Rebirth spends the named brainrots and most of your cash. In return the row adds a multiplier, a cash bonus, 10 more lock seconds, and often a slot or gear. Rebirth 1 is the only row that adds no slot. Rebirth 2 adds the second floor. Rebirth 10 adds the third floor. Higher floors are harder for a thief to clear.
Since Update 66 the reset no longer clears the whole base, only the required brainrots. Units still in transit go back to the red carpet. A steal in progress against you disappears if you rebirth.
Open the rotating-arrows control on the left and read the live requirements. Use this table to plan, then confirm the panel. Cash figures below are the current column, with the older number in parentheses when the article recorded a change. Rebirth 15's multiplier column goes from x13 to x15. That gap is in the table.
| Rebirth | Cash | Brainrots | Multiplier | Cash bonus | Slot | Gear and extras |
|---|---|---|---|---|---|---|
| 1 | $500K (was $1M) | Trippi Troppi and Gangster Footera | x0.5 | $5K | None | Friend Controller, Iron Slap, Gravity Coil, Bee Launcher. Lock +10s |
| 2 | $1.5M (was $3M) | Boneca Ambalabu and Brr Brr Patapim | x1 | $10K | +1, second floor | Gold Slap, Coil Combo, Rage Table |
| 3 | $12.5M (was $7.5M) | Trulimero Trulicina and Chimpanzini Bananini | x2 | $25K | +1 | Diamond Slap, Grapple Hook, Taser Gun |
| 4 | $35M (was $25M) | Chef Crabracadabra and Glorbo Fruttodrillo | x3 | $50K | +1 | Emerald Slap, Invisibility Cloak, Boogie Bomb |
| 5 | $100M | Frigo Camelo and Orangutini Ananassini | x4 | $100K | +1 | Ruby Slap, Medusa's Head |
| 6 | $350M | Bombardiro Crocodilo | x5 | $250K | +1 | Dark Matter Slap, Web Slinger |
| 7 | $1B | Bombombini Gusini | x6 | $500K | +1 | Flame Slap, Quantum Cloner, All Seeing Sentry |
| 8 | $5B | Te Te Te Sahur | x7 | $1M | +1 | Nuclear Slap, Rainbowrath Sword |
| 9 | $12.5B (was $25B) | Cocofanto Elefanto | x8 | $5M | +1 | Galaxy Slap, Laser Cape |
| 10 | $125B (was $250B) | Girafa Celestre | x9 | $25M | +1, third floor | Glitched Slap, Body Swap Potion |
| 11 | $800B (was $1T) | Tralalero Tralala | x10 | $100M | +1 | Splatter Slap, Paintball Gun |
| 12 | $3.5T (was $7T) | Odin Din Din Dun | x11 | $500M | +1 | Heart Balloon, Magnet |
| 13 | $14T | Trenostruzzo Turbo 3000 | x12 | $1B | +1 | Megaphone, BeeHive |
| 14 | $40T (was $100T) | Trippi Troppi Troppa Trippa | x13 | $2.5T | +1 | Gummy Bear, Subspace Mine |
| 15 | $100T (was $500T) | Pakrahmatmamat | x15 | $10T | +1 | Heatseeker |
| 16 | $1Qa | Los Tralaleritos | x16 | $25T | +1 | Attack Doge |
| 17 | $2Qa | Job Job Job Sahur and Chicleteira Bicicleteira | x17 | $50T | +1 | Giant Potion |
| 18 | $10Qa | Graipuss Medussi | x18 | $100T | +1 | Flash Teleport |
| 19 | $30Qa | La Grande Combinasion | x19 | $250T | +1 | Grief Guard |
How to read the odd rows
Rebirths 5 through 16 each ask for one brainrot. Rebirth 17 asks for two Secrets and is the first double requirement after the early rows. Rebirth 18 goes back to one brainrot. Rebirth 19 is the first row described as needing a brainrot above $10M/s.
Rebirth 8 is the last Mythic requirement. Rebirth 9 is the first Brainrot God requirement. Rebirth 15 is the last Brainrot God requirement. Rebirth 16 is the first Secret requirement. Common and OG are not used as rebirth requirements.
Gangster Footera replaced Tung Tung Tung Sahur on rebirth 1 when Tung Tung was removed. Tung Tung later returned to the game, and the rebirth 1 row still names Gangster Footera. Cocofanto Elefanto moved from rebirth 8 to rebirth 9 when rebirth 14 was added, and Ballerino Lololo left the requirement list.
Each row also adds 10 lock seconds. A gear guide lists shop prices for six tools: Grapple Hook $75,000, Invisibility Cloak $300,000, Medusa's Head $5,000,000, Web Slinger $2,000,000, All Seeing Sentry $5,000,000, and Quantum Cloner $3,500,000. Those prices were not on the rebirth table itself.
The rebirth 19 gear is written Grief Guard on the table used here. Another comparison writes Grief Shield for the same row. Buy the name shown in your Coins Shop.
What to do with spare units
Meet the requirement first. Extra high-income units are no longer automatically deleted, so you can keep them if they are not the named requirement and not still walking home. Players still hand keepers to a friend before pressing the button because a mistake spends the wrong unit. Rebirth as soon as the panel is satisfied if the next gear changes movement or defense. Holding a base full of early units does not raise the multiplier.
