BOMBANANA! Tier List
BOMBANANA! has no official tier system โ so this list ranks by the two things that actually decide runs: communication load (how much state must survive the relay) and timer risk (how easily a mistake costs a whole bomb). It is a planning tool, not a power ranking. Use it to decide what to practice and which module to clear first.
How This Tier List Works
Every module, role and mode is graded on:
- Communication load โ the size of the packet the team must hold and relay.
- Timer risk โ how punishing a wrong input is (state changes, lost stages, full re-reads).
- Fatigue โ how long the load must be sustained.
S = demands the most from your communication; C = comfortable even for new teams.
Module Tiers
| Tier | Modules | Why |
|---|---|---|
| S | Calculator, Switch, Maze, Morse | Multi-stage or multi-value state; one slip restarts the packet |
| A | Piano, Symbol, Soundboard | Sequence + color-light state; medium load, medium stakes |
| B | Direction (D-pad), Color Sliders | Simple rules, but left/right and order must be exact |
| C | Cable / Wire | The classic low-load, high-clarity starter |
Notes:
- Cable sits at C not because it is trivial, but because it carries the least state โ count, light, target, position โ and recovers cheaply.
- Calculator is S because it is two-stage and the priority trap (odd and greater-than-five) forces a manual decision under pressure.
- Maze is S because the whole route (Braille number, start, destination) must survive an interruption as one bundle.
- Morse is S because digits are meaningless without their slot, and the fifth signal decides 4/5 and 9/0.
Role Tiers
| Tier | Role | Why |
|---|---|---|
| S | Mute Monkey | Holds the manual and every decision; highest mental load; answers silently |
| A | Deaf Monkey | The relay bridge and the filter; must read the bomb and the Mute |
| B | Blind Monkey | Hands-on and clock-touching, but receives short, confirmed commands |
Notes:
- Mute is S for difficulty of doing it well โ new players often start on Deaf or Blind to learn the loop first.
- Blind ranks B on load but is the busiest in Chaos rounds; rank moves up when Chaos is on the bomb.
- Teams that rotate roles across sessions learn faster โ the former Mute sees what their gestures looked like.
Mode Tiers
| Tier | Mode | Why |
|---|---|---|
| S | Endless | Escalating waves, hazard tiers and sustained pressure punish weak procedures |
| A | Campaign (late levels 21โ30) | Random Hard pools + Chaos stack communication load |
| B | Campaign (1โ20) | Scripted introduction curve, fixed module first-appearances |
| C | Custom | Fully controllable; the lowest-risk practice environment |
Notes:
- Endless rewards stable routines and repeatable callouts, not one-off hero plays.
- Custom is the deliberate-practice mode: isolate a module family or a role swap with no unrelated difficulty.
Use It for Session Planning
- Warm-up order: Cable โ Direction โ Switch in Custom, then a Campaign run. Rebuild the basics before the hard stuff.
- Weak module? Build a Custom bomb around it and grind reps โ don't wait for the campaign to serve you one.
- New player? Start on Blind (lowest load), rotate to Deaf, then Mute.
- Achievement cleanup? Endless waves are the long pole โ see the achievements guide.
This tier list is opinion, based on the campaign walkthrough, the module guide and the role guides. The official game has no power ratings; treat rankings as a session-planning shortcut.