Tier List

Build A Golem Roblox Parts Tier List

Spend Cash on output first, rolls second, and leftover pieces last.

Last updated:

Parts Tier List

Part spending is the easiest way to stall in Build A Golem. The loop looks simple—roll or buy pieces, seat them in the crafter, mine Cash—but the shop does not tell you which purchase raises the counter. This page ranks investment priority by job: cash output, roll value, and filler. It is not a leaked catalog and it does not invent official rarity names. If a piece cannot be described by the job it does, it does not belong in a named tier.

Read this beside how to build golems and how to mine. A ranked part that never gets assembled, or never gets assigned, is a wasted rank. Mix-level advice lives on golem build tiers. The method overview sits on the tier list hub.

S-tier: cash output you can seat today

Highest priority is any part that, once in a complete golem, makes mining pay more. You measure that the boring way: note Cash before a cycle, assign the new body, note Cash after. If the line went up, the piece earned an output rank. If the line did not move, it is not S, no matter how loud the roll felt.

Early accounts should treat “completes a missing slot on the only miner” as output, even when the piece looks plain. A finished cheap golem prints. An expensive unmatched piece prints nothing. That is why first-hour S-tier is often the last slot on miner one, not the flashiest roll on the screen.

When two output pieces compete, keep the one already in a working body unless the replacement beat the last cycle by a clear margin. Swapping for vibes is how engines get worse.

A-tier: roll value, not roll addiction

Rolls are how you find output. They are not output. A-tier spending is a budgeted roll: you still have a miner in the ground, you can afford the roll without breaking a complete body, and you will stop if the next few results are filler.

Bad roll value is dumping RELEASE into a streak before anyone is mining. Good roll value is using leftover Cash after miner one is assigned, or using later income to hunt a replacement for a known weak slot. Press coverage mentions luck on rolls; luck only matters if you convert the result into a seated part. Inventory luck is a screenshot.

If you enjoy rolling, cap it. A useful cap is “one burst per login after collection,” not “until Cash hits zero.” Zero Cash with three unmatched pieces is a failed A-tier session.

B-tier: filler that still finishes a second worker

Filler is not automatically trash. B-tier filler is a leftover that completes a second (or third) golem so another body can enter the mine. Offline progress scales with workers that exist, not with trophies. A mediocre complete miner beats a perfect unfinished one.

Use filler this way:

  • Seat it if the crafter is one slot short and you have mine space.
  • Keep it if it is the only copy of a slot you still need.
  • Stop buying more of it once the extra body is complete.

B-tier dies when you keep rolling “just in case” after the extra worker is already mining. At that point extra copies are C-tier clutter.

C-tier: clutter, cosmetics-by-behavior, and parked pieces

C-tier is anything that did not change Cash last cycle and does not complete a new worker this session. Looks do not rescue it. If two parts fill the same slot and only one is seated, the unseated copy is C until you expand. Do not invent a cosmetic category the game never published; just watch behavior. No Cash change means no spend.

Park C-tier. Do not smash it into a working engine “to use it.” Rebuilding a good miner into a worse collage is a downgrade dressed up as crafting.

Time Skips are not parts, but they compete for attention

THANKS is a 15-minute Time Skip from the codes hub. Shop Time Skips, when you see them, compete with part Cash. The ranking is simple: skip only after output is seated and assigned. A skip on an empty mine is a skipped reward. A skip on a high-output lineup is often better than one more mediocre roll.

Never buy a skip to hide the fact that miner one is still incomplete. Finish the body, assign it, then skip. That order is the whole timeskip column of this list.

Early investment order

  1. Finish one complete golem with the cheapest matching slots you have.
  2. Assign it using how to mine.
  3. Claim RELEASE if it is still live, but only spend the 75,000 on missing slots first, then a small roll budget.
  4. Claim THANKS after the worker is in the mine.
  5. Stop. Collect. Compare Cash. Only then buy another output piece.

That order is S then A, with B only if you already have space and leftovers. It matches starter golem builds on purpose.

Late investment order

Once a miner is printing and you are expanding:

  1. Replace the weakest seated slot if a spare clearly beat it on the last cycle.
  2. Spend on mine expansion when workers are idle for lack of room—official copy tells you to expand the mine as you claim rewards.
  3. Use rolls to hunt replacements, not to open a museum.
  4. Fire Time Skips on the high-output lineup, not on a rebuild that is still in the crafter.

Details for that stage live in late game strategy. Do not import late habits into hour one.

A spend test you can run every login

Ask four questions before you tap buy:

  • Will this part sit in a golem that mines in the next five minutes?
  • If I buy it, can I still afford to finish the current body?
  • Did my last similar purchase raise Cash?
  • Am I rolling because the mine is running, or because I am bored?

Three yeses and an honest “running” on the last question is a green light. Anything else is a park.

Common misreads

People treat every new roll as an upgrade. Most rolls are noise. People also treat six-player servers as shared mines; they are not. Your parts only feed your crafter. Copying another player’s collage without checking your Cash line is fashion, not ranking.

Another misread: “I will wait for a full matching set before mining.” The official loop is roll or buy, craft, mine. Mining with a complete cheap body funds the matching set. Waiting in the shop funds nothing.

This page will stay ugly on purpose: jobs instead of names. When the shop adds pieces, run a cycle, then slot the result into output, roll value, or filler. That is the update process. No datamine required.

The next time you open the crafter with a full inventory, park anything that did not change last cycle’s Cash, then buy one output piece instead of three maybe-pieces.

FAQ

Frequently Asked Questions

Quick answers for codes, mining, and crafter questions.

What is the number one part purchase in Build A Golem?

The piece that completes a golem you can assign immediately. Output only exists after how to build golems and how to mine are done.

Should I spend RELEASE on rolls or on a finished body?

Finish miner one first, then use leftover Cash as a small roll budget. A 75,000 streak with no worker in the mine is the worst A-tier session you can have.

When is filler worth buying?

When it is the last slot on a second complete golem and you have mine space. Extra copies after that are clutter. See golem build tiers for when a second body is worth fielding.

Do Time Skips beat buying parts?

Only after a high-output golem is already mining. THANKS is a 15-minute skip; it multiplies work, it does not replace a missing arm or head.

Why is there no named list of every part?

This wiki does not invent official rarity labels or a scraped catalog. Rank by cash output, roll value, and filler, then re-test when the shop changes. The tier list hub explains the method.