Last updated: August 16, 2026
Massacre is the worst thing the wheel can land on, because it executes a random number of subjects and you cannot touch the outcome. Challenge is the safest, since one of its two boxes is guaranteed survival. This tier list ranks all 19 Death Penalty experiments by how much of your survival you actually control, with the odds shown rather than asserted.
Death Penalty by vintage mens clothing is still enormous: the Roblox games API reported 2,292 players in-game, 251,419,844 visits and 735,105 favourites as of August 16, 2026, on a build last updated July 21, 2026. Rounds need 18 subjects and servers hold 50, so the odds below are quoted at 18 alive and only worsen as the room empties. For round structure and plain descriptions, our Death Penalty guide covers those — this page does not repeat them.
These either kill nobody at all or hand you a button marked "live." Dying here is your own input, not the wheel.
Two boxes spawn and you pick one. The safe box skips the experiment untouched; the other is an obstacle course where only the single winner survives and every other entrant is eliminated. Safe box odds are effectively 100 percent. Obby odds are 1 divided by however many jumped in with you, for a revolver that is never worth the trade.
Obey only the commands prefixed with "Simon says." The final one is always "kill someone" without the prefix, handed out with a gun, and both community wikis agree the host never prefixes it. Anyone who fires is executed instead of their target. Nobody is randomly selected, so this is pure discipline: read the prefix, hold your fire.
The wheel picks one subject and gives them a gun with a single bullet. That is the whole experiment — nobody is executed, so survival is 100 percent regardless of where it lands. Note who got armed and stay out of their line.
The wheel picks a weapon and it spawns in the rooms for whoever reaches it first. Wiki documentation lists rifles, revolvers and pistols, each with limited ammo. No execution is attached, so this is a free 100 percent result. Search the side rooms, not the main chamber, and save the ammo.
A random spectator is brought back. Living subjects are never at risk, so this is the only experiment that is good news once you are already dead. It can be forced with Volts for a documented 500. For the living, it is a free spin that quietly raises the head count you must outlast.
These can kill you, but selection odds are low and the play that saves you is known. Most come down to acting inside a 30-second window, or being someone the room wants to keep.
Everyone stands on a trapdoor and the wheel picks one subject to drop somebody. The picker survives automatically by choosing anyone within 30 seconds, and dies if the timer runs out. So the risk splits: 1 in 18 you are the picker with a guaranteed out, about 1 in 17 you are the one dropped. Do not freeze if named.
One random subject gets a stack of TNT that detonates after 30 seconds on whoever holds it. Initial exposure is 1 in 18, and the bomb is transferable, so receiving it is not the same as dying from it. The failure mode is hesitation. Move to the nearest cluster of players immediately.
Two or three subjects are sealed in the tank and everyone outside votes on whether to fill it. Nobody outside is at risk, so exposure is only the 2-or-3-in-18 chance of selection. The water rises faster the more people vote to fill, so a quiet room can leave you alive at the buzzer. Being liked is the counterplay.
Two or three subjects are caged above sawblades and everyone else gets 15 seconds to vote on who to save. Most votes walks free, a second vote runs if three were caged, and ties break randomly. Wiki notes call this the most common experiment in the pool. Vote every time you spectate one — people remember who saved them.
The wheel names a subject who grants safety to someone else, and the chain runs until one person is left unchosen and executed. Refusing to pick kills the chooser instead. One death per firing means a base 1-in-18 risk, but the real distribution follows friendships. A known bug drops registered picks, so click clearly and early.
The wheel publicly lands on one subject, the lights go red, and that player gets a blade for a fixed window. That public reveal is why this is A tier — you know exactly who to run from, unlike the hidden-killer format most players assume. Seventeen of eighteen start safe, and there is no penalty for a murderer who kills nobody. Break line of sight and avoid dead ends.
These guarantee at least one death, or hand you a genuine 50/50. Skill and persuasion move the number, never to zero.
Two subjects face off with guns and a red light. First to fire after green wins, firing early locks your weapon for about a second, and if neither shoots, both die. Exposure is 2 in 18, but once inside it is your reaction time against theirs. Watch the light, not your opponent.
Two subjects get 30 seconds to choose. Both split and both live with no prize; one steals and wins a pistol while the splitter dies; both steal and both die. Against a genuinely 50/50 opponent, split and steal give identical survival odds — which is why this is negotiation, not strategy. Talk fast and read whether they are stalling.
The wheel chains two subjects with a shared life link — if one dies, so does the other. Nobody dies during it, but you now carry two people's risk, and the wiki notes players deliberately hunt linked pairs as a two-for-one. The chain dissolves if you both reach the Showdown. Coach your partner through anything they get selected for.
Showdown fires automatically at two subjects left, arming both with a random pick from knife, revolver, pistol and rifle. One always dies, so it is a straight duel at roughly even odds before skill and draw. The rifle fires rapidly and the knife is melee, so the draw matters. Close the gap on knife, hold distance on rifle.
Chaos arms every living subject with a wheel-selected weapon and only one walks out, giving it the worst raw survival rate on this page at roughly 1 in however many are alive. It stays in B for two reasons: it cannot appear randomly, so someone has to buy it, and you are armed rather than waiting to be picked. Let the crowd thin before you commit.
Nothing here responds to skill, positioning or popularity. Your only defence is not tilting when one ends a good run.
Five buttons spawn, one is lethal, and the wheel picks who presses. The first picker faces a clean 1-in-5; the wheel re-spins after each safe press, so later pickers face 1 in 4, then 1 in 3, then 1 in 2. Work the chain through and there is a 20 percent chance nobody dies, since the experiment ends when only the lethal button is left. Not pressing within 30 seconds is an automatic execution. You cannot choose your turn, and the wiki claim that certain button colours are deadlier is one unreplicated user test.
The wheel spins and whoever it lands on is executed. It is always the opener, firing automatically about a minute in, so every match starts with a roughly 1-in-18 tax. Wiki trivia says the developers reduced the pick chance at some point, and that it recurs more often as the room shrinks. There is no play here, only a spin.
Random Execution with the volume up: the wheel rolls a number and that many subjects die at once, which community documentation puts at 1 to 10. Nothing from the previous ten minutes changes the roll. It is also one of the rarest results in the pool, which is the only mercy attached. The arena format in Squid Game X leans far less on pure RNG.
All 19 experiments as of August 2026. Odds assume 18 subjects alive, the minimum a round starts with.
| Experiment | Tier | What Happens | Your Best Play |
|---|---|---|---|
| Challenge | S | Safe box, or an obby only one entrant survives | Take the safe box |
| Simon Says | S | Final "kill someone" command is an unprefixed trap | Never fire the gun |
| Handout | S | One subject gets a one-bullet gun | Note who is armed |
| Finders Keepers | S | Limited-ammo weapon spawns in the rooms | Search side rooms |
| Revive | S | A random spectator returns | Nothing — no living player is at risk |
| Dropper | A | Picker drops someone in 30s or dies | Pick immediately if named |
| Timebomb | A | TNT detonates on its holder after 30s | Pass it instantly |
| Water Tank | A | 2–3 caged; outsiders vote to flood | Stay likeable; outsiders never die |
| Favourites | A | 2–3 caged over saws, 15s save vote | Vote when you spectate |
| Last Pick | A | Safety chain; last unchosen dies | Get picked early |
| Murderer | A | Wheel publicly arms one subject | Break line of sight |
| Duel | B | Red-to-green shootout; both passive, both die | Watch the light, not the player |
| Split or Steal | B | Both split live; one steals wins; both steal die | Negotiate — neither option is better |
| Linked | B | Two subjects share a life link | Shadow and coach your partner |
| Showdown | B | Auto at 2 left; random weapon draw | Close on knife, hold range on rifle |
| Chaos | B | Everyone armed, one survivor; purchase only | Let the crowd thin first |
| Five Buttons | C | 1 of 5 lethal; odds worsen each press | Press something inside 30s |
| Random Execution | C | Wheel executes one subject; the opener | None |
| Massacre | C | Wheel rolls 1–10 and executes that many | None |
Volts are the blue lightning-bolt currency and the only lever a player has over the wheel. You spend them at the Force Experiment terminal beside the cell block to override what comes next. Community wikis document five forceable experiments: Favourites at 300, Duel at 400, Revive at 500, Murderer at 700, and Chaos, which never rolls randomly and only appears when someone buys it.
Set that list against the tiers and the value is obvious. Every forceable experiment is S, A or B — you can never force a C-tier result, and Random Execution, Massacre, Five Buttons, Split or Steal, Water Tank, Linked and Simon Says are all documented as unbuyable. Forcing skips the pure-luck slots.
The free supply is slower than people expect. The Daily Wheel pays 100 Volts on a 25 percent slot and 500 on a 10 percent slot, averaging 75 Volts per spin. At one spin per 24 hours, a 300-Volt Favourites force is roughly four days of saving and a 700-Volt Murderer force is closer to ten. That scarcity is why forcing shows up late in a round, from one committed player.
One conflict worth flagging: one wiki lists Dropper as forceable, while the other counts exactly five and never includes it. We went with the five carrying documented costs. Prices are the kind of thing developers adjust, so check the terminal before committing your stack.
Three things decided placement, in order. Control came first — can a correct input guarantee you live? Challenge and Simon Says both can.
Base selection odds came second. Something that endangers two of eighteen subjects is structurally safer than something that endangers everyone, which is why Split or Steal and Duel outrank Five Buttons despite feeling scarier. Lethality per firing came third — it is why Massacre sits below Random Execution.
Sources: the live Roblox games API on August 16, 2026 for player, visit and favourite counts; the Death Penalty Fandom wiki and its per-experiment pages for mechanics and timers; a second community wiki for Volt costs and weapon lists; and Sportskeeda's 2024 survival guide for the terminal's location. Fractions are derived from documented mechanics, not measured from play sessions.
All 19 experiments on the wiki index are ranked. Chaos is the thinnest entry — its page is short on arming and duration — and the Last Pick chain is described differently across the two wikis. Treat those two placements as the ones most likely to move.
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Massacre. It rolls a number and executes that many random subjects — community documentation puts the range at 1 to 10 — and nothing you do changes it. Chaos has a worse raw survival rate since only one person walks out, but Chaos arms everyone and must be bought with Volts, so it's at least a fight.
Challenge — survival is literally one of the two boxes. The safe box skips the round untouched; the challenge box is an obby where only the winner lives. Handout, Finders Keepers and Revive are also zero-casualty results, so those four are the outcomes you want.
You spend them at the Force Experiment terminal next to the cell block to override the wheel. Documented costs are 300 for Favourites, 400 for Duel, 500 for Revive and 700 for Murderer, with Chaos available only as a purchase. The Daily Wheel averages about 75 Volts a day, so forcing is a multi-day save.
The first player picked faces 1 in 5. The wheel re-spins after each safe press, so the second faces 1 in 4, the third 1 in 3 and the fourth 1 in 2. There's a 20 percent chance nobody dies, because the experiment ends when only the lethal button is left.
Against an opponent whose choice is a genuine coin flip, both options give the same survival chance, so there's no mathematically correct answer. Splitting pays only if they split too; stealing wins a pistol against a splitter but kills you against another stealer. The 30-second window exists so you can talk.
No on both counts. The Roblox game-passes API returned an empty list for universe 5407131262 on August 16, 2026, and no code redemption system has been confirmed in-game — see our Death Penalty codes page. Coins and Volts come from playing, the Daily Wheel or in-game purchases.
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