Lock first
Your base has a lock control. Community guides describe it as a temporary shield, often a yellow floor circle, commonly reported as 60 seconds before rebirth bonuses. The same guides say each rebirth adds about 10 seconds. One report adds a further 10 seconds from VIP. The countdown on your base is the number that matters in the current session.
Lock when you spawn, before you leave for the carpet, and again when you return with a steal. The timer does not renew itself.
What the lock does not do
It does not make income permanent. When it expires, other players can walk in. Stand near the units you cannot replace, especially anything your Rebirth panel names. A cheap Common near the entrance is a smaller loss than the Mythic you need for the next reset.
Gear that defends
- The starter bat, later renamed from Tung Bat in community notes, knocks thieves and can recover a stolen unit.
- Slap is reported at 500 cash and is described as a longer-range hit than the bat. No rebirth is required for that shop row.
- Trap is reported at 1,000 cash, a 7-second freeze, and a cap of five. That price and duration come from one detailed guide.
- All Seeing Sentry is tied to Rebirth 7 in several gear lists, with a reported 5 million cash cost. It is described as firing after a short arm time, including at invisible players.
You cannot swing these while you are carrying a stolen Brainrot. Clear the exit, place a trap, or use a control tool before you pick the unit up.
If something is already gone
Hit the carrier before they reach their base and the unit can return. After it is deposited, it is their unit. Rebuilding from the carpet is faster than arguing in chat. Then lock again.
