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Train To Fight Brainrots

Train To Fight Brainrots

A Roblox experience owned by megarot.

TycoonENbrainrotidleclicker

Train To Fight Brainrots is a tycoon experience created on 2025-10-19. It has recorded 606,092 lifetime visits and 37,925 favorites. The game holds a 94% like percentage. Currently, zero users are playing. The description outlines mechanics for training, fighting brainrots, and upgrading bases to earn cash.

Description (written by the developer; not a statement by this register)

💪 Welcome to Train To Fight Brainrots! How to Play: 🏋 Train at your base to get stronger! 👊 Fight a brainrot and make cash! 💵 Upgrade your brainrots to make more cash! 🏗️Upgrade your base to unlock more slots to place more brainrots! 😴 You train and make cash while offline! 👥 Play with friends to earn 10% more cash! 🎉 Use Codes RELEASE and TRAIN for free cash! ❤️ Thanks for playing!

Last updated by the developer 14 Feb 2026, 13:28 UTC.

0
playing (measured 10 Aug 2026, 16:02 UTC)
606,092
lifetime visits
94%
liked (1,832 👍 / 118 👎)
37,922
favourites (62.6 per 1k visits)
19 October 2025
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 16:020first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

x2 Cash
249 R$
VIP
199 R$
x2 Offline Training
149 R$
Auto Collect
99 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

N · other341,674 · 0.00% win
I · other341,634 · 0.00% win
A · other341,577 · 0.00% win
R · other341,532 · 0.00% win
T341,478 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

9414 August 2026 — 94 % liked23 October 2026 — 94 % liked14 August 202623 October 2026
2 measurements spanning 70 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 93–95 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 23:0194no change
14 Aug 2026, 19:3394first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.