What does Luck cost?
TBA until a HUD capture. Order is still Luck I, Luck II, then More Support, then Gold Roll I.

Build and Kill Zombies skills are permanent Cash upgrades bought in tiers — later ranks need earlier ones. Buy Luck I, then Luck II, then More Support I / II, later Gold Roll I. Exact Cash costs are TBA. Place 105011592530400. Verified September 15, 2026. Not Build a Car to Kill Zombies (Place 117856377735280).
| Fact | Detail |
|---|---|
| Type | Permanent · tiered (later needs earlier) |
| First | Luck I |
| Second | Luck II |
| Third / fourth | More Support I, then More Support II |
| Later | Gold Roll I (expensive — recap) |
| Costs | TBA — no HUD numbers on this wiki |
| Other examples | Better roll options, more support slots (recap) |
| Cash source | Distance + kills; codes cash counts |
Luck improves roll results on CAR PARTS and SUPPORTS. Every other system — Fast Furious, Blue Monster, named mounts — is gated by what the machine gives you. Build and Kill Zombies skills that do not touch luck leave you rolling Commons into a hybrid that never graduates.
Buy Luck I as soon as a drive pays enough Cash. Buy Luck II next. Recaps say later tiers require earlier ones, so you cannot skip I. This wiki will not invent a percentage. “Better rolls” is the documented effect.

COMMUNITY’s 1K and CashDrop’s 500 are the same currency. Spend them on Luck before a tenth Common block. The small engine and tank from COMMUNITY are parts, not a skill.
When Luck I/II are owned, More Support becomes the next real choice — only if you have something to hang.
More Support adds weapon / support slots. That only pays off if SUPPORTS rolls (or dedicated stations) actually produced mounts. If your inventory is engines and fuel, More Support is a later buy — not a skip of Luck, and not a first purchase.
Pair More Support with a Blue Monster / hybrid weapons day. Fast Furious distance cars can wait on slots. Car builds is the chassis bias; this page is the unlock order.
Same tier rule: More Support II expects More Support I. Do not stare at II as a bargain. Exact slot counts per rank are unpublished — live HUD wins.
Gold Roll I is the expensive later node recaps name. Treat it as a sink after Luck, not a rival to Luck.
Gold Roll I is documented as a later, expensive skill. Recaps put it after the Luck pair. This wiki will not invent a Cash number, a gold-pity rate, or a “buy at wave X” rule.
If Gold Roll I is grey because Luck is missing, buy Luck. If it is available and Luck I/II plus More Support I are done, it is a legal dump for spare Cash. If buying it would delay Luck II, do not buy it.
“Expensive” is the recap’s word, not a number on this page. Players who sit on Cash “for Gold Roll” while rolling Commons are paying the tax twice. Build and Kill Zombies skills are a queue: Luck fills the bag, More Support fills the bumper, Gold Roll I is the later bag upgrade. Skip the queue and the tree will look busy while the car still looks like a tutorial chassis.
Recaps also mention better roll options and more support slots as examples. If the tree shows names this page does not, follow the tree. Do not skip Luck to chase an unlabeled node.
The spend table next is the mid-page executable — Cash in pocket, one purchase.
One return, one decision. Do not open Exclusive Shop until the Cash tree is stuck.
| Cash situation | Buy | Do not |
|---|---|---|
| Luck I missing | Luck I | Gold Roll I, Robux pack |
| Luck I owned, Luck II missing | Luck II | More Support with empty SUPPORTS |
| Luck I/II owned, mounts in inventory | More Support I (then II) | Another Common-only roll spam without Luck |
| Luck + Support owned, spare Cash | Gold Roll I if visible | Inventing a cost and waiting forever |
| Only COMMUNITY cash, no skills yet | Luck I after placing the small engine/tank | Exclusive Shop first |
Skills do not auto-place parts. After a buy, Q/E on the machine, B on the chassis, F on the road. Parts is where categories live.
If a drive paid almost no Cash, you ran out of fuel or never left the pad — buying Gold Roll I will not fix that. Fix the chassis, then buy Luck. Build and Kill Zombies skills are permanent, so a bad purchase still sits on the tree; the order above exists so the first nodes you can afford are the ones that feed every later roll.
Matched by build plan, shared topics, and guide progression — not random related links.
No. Exclusive Shop is Robux. Skills are Cash. Recaps list timed Server Luck, cash packs, and permanent 2x/4x luck at Robux prices. Those numbers below are community-observed, not a screenshot. They do not replace the Luck I → Luck II Cash order.
If you already spend Robux, still buy Cash Luck — stacking rules are unpublished. This page will not claim 2x Robux luck equals Luck II.

| Item | Robux | Note |
|---|---|---|
| Server Luck (15 min) | 39 | Community-observed · not an in-game screenshot |
| Tiny pack | 25 | Community-observed |
| Small pack | 149 | Community-observed |
| Medium pack | 499 | Community-observed |
| Large pack | 999 | Community-observed |
| Mega pack | 1799 | Community-observed |
| 2x Luck permanent | 109 | Community-observed |
| 4x Luck permanent | 229 | Community-observed |
Better rolls want better parts. Next is the Index, not another Robux row.
Next: spend Luck rolls on better parts. Codes cash: codes. Timer days: bosses.
TBA until a HUD capture. Order is still Luck I, Luck II, then More Support, then Gold Roll I.
Recaps say later tiers need earlier ones. Do not plan a skip.
HACKER pays 50 hacker tokens, not a listed skill rank. Tokens are event currency.
No. Place 117856377735280 is a different game.
Matched by build plan, shared topics, and guide progression — not random related links.