In Catch Bugs, your net does the heavy lifting, but the lure decides how fast you catch, how much EXP you bank, and how often mutations roll on your bugs. Picking the right one for your zone and goal is the difference between grinding for hours and stacking rare, high-value catches in a single weather window. Here is where every lure lands right now.
Quick answer: For endgame mutation farming, equip Emberbloom, Forge Pearl, or Sentinel’s Lure (each 2.9x–3x mutation chance with strong EXP). For pure luck on a luck-scaling net, use Lucky (+214% Luck).

Catch Bugs lure tier list (S to D)
This ranking reflects the game as of the August 6th, 2026 lineup, including the Bonefern and Scorchden lures. Each lure is graded on speed, EXP boost, mutation multiplier, luck, strength, and any zone- or time-based passive.
| Tier | Lures |
|---|---|
| S | Emberbloom, Forge Pearl, Sentinel’s Lure, Amber Lure, Ancestor Stone, Mire Lotus, Crystal Lure, Cherry Blossom |
| A | Dark Shuriken, Mireling Lantern, Area 51, Lucky, Venom, Dark Matter, Solar |
| B | Quasar, Snake Eye, Diamond, Sandstorm |
| C | VIP, Fire, Radioactive, Lightning |
| D | Basic Light |

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Add to Google Preferences →Why the top lures rank where they do
The S tier is defined by mutation multipliers of 2.9x or higher paired with heavy EXP gains. Forge Pearl, Sentinel’s Lure, and Ancestor Stone all hit a 3x mutation chance, which is the ceiling right now, and each layers on a useful extra. Forge Pearl adds a 1 in 30 chance to turn a catch Molten plus +20% speed inside Scorchden, while Sentinel’s Lure can apply the rare Extraterrestrial mutation at 8x. Ancestor Stone brings +20% strength in Bonefern, so it doubles as a heavy-catch tool.
Emberbloom sits at the top for one reason: it stacks +130% EXP, a 2.9x mutation chance, +25% strength, and a 5x Infernal roll, making it the most well-rounded pick for high-value hunting. Amber Lure edges into S on raw EXP, with the game’s highest +150% boost and a Dawn/Dusk window that adds +50% EXP and +15% speed. Crystal Lure earns its spot through its 1-in-30 Crystallize passive, which raises sell value, though it demands the Madxcer quest and a $1.5 billion price tag.
The A tier is where specialists live. Lucky is the clear choice if your net already scales with luck, since it applies a flat +214% Luck and nothing else. Dark Shuriken pushes Evil mutations 10x more often, Area 51 targets Extraterrestrial catches, and Solar hands you +15% net strength during the day. These are situational rather than universal, which keeps them just below the all-purpose S picks.
B and C tiers are bridges. Sandstorm, Diamond, Quasar, and Snake Eye carry you through mid-game with modest speed and EXP, while Fire, Radioactive, Lightning, and VIP are cheap early upgrades that mainly help you discover new species. Basic Light is the sole D-tier lure, useful only for your very first steps before you can afford anything better.

Full lure stats and where to buy them
Use this reference to match a lure to your budget and current zone. Costs and passives are pulled from the current in-game shop lineup.
| Lure | Source / Cost | Key stats | Passive |
|---|---|---|---|
| Emberbloom | Scorchden – Erebus, $3B | +30% Spd, +130% XP, 2.9x Mut | +25% strength, bigger catches, Infernal 5x |
| Forge Pearl | Scorchden – Erebus, $5B | +45% Spd, +130% XP, 3x Mut | 1 in 30 Molten, +20% speed in Scorchden |
| Sentinel’s Lure | Bonefern – Todd, $4B | +40% Spd, +130% XP, 3x Mut | Extraterrestrial 8x |
| Amber Lure | Bonefern – Todd, $2.5B | +40% Spd, +150% XP, 2.7x Mut | +50% XP and +15% speed at Dawn/Dusk |
| Ancestor Stone | Bonefern – Todd, $2B | +40% Spd, +140% XP, 3x Mut | +20% strength in Bonefern |
| Mire Lotus | Swamp – Finn, $130M | +30% Spd, +90% XP, 2.6x Mut | — |
| Crystal Lure | Deeproot Caves – Madxcer, quest + $1.5B | +35% Spd, +75% XP, 2.3x Mut | 1 in 30 Crystallize |
| Cherry Blossom | Blossomwing – Naoya, $400M | +40% Spd, +110% XP, 2.9x Mut | +50% XP at Blossomwing at night |
| Dark Shuriken | Blossomwing – Oni, quest reward | +35% Spd, +100% XP, 2.8x Mut | Evil 10x as often |
| Mireling Lantern | Swamp – Mireling quest | +35% Spd, +90% XP, 2.6x Mut | — |
| Area 51 | Dune Burrow – Nathan, $60M | +35% Spd, +75% XP, 2.3x Mut | 1 in 20 Extraterrestrial (1.5x) |
| Lucky | Grasslands – Bob, $8,000 | +214% Luck | — |
| Venom | Jewel Jungle – Connor, $100M | +45% Spd, +80% XP, 2.7x Mut | — |
| Dark Matter | — | +25% Spd, +50% Luck, 2x Mut | — |
| Solar | Dune Burrow – Nathan, $35M | +30% Spd, +60% XP | +15% net strength (day) |
| Quasar | — | +20% Spd, +35% XP, 1.5x Mut | — |
| Snake Eye | Jewel Jungle – Connor, $300,000 | +20% Spd, +30% XP, 1.3x Mut | — |
| Diamond | Crawlwood – Steve, $40,000 | +15% Spd, +25% XP | +50% heavier catches |
| Sandstorm | Dune Burrow – Nathan, $25M | +25% Spd, +50% XP | 1 in 20 Barren |
| VIP | Gamepass, 49 Robux | +10% Spd, +20% XP, 1.5x Mut | — |
| Fire | Crawlwood – Steve, $1.2M | +10% Spd | 1 in 20 Infernal |
| Radioactive | Deeproot Caves – Felix, $150,000 | +25% XP | 1 in 20 Radioactive |
| Lightning | Crawlwood – Steve, $500,000 | +20% Spd | 1 in 20 Electrified |
| Basic Light | Grasslands – Bob, $1,000 | +64% Luck, +25% Spd | — |
Note: Lucky’s boost is a percentage of your net’s existing luck, so it only pays off on a net that already has a high luck stat. A net with 20 luck raised by 214% still only reaches about 62.8, so the higher your base number, the more this lure matters.

How to equip a lure

How this ranking was scored
Placements weigh mutation multiplier and EXP boost first, since those drive value and progression fastest, then speed, luck, strength, and any zone or time passive. Lures with a 3x mutation chance and 130%+ EXP top the chart, specialists with strong single-target passives fill the A tier, and cheap early options round out the bottom. This reflects the August 2026 lineup, and it will shift when new lures or reworks arrive. Match your pick to the zone you are farming and the net you have equipped, and the right lure will do far more work than its price suggests.






