Ride A Pet tier list
Three rankings, but two of them are the same list. Speed and income produce an identical order on this roster, which leaves jump as the only column that can tell two pets apart.
Pets have four stats, and only two of them can tell two pets apart
Base speed is what gets you to a distant nest and back before the next restock, so it decides how many eggs a session produces. Base income is what your plot earns, so it decides how quickly you can afford radar tiers and nest upgrades. Mechanically those are two different things. What they are not is two different rankings.
Ranking this roster by speed and then ranking it by income produces the identical order for twenty-three pets in a row, from rank three down to rank twenty-five. Every pet that is faster than another pet is also richer than it. The only places the two orders disagree are the top two swapping, and a small reshuffle among the four cheapest pets, both of which are documented on the specialists page.
That leaves jump as the only stat capable of changing a decision. It decides which terrain you can cross at all, and neither speed nor income substitutes for it, which is why a fast pet can be worse than a slow one on a route with a ledge in it. The fourth stat, weight, is reported at a flat ten kilograms on every known pet and carries no information whatsoever.
So speed and income appear here as one ranking rather than two, because publishing both would be printing the same list twice. Jump appears as a genuinely separate one. The bands are ours, generated by ranking the roster on a single axis and grouping it. The game publishes no tiers of its own, and the Index rarity label is a difficulty measure rather than a power measure, which is the most common misreading in this game’s coverage.
Underlying stats graded S3 Multi-source. Source: All Things How stat table, transcribed by ride-apet.wiki pet list, checked 2026-09-15. The ordering is more reliable than the exact figures.
Movement tiers by base speed
Use this axis when the problem is distance. Anything above the middle of this list changes which biomes are reachable at all, which is why the top of it is less about optimisation and more about unlocking the map.
- Kitsune1B
- Dragon300M
- Cerberus100M
- Phoenix1M
- T-Rex266K
- Unicorn137K
- Cheetah38.4K
- Giraffe27.4K
- Fox19.5K
- Ostrich6.96K
- Lion6.52K
- Shark6.10K
- Wolf5.71K
- Horse5.34K
- Snake4.78K
- Gorilla4.48K
- Crocodile3.94K
- Spider3.69K
- Deer3.25K
- Kangaroo3.05K
- Panda1.38K
- Elephant1.02K
- Pig750
- Chicken553
- Capybara407
- Koala300
- Axolotl165
- Sloth90
- Turtle50
- Snail15
Income tiers by base income
Use this axis when the problem is money. Compare it against the list above and notice how much the two disagree. Only a couple of pets are strong on both, and the two leaders are different pets, which is the whole argument for publishing two lists.
- Dragon300,000,000%
- Kitsune90,000,000%
- Cerberus30,000,000%
- Phoenix100,000%
- T-Rex50,000%
- Unicorn30,000%
- Cheetah3,500%
- Giraffe2,200%
- Fox1,200%
- Ostrich750%
- Lion510%
- Shark400%
- Wolf375%
- Horse350%
- Snake240%
- Gorilla200%
- Crocodile170%
- Spider160%
- Deer150%
- Kangaroo125%
- Panda50%
- Elephant35%
- Pig30%
- Chicken25%
- Capybara20%
- Axolotl9%
- Sloth7%
- Turtle5%
- Koala5%
- Snail3%
Terrain tiers by base jump
This is the axis almost every other ranking ignores, and it is the one that produces the strangest results. Jump governs which ridges, steps and shortcuts a mount can use, so a pet that looks unremarkable on speed can be the only tool that reaches one specific spawn point. Read this list first if you keep getting stuck on terrain rather than running out of time.
- Kitsune170
- Dragon150
- Phoenix146
- Cerberus143
- Unicorn135
- Spider129
- Kangaroo125
- Lion120
- Cheetah117
- Shark114
- Deer111
- Horse108
- Fox105
- Wolf102
- T-Rex100
- Gorilla99
- Crocodile98
- Koala95
- Snake93
- Chicken92
- Pig90
- Capybara89
- Panda87
- Ostrich86
- Giraffe83
- Axolotl81
- Turtle80
- Snail78
- Sloth77
- Elephant75
Jump values graded S3 Multi-source, which is a higher grade than the speed and income columns on this page. Two independent sites publish jump for overlapping pets and agree exactly, and agreement on a shared subset is the cheapest corroboration available.
The rarity trap, with a concrete example
If you rank this roster by Index rarity instead of by stat, one pet moves the wrong way in a way that is easy to miss. Koala sits at 1 in 50 and pays 5 percent. Axolotl sits at 1 in 30, which makes it the more common pet, and pays 9 percent. A rarity-ordered list puts Koala above Axolotl and is wrong about what either pet does for you.
That is not a quirk to memorise, it is a reason to stop reading tier lists that order by rarity. In this game rarity is a statement about how hard a pet is to obtain. Usefulness is a statement about two numbers, and the two are only loosely related.
Where mutations fit
Mutations multiply a base value, so they stretch the gaps in these lists rather than reshuffling them. The 3 confirmed multipliers range from 2x to 4x, and the same multiplier is worth strictly more on a pet that already sits higher on the relevant axis. The practical rule: spend your best mutation on your fastest pet if you are short on eggs, and on your highest income pet if you are short on cash.
Mutation multipliers graded S4 Single source.
Common questions
- Why does this page have two tier lists instead of one?
- Because speed and income do different jobs and almost never peak on the same pet. Speed decides how many eggs you can carry per session; income decides how fast your plot pays for upgrades. A single ordered list would have to pick one axis and hide the other, which is how a tier list ends up telling you a slow pet is better than a fast one.
- Are the S, A, B, C, D bands official?
- No. They are our framework, built by grouping the roster by where each pet sits on one axis. The game publishes no tiers at all. Treating our bands as a game value would be the same mistake as treating an Index rarity label as a drop rate.
- Where do the underlying stats come from?
- The base speed and base income figures come from a single third-party stat table, so the ordering is more trustworthy than the exact numbers. Both the strength of the ordering and the weakness of the figures are stated on the pet database page in full.
- Do mutations change the tiers?
- They change the gaps, not the order. A mutation multiplies whatever base a pet already has, so it widens the distance between a fast pet and a slow one rather than closing it. That is why the fastest pet you own is usually the right place to spend a good mutation.
A single axis ranking, for comparison
Readers arrive looking for one ranked list, and this page argues that ranking a single axis is the mistake worth avoiding. Putting one of those lists here is more honest than pretending the demand does not exist, because you can watch it and then decide for yourself whether speed and income were doing the same work.

TOP 30 BEST PETS in Ride A Pet! (REAL STATS) Roblox
SpaceQT · 2026-09-14 · 10:05 · 3,699 views at time of checking
What the captions add
The creator ranks all thirty pets and states the intent is real stats rather than feel. It is a useful cross-check on this site's three axis rankings precisely because it is a single axis list, which is the failure mode the tier list page is built to describe.
Readers arrive looking for a ranked list. Showing one beside a page that argues ranking a single axis is incomplete is more honest than pretending the demand does not exist.