Getting a Grow a Garden value you can trust
On this page
- What this calculator answers
- The value formula, line by line
- Why weight matters more than anything else
- Mutations add, variants multiply
- Fusions, and why your selection can change
- A worked example
- Pet value: mutations, sell price, weight and Age
- Is the Mutation Machine worth it?
- Comparing two sides, and what it will not tell you
- The awkward truth about crop value lists
- Calibrating against your own game
- Common mistakes
- Limitations
- Frequently asked questions
What this calculator answers
Five questions, which is why there are five modes rather than five pages. What will this crop sell for, and did it beat the seed. What does this pile of mutations actually multiply to. What does this pet sell for, is the Mutation Machine worth running on it, and what will it weigh at Age 100. Which of two piles is worth more. And, when a patch has moved things, what is this crop's base value really — worked out from a price the game just showed you.
They share one engine and one set of published rules, so the multiplier the mutation mode gives you is the same multiplier the value mode uses. Nothing is approximated between them.
The value formula, line by line
A crop's sell price is its base value, multiplied by its mutations, multiplied by its variant, multiplied by the square of how heavy it is relative to its base weight — and that last ratio is clamped at 0.95 on the way down before it is squared. The result is rounded to a whole Sheckle.
Base value and base weight are properties of the crop kind: every Sugar Apple shares them. Weight is the individual crop's, rolled when it generates. Variant is the one slot that holds Normal, Silver, Gold, Rainbow, Diamond, Jelly or Ember. Mutations are everything else.
Why weight matters more than anything else
Because the ratio is squared. A crop that comes out 40% over base weight is not worth 40% more — it is worth 1.4 squared, which is 96% more, near enough double. Two crops of the same kind with the same mutations can differ by a factor of four on weight alone, and that is before anything rare has touched them.
The floor is the other half of the story and it is good news. Below 95% of base weight the game stops scaling the value down, so an underweight crop is never worth less than 0.95 squared — 90.25% — of base. There is no such thing as a worthless runt. The calculator says when your crop is sitting on that floor, because it means extra weight would start paying again immediately.
When a crop generates, its weight is a roll between 0.700 and 1.400 times base weight, with a rare lucky roll multiplying that again by three or four. So the ordinary spread from one seed to the next is roughly half value to double value, and the lucky outcome is in a different league.
Mutations add, variants multiply
This is where most wrong answers come from. Mutations do not compound. Each one contributes its multiplier minus one, and those contributions are added on top of a base of one. Shocked is a hundred and Frozen is ten, so together they are 1 + 99 + 9 = 109. Not a thousand. Adding Choc, worth two, moves that to 110 — a mutation worth double on its own is worth about one per cent here, which is exactly the sort of thing a calculator ought to tell you before you spend an afternoon chasing it.
Variants work the other way. A variant multiplies the whole result, and a crop can only have one. Gold is twenty times, Rainbow fifty, Ember sixty. So a Gold crop with Shocked and Frozen is 20 × 109 = 2,180, and the two rules are doing genuinely different jobs.
The practical reading: chase one enormous mutation rather than a collection of small ones, and chase a variant regardless. Going from Normal to Gold multiplies everything you already have by twenty. Adding a fourth ×5 mutation to a stack that already contains Shocked adds about four per cent — the mutation mode prints that share for you, and the percentage calculator will do the same sum for anything this page does not cover.
Fusions, and why your selection can change
Some mutations cannot coexist. The game combines them the instant all the ingredients are present, and the combination is usually worth more than the parts. Windstruck and Twisted become Tempestuous. Wet and Chilled become Frozen. Celestial and Aurora become Cosmic, and Cosmic with Galactic becomes Astral.
That changes the arithmetic before any multiplying happens. Windstruck at two and Twisted at five read as six if you simply add them up, but the game never leaves them side by side: it gives you Tempestuous, which is twelve. A calculator that lets you tick both and returns six is describing a crop that cannot exist.
So this page applies fusions and then tells you which ones fired, in the notes under the result. A few fusions leave their ingredients behind — Molten and Sundried both survive making Ceramic, while Burnt, Fried and Cooked do not — and the calculator follows the documented rule rather than assuming one way or the other.
A worked example
A Sugar Apple with a base value of 48,000 and a base weight of 9 kg, this one weighing 13.5 kg, Gold, with Shocked and Frozen on it.
The weight ratio is 13.5 ÷ 9 = 1.5, squared to 2.25. The mutation multiplier is 1 + 99 + 9 = 109. The variant is 20. So the value is 48,000 × 109 × 20 × 2.25, which is 235,440,000 Sheckles. Take the weight down to base and it falls to 104,640,000 — the same crop, the same mutations, less than half the money, purely because 2.25 became 1.
Now drop the Gold. The same 13.5 kg crop with the same two mutations, as a Normal variant, is 11,772,000. A twentyfold difference from one slot that most value lists treat as just another mutation.
Pet value: mutations, sell price, weight and Age
Pet mutations work the opposite way to crop mutations, and it is the single easiest place to get a pet's value wrong. A crop can carry a whole stack of mutations and they add. A pet carries one mutation at a time — a new one overwrites the old — and that one mutation multiplies what the pet sells for. So a pet mutation behaves like a crop variant, not like a crop mutation, and nothing on a pet is ever summed.
The arithmetic is then a single line: base sell value times the mutation's sell multiplier. A pet that sells for 1,000,000 with nothing on it sells for 10,000,000 as Shiny and 100,000,000 as Golden. Swapping Shiny for Golden takes it from ×10 to ×100, a tenfold jump, and not the ×1,000 you would get by treating the two as if they stacked. Some mutations are worth nothing at the Sell stand at all: Mega and Tiny are ×1, and are worth having for the extra XP they give rather than for the price. The largest published multiplier is Transcendent at ×200, and the Mutation Machine cannot roll it.
What the wiki publishes is the multiplier, not the base. No source tabulates what each pet sells for unmutated, so the pet mode asks you for it — read it off the Sell stand with no mutation on the pet — and prints the multiplication it does with it. That is the same rule the crop side follows: published numbers are used exactly, unpublished ones are a box you can see.
A standard pet's weight is its base weight times one plus a tenth of its Age. Every Age adds the same fixed amount, which is a tenth of base weight, so growth is linear rather than accelerating. An Age 100 pet weighs exactly ten times what it showed at Age 1, and an Age 500 pet about 46.4 times.
You do not need to know the base weight to use that. If you know the weight at one Age you can get any other Age directly, because the base weight cancels out — which is what the pet mode does, and it is the reason it works on pets whose base weight has been raised by a passive and is no longer whatever they hatched with.
Age comes from XP, and the cost climbs: going from one Age to the next takes 20 × Age2.02 XP, rounded. Age 1 to 2 is 20 XP. Age 49 to 50 is 51,907. Getting from Age 1 to Age 11 is 8,016 XP in total, which at the base rate of half an XP a second is about four and a half hours of a fed pet. The calculator totals the rounded steps rather than integrating the curve, because rounded steps are what the game's own interface shows.
Most pets from eggs start with a base weight between 0.8 and 2.0 kg, which shows as 0.88 to 2.20 kg at Age 1. A Huge roll multiplies base weight by four, giving roughly 3.52 to 8.80 kg at Age 1 — and that chance is around 0.1% where it applies at all, because some pet outcomes have it switched off entirely.
A few mutations also speed up that climb, and those are the only pet mutation effects the calculator can turn into a number. Shiny adds 30% to XP per second and Inverted adds 50%, so the four and a half hours from Age 1 to Age 11 become about 3.4 hours as Shiny and 3 hours as Inverted. The wiki's Pets page quotes lower figures for those two — +15% and +30% — while its dedicated Pet Mutations page gives +30% and +50%; this page uses the dedicated page and says so. Mutations quoted as a range of flat XP a second, such as Tiny's 5 to 30, are left out of the timing rather than averaged into a midpoint nobody published.
Trade value is the one pet number this page does not have, for the same reason the compare mode sticks to sell value. What you can do is give it one figure your own community trades by — “a pet like this at 5 kg is worth 1,000” — and pick how that scales with weight: in proportion, which makes a 10 kg one 2,000; not at all; or along a straight line through two figures you trust. None of the three is a game rule, the result names the model it used, and the number it prints is only ever your own number moved to a different weight.
Is the Mutation Machine worth it?
The Mutation Machine is the usual way to put a mutation on a pet, and it has a catch that most pet value pages leave out. It costs 500,000,000 Sheckles, only takes a pet at Age 50 or above, takes an hour — and resets the pet to Age 1. Every kilogram the pet put on is gone.
Take a 6.6 kg pet at Age 50 with a base sell value of 1,000,000. The best the machine can do is ×100, which takes it to 100,000,000 at the Sell stand: a gain of 99,000,000. Against a 500,000,000 fee that is still 401,000,000 out of pocket. And the pet comes back at 1.21 kg, 5.39 kg lighter, with 49 Ages to regrow — 868,329 XP, which is about 20 days of a fed pet at the base rate.
The ×100 is also the best case, not the likely one. Five of the twelve machine outcomes are worth ×100 — Golden, Radiant, Rainbow, Shocked and Ascended — and together they come up 16.41% of the time. The most common roll is Shiny at 32.15%, which is ×10. Weighting every outcome by its published odds, an average roll is worth about ×22.8.
That gives two break-even points for an unmutated pet. The machine can pay for itself on a lucky roll once the pet's base sell value is a little over 5.05 million, and pays for itself on an average roll only from about 22.9 million. Below that, the machine is something you run for a mutation's ability, not for its price. The pet mode works this out for your own pet, and if the pet already carries a ×100 mutation it says plainly that another run can only lose money and Ages.
What it does not do is turn the lost kilograms into Sheckles. No published rule connects a pet's weight to its sell price, so the weight cost is shown in kilograms and Ages for you to weigh yourself, next to the money cost it can actually price.
Comparing two sides, and what it will not tell you
Put one crop on each side and you are comparing two crops. Put several on each side and you are checking a trade. It is the same sum either way, so it is one mode: each row is priced with the formula above, the two columns are totalled, and the difference is measured against what you are giving up. Anything inside your fair band counts as even, and the band is a box rather than a constant because five per cent is a convention, not a rule.
Here is the part most trade calculators skate over. What this weighs is sell value — what Steven would pay for each pile. That is exact, and it is genuinely useful: it answers "which of these is worth more money" without anybody's opinion in it. It is not the same thing as trade value, which is about demand, scarcity and what somebody actually wants right now.
The trading scene agrees, and says so out loud. Sites that maintain their own trade values explain that Sheckles have inflated to the point of being a poor proxy for worth, and build separate point systems out of trait tiers, market demand and scarcity instead. Those systems are their editors' judgement calls, updated by hand from real trades. They are useful and this page does not try to clone them — it does the half that is arithmetic and tells you plainly where the arithmetic stops.
So use the comparison for what it is good at: deciding which crop to plant, working out whether a pile of commons adds up to the rare you want, or sanity-checking a trade where both sides are crops of similar demand. For anything driven by scarcity, the number here is one input to your decision and not the decision.
The awkward truth about crop value lists
Grow a Garden does not publish crop base values. The community wiki, which documents the formulas in careful detail, does not tabulate them either. Every "complete value list" you have seen is somebody's reconstruction from in-game observation, and they do not agree: Ember Lily turns up as 55,555 in one dataset and 66,666 in another, and Carrot as 20 at 0.275 kg in one place and 18 at 0.24 kg in another.
It gets worse. Some of the largest crop databases on the web contain rows that no wiki, patch note or player has ever seen, attributed to a named "database manager" who verifies them in game every Saturday. Sorting one of those tables by value and reading the top entries is usually enough to tell.
So this page does something different. The starter list is here, dated, with its source named and its age stated in months. It fills in two boxes you can see and change. When the game tells you something else, the game is right and the box is there to be corrected.
It is the same decision the Blox Fruits trade calculator on this site makes for the same reason: that game's dealer prices are published and are used exactly, while trade values are not published and are asked for rather than invented. Published numbers get implemented; unpublished ones get a visible input.
Calibrating against your own game
The calibrate mode is the answer to every version of "but is this still accurate after the update". Everything in the formula except weight, mutations and variant is a single constant for a given crop. Read one real price off Steven's stand, tell the calculator the weight, variant and mutations that produced it, and that constant falls out.
From there it can price any other crop of the same kind, and if you also give it the base weight it will name the base value outright. Nothing in that chain depends on a list somebody maintains. It is exact as long as both crops are at or above their floor weight, since below 95% of base the squared term stops describing what the game did.
Thirty seconds of calibration beats any promise about weekly updates, and it is the same thirty seconds whether the page is a day old or a year old.
Common mistakes
Multiplying mutations together. Shocked and Frozen is 109, not 1,000. If a calculator gives you a number ten times too big, this is almost always why.
Treating Gold as a mutation. It is a variant. Put it in the mutation pile and it contributes 19 instead of multiplying by 20, and the answer collapses.
Scaling weight linearly. Doubling the weight quadruples the value. Halving it does not halve the value either, because of the floor.
Reading a base value as a sell price. Base value is what the crop makes at exactly its base weight with nothing on it. Almost no crop you harvest is in that state.
Trusting a value list without a date on it. A list that cannot tell you when it was checked cannot tell you whether it is right.
Limitations
The formula here is the standard one. The wiki notes that crops with the Honey trait use a modified variant multiplier, and that fruits pass through a further value curve after the standard calculation — neither is documented in enough detail to implement honestly, so this page does not pretend to cover them. If your reading is close but not exact on a specific crop, that is the most likely reason, and the calibrate mode absorbs it.
The friend bonus is applied as a straight percentage after the per-crop value, and kept visibly separate, because where exactly the game applies it is not published. Ingredient survival through a fusion is documented for Ceramic and inferred for the rest. The wiki's own summary table and its mutation entry disagree about whether Stormcharged needs two ingredients or three; this page uses the three-ingredient version, which is the one stated twice.
Nothing here knows what another player will pay you. Trade values are community opinion, they move constantly, and this page publishes none. If you want to check a trade on values you already trust, the Blox Fruits calculator shows the shape that takes: you supply the values, it does the win, fair or loss. The rest of the gaming calculators work the same way.
Frequently asked questions
How does Grow a Garden work out what a crop is worth?
Base value multiplied by the mutation multiplier, by the variant multiplier, and by the square of the crop's weight divided by its base weight — with that weight ratio held at a floor of 0.95 so an underweight crop never falls below 90.25% of base. The squaring is why a crop at double weight sells for four times as much rather than twice.
Do mutations multiply together or add up?
They add. Each mutation contributes its multiplier minus one, and those contributions are summed on top of a base of one. Shocked at x100 with Frozen at x10 gives x109, not x1,000 — the wiki spells that example out, and it is the single most common mistake in calculators that get the answer wrong by a factor of ten.
Then why does Gold multiply instead of adding?
Because Gold is not a mutation. It is a variant, and a crop can only carry one variant at a time — Normal, Silver, Gold, Rainbow, Diamond, Jelly or Ember. The variant multiplies the whole result, so Gold with Shocked is 20 x 100 = 2,000, while Shocked with Frozen is 100 + 10 - 1 = 109. Mixing the two slots together is what produces wildly wrong totals.
Why does this calculator ask me for the base value instead of just knowing it?
Because it shows you the number it is using rather than hiding it. The game does not publish crop base values, the wiki does not tabulate them, and the public lists that do exist disagree — Ember Lily is quoted at 55,555 in one place and 66,666 in another. The crop picker fills the two boxes in from a dated starter list, and you can correct either one. A calculator that hides those numbers is not more accurate, only less checkable.
What does the calibrate mode do?
It turns one real reading into the crop's base value. Hold a crop, read the price at Steven's stand, and type that in along with its weight, variant and mutations. Because everything except weight and multipliers is a single constant per crop, the calculator can recover it and then price any other crop of the same kind. It is the one mode a game patch cannot make stale.
What is the 0.95 floor and why does it matter?
The weight ratio is clamped at 0.95 before it is squared, so the lightest possible crop still sells for 0.95 squared, which is 90.25%, of what it would make at base weight. You can see the clamp from outside the game: a source that quotes an Ember Lily at 66,666 average also quotes a 60,166 "price floor", and 66,666 x 0.95 x 0.95 rounds to exactly 60,166.
Why did selecting two mutations change them into a different one?
Because the game fuses them. Windstruck and Twisted become Tempestuous the moment both are present, and Tempestuous with Cyclonic becomes Maelstrom. That matters to the answer: ticking Windstruck and Twisted separately reads as x6, while what the game actually gives you is x12. The calculator applies fusions and tells you which ones fired.
How does a pet's weight relate to its age?
A standard pet weighs its base weight times one plus a tenth of its Age, so each Age adds a fixed tenth of base weight and an Age 100 pet weighs exactly ten times what it showed at Age 1. If you know its weight at one Age you can get any other Age without knowing the base weight at all, which is what the pet calculator does.
Can I check a Grow a Garden trade with this?
You can check it on sell value, which is what the compare mode does: it prices every crop on both sides with the formula, totals the two columns and gives a win, fair or loss against a band you set. What it deliberately does not do is invent a trade value. Sell value is arithmetic; trade value is about demand and scarcity, and the two genuinely disagree.
Why can a trade look fair here and still be a bad deal?
Because Sheckles have inflated enough that they are a weak proxy for what an item is worth to another player. Two piles can sell for the same and be nowhere near each other in a trade, because one contains something people actually want. Use the sell-value comparison as one input, not as the verdict.
Can I work out the profit on a seed?
Yes — type what you paid for the seed into the optional box in the crop value mode and the result adds the net profit and the return on that seed. The price is yours to enter rather than ours to guess, because the shop moves prices and the same seed out of a pack or an event cost something different again.
How do pet mutations affect a pet's sell value?
They multiply it, one at a time. A pet carries a single mutation and a new one overwrites the old, so its sell value is simply its base sell value times that mutation's multiplier: a pet that sells for 1,000,000 plain sells for 10,000,000 as Shiny and 100,000,000 as Golden. That is the opposite of crop mutations, which add. Mega and Tiny are x1 and do not change the price at all, and the largest multiplier is Transcendent at x200.
Is the Mutation Machine worth it?
Only on a valuable pet. It costs 500,000,000 Sheckles and resets the pet to Age 1, and its best roll is x100, which comes up 16.41% of the time; an average roll is worth about x22.8. On an unmutated pet that means a lucky roll pays for the machine once the base sell value is a little over 5.05 million, and an average roll only from about 22.9 million. The pet mode works it out for your pet and shows the kilograms and Ages the reset throws away.
Does this page have pet trade values?
No, and not by accident. Sell value, weight, Age and XP have published rules, so the calculator does those exactly. What a pet is worth in a trade is a community estimate that different servers price differently, nobody publishes an authoritative list, and inventing one here would be a number dressed up as a fact. If you already trust one figure, the pet mode will scale it to your pet's weight by a model you choose and name it as your estimate, not ours.
How often do the numbers here change?
The formulas rarely. Mutations change with updates that add or rebalance them, and the page prints the date the mutation table was last read from the wiki. Crop base values move most often, which is exactly why they are editable fields with a visible source date rather than a promise of weekly accuracy.
Is this the official Grow a Garden calculator?
No. There is no official calculator, and this page is not affiliated with Roblox or the Grow a Garden developers. The formulas and multipliers come from the community wiki, which is credited and linked, and the game itself is the authority whenever it and this page disagree.
Disclaimer
This is an independent, fan-made calculator. It is not affiliated with, endorsed by or connected to Roblox Corporation or the developers of Grow a Garden. Grow a Garden, Roblox, Sheckles and the crop, pet and mutation names are the property of their respective owners and are used here to describe the game.
The formulas and multipliers are community documentation, not a developer publication. They are read from the Grow a Garden Wiki, credited above, and dated on this page. Where the game and this calculator disagree, the game is right.
Crop base values are a dated starting point and nothing more. They are editable for that reason. This page makes no claim that they are current, and no promise about how often they are refreshed.
A result here is a reference, not a guarantee. No calculator can promise what a crop will sell for after an update you have not seen, or what another player will offer you for it. Check the game itself before acting on a number.