fund the next vendor or a roll
- Train until a new cube enters the legal set
- Recheck this list — your S-tier farm target just changed
That is the whole cubes meta. It is supposed to feel obvious once you stop treating every mesh as a quest marker.
Frequently Asked Questions
Quick answers for training, cubes, and arm rolls.
Which cube should I lift right now?
The heaviest cube whose Strength requirement you already meet. Lighter cubes are usually a skip once you out-level them.
What is the last cube’s requirement?
About 1.3 billion Strength. Details and cleanup steps are on the endgame guide.
Do kg labels equal Strength?
Not as a proven 1:1. Use the Strength gate the lift UI enforces, not the flavor weight on the mesh.
Should I lift every cube for completion?
No. Overtraining can skip mid-tiers. Completion is finishing the last gate, not touching every prop.