In Throw Food for Animals, every animal you catch can come out better than its base version. A catch can roll a mutation, it can grow into a larger size title, or it can get both. These rolls decide how much cash the animal earns each second it sits on your plot, and they can make an early animal worth more than a plain one caught much later.
Quick answer: Each catch rolls one mutation (79.5% chance of none) and then a size chain. Rainbow is the rarest at x20 income. Income equals base × mutation × size to the 1.8.
Throw Food for Animals mutation chances and multipliers
There are five mutations. A catch gets exactly one mutation roll, so an animal can carry only one of them at a time. A Rainbow animal cannot also be Gold, for example. Most of the time the roll lands on nothing, and the animal keeps its normal income.
| Mutation | Income | Chance | Odds |
|---|---|---|---|
| Rainbow | x20 | 0.5% | 1 in 200 |
| Ruby | x10 | 1% | 1 in 100 |
| Emerald | x5 | 2% | 1 in 50 |
| Diamond | x3 | 4% | 1 in 25 |
| Gold | x1.5 | 13% | 1 in 8 |
| None | x1 | 79.5% | — |
Add up the five mutations and you get a 20.5% chance that any given catch is mutated. Gold accounts for well over half of those. Rainbow is the one worth chasing, since it doubles what Ruby gives and is still only half as likely.
Each mutation also changes how the animal looks. Gold is a sparkling golden skin, Diamond looks crystal-like, Emerald is green, Ruby is a deep red, and Rainbow is multicolored. That lets you spot a valuable catch in your pen without opening a menu.
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Add to Google Preferences →Size titles from BIG to INFINITE
After the mutation roll, the same catch rolls for size. Every size-up makes the animal 1.5 times larger, and each step earns it a new title. One in five catches sizes up at least once. The odds below are for reaching that exact title.
| Title | Size-ups | Income | Chance |
|---|---|---|---|
| BIG | 1 | x2.1 | 15% (1 in 7) |
| LARGE | 2 | x4.3 | 3.5% (1 in 29) |
| HUGE | 3 | x8.9 | 0.98% (1 in 103) |
| COLOSSAL | 4 | x18.5 | 0.32% (1 in 317) |
| GIGANTIC | 5 | x38.4 | 0.13% (1 in 794) |
| TITANIC | 6 | x79.8 | 0.05% (1 in 2K) |
| MONSTROUS | 7 | x165.5 | 0.02% (1 in 5K) |
| COSMIC | 8 | x343.3 | 0.0081% (1 in 12.4K) |
| INFINITE | 9 or more | x712.3+ | 0.0054% (1 in 18.6K) |
The physical size multiplier climbs by 1.5 each step. A BIG animal is x1.5 its normal size, LARGE is x2.25, HUGE x3.38, COLOSSAL x5.06, GIGANTIC x7.59, TITANIC x11.39, MONSTROUS x17.09, COSMIC x25.63, and INFINITE starts at x38.44. INFINITE has no fixed ceiling on its own, because it covers every result from nine size-ups upward.
How the size chain keeps rolling
Size is not a single roll. It is a chain that keeps going until it fails, and each success makes the next one easier. That is why the jump from BIG to LARGE is steep, but the gaps between the rarest titles shrink.
- The first size-up has a 20% chance.
- Every success adds 5% to the chance of the next size-up.
- The chance stops rising at 40%, which is the rate for every step past INFINITE.
- The first failed roll ends the chain immediately.
- The chain stops at 40 size-ups no matter what.
Income does not grow at the same rate as size. It scales with size raised to the power of 1.8. So a BIG animal at x1.5 size earns about x2.07 its base, and an INFINITE animal at x38.44 size earns at least x712.33. The bigger the animal gets, the faster its cash pulls ahead of its physical growth.
Mutation and size stack on income and sale price
The two rolls do not replace each other. They multiply together on the same animal. The formula is simple once you see it written out.
Income per second = base income × mutation multiplier × size^1.8
Sale price = 20 × income per second
Take an animal with a base of $1M/s. Roll Gold and BIG, and it earns about $3.1M/s (1.5 × 2.07). Roll Rainbow and COLOSSAL instead, and it earns about $370M/s (20 × 18.5), which sells for roughly $7.4B. Both rolls lift the sale value as well as the income, because the sale price is always 20 times the income figure.
Combining these bonuses lets an oversized mutated animal caught near the start earn more than a plain animal found farther along the lane. The best possible outcome is a Rainbow INFINITE animal, appearing in roughly 1 in 3.7 million catches.
Before selling a mutated or sized-up animal for quick cash, compare its income label with your weakest animal on the plot. Only animals placed on plot slots earn money, so a strong catch left in your collection earns nothing.
Checking an animal’s income in your pen
The game prints each animal’s name and its live income per second in floating text above it. A Mothman showing $10Qa/s and a Bunyip showing $20Qa/s, for instance, tell you their final earning rates after every mutation and size bonus has been applied. Your own avatar also carries a label with your total income per second. If a fresh catch shows a much higher number than another animal of the same species, the rolls landed in your favor.
The hotbar along the bottom of the screen, slots 1 through 0, shows the income rate for each held animal, so you can compare catches before placing them. Your strength stat and cash balance sit nearby, and the Index, Shop, and Animals buttons on the side of the screen open your collection and purchase menus.

Mutations and sizes are fixed at the moment of the catch, so the number above an animal is the one it keeps. If you want a Rainbow or a high size title, the only path is more catches, and every throw gives you another shot at the same odds.






