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Fishing Wars Upgrade Order Planner

Spend pad cash in the only sequence that survives week one.

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Upgrade Order

This planner is the shopping list Joe will not write for you. Fishing Wars prints money on the collect pad, then offers four sinks: aquarium levels, boat speed, boat health, and turret / weapons. Buy them in the order below unless a breakpoint says otherwise.

Pair with aquarium and boats and PvP. If a code dumps coins, run this list immediately so the gift does not rot in the HUD.

Default order

  1. Aquarium level until the pad feels worth a walk every docking. Slots and idle cash are the factory.
  2. Boat speed until a mythical marker is a commute, not a field trip.
  3. Boat health the first time a pirate or shark leaves you limping.
  4. Turret / deck gun before you take contested markers or deep water.
  5. Next aquarium level again. Repeat 2–4 as prices climb.
  6. New hull only if its base stats beat your fully-slid starter. See boat tier list.
  7. Cosmetics last. Always last.

If you reverse 1 and 4 you will own a gun and no engine. You will win a fight and still be poor.

Breakpoints (skip ahead)

Pirates win every tutorial trip. Buy the turret earlier, but only after one aquarium level. A gun with no pad income cannot be repaired in spirit when you sink.

Players camp your marker. Speed first so you can leave, then turret. Health without speed is a slow funeral.

You want Loch Ness or Kraken. You need 2, 3, and 4 all honest, plus empty cargo. Deep water is a Kraken exam, not a shopping shortcut. Do not skip aquarium levels to afford a fantasy hunt — dying out there with a broke tank is how accounts stall.

Pad cash is tiny. You do not have a boat problem. You have a keep/cycle problem. Read fish tier list and stop displaying commons.

Trip length the order allows

BuildAllowed water
Tank 1, naked starterJoe’s marker only
Tank 2+, speed upNearby mythical spots, abort on sails
Speed + healthMid map, still run from hovercraft guns
Speed + health + turretContested markers, pirate checks
All of the above + cargo spaceNamed myths, Kraken attempts

If you are in a row’s water without that row’s build, you are the loot.

Session script

  1. Dock. Pad.
  2. If Joe offers the next aquarium level and you can pay without emptying the turret fund, buy it.
  3. If you died last trip, buy health before speed.
  4. If you have never shot a pirate, buy the gun before a farther marker.
  5. Spawn boat. Take only the water your row allows.
  6. Extract when cargo hits A/S on the fish list.
  7. Repeat.

Print this mentally. The wiki will not be in your first-person gun view when tentacles hit the deck.

What not to buy

  • Skins that do not change speed or health
  • Duplicate boats “for the collection” while sliders are empty
  • Robux impulse passes until you know they beat grinding (none confirmed as must-buy at wiki time)
  • Script loaders. They are not an upgrade. They are a ban. See scripts.

After a patch

If Steak halves legendary odds, lean harder on aquarium levels. If he nerfs turret damage, lean on speed extracts. Recheck updates before you assume this order is eternal. For launch week, it is the order that matches the leak, the live description, and the level 1–15 routes.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What should I upgrade first in Fishing Wars?

Aquarium level, then boat speed, then health, then a turret. Cosmetics last.

When do I buy a new boat?

After the starter's speed, health, and gun sliders are real, and only if the new hull's base stats win.

Pirates keep killing me. Skip to the turret?

Buy one aquarium level first so you can afford to lose a trip, then buy the gun. See boats and PvP.

Does this include Robux passes?

No must-buy pass is confirmed at launch. Grind the pad unless Steak ships a clearly documented multiplier.