Tier List

Steal ASMR Tier Lists

Ranking criteria for ASMR squishies — income, steal priority, and upgrade timing.

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Tier List Hub

Welcome to the Steal ASMR Tier List Hub. Rankings here focus on what actually moves your account forward: income per collection slot, steal priority (what rivals will risk chasing), and keep-versus-sell decisions after each hatch.

Steal ASMR! by ASMR Creations is a live multiplayer simulation. Exact payout numbers can shift after silent patches, so we publish criteria-first rankings and a deep strategy page instead of inventing fake pet names or guaranteed Robux values.

Start here

How this wiki ranks ASMRs

We score collection pieces with four lenses:

  1. Income density — how much money a placed ASMR returns relative to a base slot.
  2. Steal magnet score — how likely other players are to target it (high income = high heat).
  3. Opportunity cost — whether selling it funds a treadmill / base upgrade that raises every future run.
  4. Stage fit — early game needs stable earners; mid game needs speed-funded theft; late game needs max income walls.

Use the Hatch and Collect guide to place correctly, then return here when your slots fill with mediocre dupes.

Tier bands (framework)

BandMeaningTypical action
SBest income for slots; worth defending hardKeep, replace anything weaker
AStrong earners; worth stealing from rivalsKeep unless an S hatch arrives
BSolid mid fillersKeep early; sell/replace mid
CLow income; fine for first hour onlySell for upgrades
DDead weightSell immediately

Bands are relative inside your current economy. A “B” piece on day one can still beat an empty slot. After you unlock better eggs and Speed, empty the C/D clutter.

Speed vs income (why tiers are not only $/sec)

A slightly lower earner that frees cash for treadmill upgrades can outpace a greedy keep-everything strategy. Speed decides whether you:

  • Reach contested eggs first
  • Escape with stolen player ASMRs
  • Rotate home before defenders react

Read Treadmill Speed alongside ASMR Values before you lock every slot.

Steal priority list (offense)

When you enter another base, prioritize targets in this order unless the escape path is blocked:

  1. Highest visible income ASMRs (S/A)
  2. Fresh hatches still being placed (owners are distracted)
  3. Mid earners on the edge of the base (shorter grab path)
  4. Ignore C/D junk unless you need a quick sell stash

Full technique: How to Steal. Defense mirror: Defend Base.

After every update

  1. Hatch a sample of new eggs and note tooltip income.
  2. Re-sort your placed row using the S–D framework.
  3. Sell pieces that fell a full band.
  4. Recheck Updates for announced economy changes.

This hub will link additional specialized lists (for example event-only eggs) when ASMR Creations ships them. Until then, master the ASMR values page — it is the ranking guide that stays useful even when individual names rotate.

FAQ

Frequently Asked Questions

Quick answers to the most common Steal ASMR questions.

Where is the detailed Steal ASMR ranking guide?

Open the ASMR Values page under this hub for keep-versus-sell rules, income scoring, and speed tradeoffs.

Why not publish a fixed S-tier name list?

Payouts and egg pools can change after patches. Criteria-based tiers stay accurate longer than invented name charts.

Should I always keep the highest income ASMR?

Usually yes for slots, but selling a mid piece to fund a treadmill upgrade can raise total earnings faster. See ASMR Values.

Do tiers change for steals?

Offense priority still favors the highest income targets, but pathing and Speed can make a closer A-tier grab better than a distant S-tier attempt.

How often should I rebuild my collection?

Whenever you hatch clear upgrades, after major updates, or when half your slots are C-band fillers.