Lift a Cube Arm Materials: Documented Entries & Rarity Labels
Look up rolled Lift a Cube arm materials: the documented Sand Material entry, observed roll results, rarity labels, and multiplier values — with clear coverage limits.
An arm material in Lift a Cube is a random roll from the Arm Materials Chest that attaches a rarity and a Strength multiplier. Paying the roll cost gives you one material outcome, and equipping it multiplies every Strength point you earn from push-ups. Materials are not auto-applied, and applying one does not consume your arms — it stacks on top of them, so the correct mental model is multiplication rather than replacement. This page is a bounded reference: only the Sand Material entry is fully documented, with the rest drawn from observed rolls and community-estimated rarity bands. It is not a complete material list.
Materials versus purchased arm upgrades
Rolled materials are a different system from the purchasable arm tiers. Green pads on the map sell permanent upgrades with cash — the first one, Buy better arms, costs $30 and cuts push-up time — while the Arm Materials Chest rolls randomized materials with multipliers. Buying a better arm changes your base push-up speed; a rolled material multiplies Strength on top of that. Because materials are not auto-applied, a rare roll sitting in your inventory does zero work until you equip it. The multiplier applies to whatever arm you currently use, so swap the material forward when buying a better arm tier rather than waiting for a perfect roll.
Documented material entries
This table records material names, rarity labels, effects, and roll costs as actually observed in game. Note that a rolled arm can lack a displayed name entirely.
| Material / result | Rarity label observed | Effect / multiplier observed | Roll cost observed |
|---|---|---|---|
| Sand Material | Common | Strength 1.5x | $80 |
| Higher-tier material (unnamed) | Rare | Strength 3x | $4.5K |
| Legendary result (no displayed name; described as looking like a brick arm) | Legendary | not read on screen | 1.7 million |
| Legendary material | Legendary | 100x | 1.7 million to buy |
| Rolled material | Mythic | 600x | stated 1% chance |
| Rolled material | Common | 1x | not recorded |
The 1.7 million figure also appears on a chest display with a 1% Mythic chance in another capture. It may be the same station read at a different moment rather than a rarity-specific price, so verify the live chest label before tying that cost to Legendary or Mythic.
Only the Sand Material entry is corroborated across independent references with its name, rarity, effect, and cost together. The other rows are individual observed rolls, and the multiplier magnitudes currently disagree between community pages — some estimate Common at 1.1x–1.3x through Legendary 5x+, others describe Rare-band rolls at 3.1x and up with spikes past 8x, while footage shows a 100x Legendary and a 600x Mythic. Nothing here is an officially published value; verify any specific number on your own screen before building a plan around it.
Reading rarity and effect labels
Two rarity ladders appear in community documentation, and both claim to describe the same roll table. One describes four observable bands from lowest to highest: Common, Uncommon, Rare, and Mythic — with Rare producing large multipliers and Mythic the largest. Other references use a five-band ladder (Common, Uncommon, Rare, Epic, Legendary) with relative multiplier sizes: Common small, Uncommon modest, Rare solid, Epic large, Legendary huge — where the odds column is explicitly a relative guide, not a probability table. Gameplay footage confirms both Mythic and Epic labels appear on actual rolls (a Mythic with a stated 1% chance was read at one moment), so the community documentation itself is currently inconsistent about the ladder. Treat all rarity odds and multiplier bands as community-observed estimates: the developer publishes no rate sheet, so do not infer drop probabilities from rarity names, and recheck displayed labels against the live game after any balance pass.
How materials are obtained and applied
- Build Strength by push-ups until the Arm Materials Chest unlocks (an early prompt shows "20 TO UNLOCK" before rolling becomes available).
- Pay the displayed roll cost at the chest — a first-chest roll of $80 is observed, and costs scale upward ($4.5K and $1.7 million are seen).
- The chest resolves into one material outcome with a rarity and multiplier. Higher-tier results can appear at early chests, including rolls priced beyond your current balance — that is normal; return when your balance covers the cost.
- Equip the rolled material manually.
- Compare the rarity and displayed multiplier before keeping a new roll, and re-check your equipped material after each new arm purchase.
Data boundary: no official rate sheet
Exact drop rates and multiplier values are not officially published. Rolls are random, progress is uneven, and there is no published pity system; a material that looks optimal today may be outclassed by a new tier in a future update. Treat every specific multiplier number as an estimate and confirm it in game before committing to a training plan around it.
Related Guides
Roll Arm Materials
Find the Arm Materials Chest, pay for a roll, equip the result, and verify its effect.
Strength Multipliers
Understand what material multipliers affect, how bonuses stack, and why the x50 claim is uncertain.
Arm Upgrades
Compare observed arm prices, push-up times, and estimated tier speeds without confusing rolled materials.
