Build reference: Patch 0.11 · 12 September 2026  ·  Last checked: 17 September 2026
Confidence: 【A】 confirmed  ·  【B】 single source  ·  【C】 our estimate  ·  【Unconfirmed】 not confirmed — activate a marker for what it means.

Read this part before the table

Every per-action amount below is a traced figure and carries the grade it was published with. Every hourly band is this site’s arithmetic, not a game value, and simply uses those figures at a stated rate of events per hour. A different cadence produces a different band — so the assumption is printed in the table rather than hidden behind “it depends”.

The unit is one hour of active play, not one match: this site could not verify a stated match length, and inventing one to make an hourly figure look tidy would be exactly the failure this site exists to avoid.

The bands are then multiplied by the population curve, which is the single largest variable in the whole system and is described in its own section below.

Hourly bands by activity

ActivityVerified pay per eventAssumed cadenceHourly bandRiskPeopleGrade
Hot Zone passive income“hundreds of dollars per minute”hold for 30 minutes of the hour$6,000–$27,000Very high — three teams contest it2+ to holdBand 【C】· base 【B】
Hot Zone kill assist$1,6006 assists per hour$9,600Very high1–2Band 【C】· base 【B】
Revive~$9008 revives per hour$7,200High — you stand over the body2Band 【C】· base 【B】
Bandage heal$20030 heals per hour$6,000Medium2Band 【C】· base 【B】
Control Zone kill assist$8006 assists per hour$4,800High1–2Band 【C】· base 【B】
Transport to Hot Zone$500–$1,000 per rider3 rides per hour, 2 riders at $750$4,500High — you drive into the hotspot3+Band 【C】· base 【B】
Pallet run$400 cost, $2,500 delivered2 runs per hour$4,200 netMedium–high1–2Band 【C】· base 【B】
Pallet used for a FOB+$1,800 on top of deliveryboth runs convert$7,800 netMedium–high2+Band 【C】· base 【B】
Build completion$1,200–$1,5002 completions per hour$2,400–$3,000Medium — building draws fire1–2Band 【C】· base 【B】
Recon mark$10020 marks per hour$2,000Low1Band 【C】· base 【B】
Hammer hit~$15120 hits per hour$1,800Low–medium, repetitive1Band 【C】· base 【B】

Two rows deserve a warning rather than a ranking.

The Hot Zone passive band is the widest and the least reliable. It rests on a single-source description — “hundreds of dollars per minute” 【B】 — and the band above assumes you hold the circle for half the hour. In practice the circle moves, three teams contest it, and it gets pulled by whichever team completed the tower code. Treat the band as a ceiling you occasionally touch, not an average you can farm.

The transport band is incomplete. The verified structure adds $500 when the rider survives and $750 per kill the rider gets afterwards 【B】. Those bonuses are payouts on events you do not control, which is why they sit outside the band rather than inside it.

The population curve, which matters more than the activity you pick

Settlement scales with how full the server is. Per the Season 1 brief: a server of about 10 players pays almost nothing, a server near 45 players pays roughly 80 percent, and 60 or more pays the full rate 【B】.

Server populationShare of the full rateEffect on a $4,800 control-zone hour
~10 playersAlmost nothing 【B】Near zero 【C】
~45 playersAbout 80 percent 【B】About $3,840 【C】
60+ playersFull rate 【B】$4,800 【C】

The practical reading is blunt: choosing a full server is worth more than choosing a better-paying activity. Moving from a 45-player server to a 60-player one is a 25 percent raise on everything you do 【C】, and no single activity swap in the table above comes close to that.

Patch 0.11 added a temporary layer on top: community servers paid an extra 5 percent on end-of-match cash for roughly a week from 12 September 2026 【B】. Same patch, the server browser gained Community and Official tabs, text search and a pinned server ID 【B】 — which is what makes deliberately landing on a full server practical instead of lucky. Check the patch notes page before assuming that bonus is still live, because limited-time bonuses expire without a second announcement.

The multipliers that stack

Three verified multipliers can apply to the same hour, and they compound:

  • The Hot Zone doubles cash and XP and counts you as two players for scoring 【A】. A control-zone assist at $800 becomes $1,600 inside the circle 【B】.
  • Surviving to the end of a match refunds about 90 percent of the carried gear value, and the winning team takes an extra 30 percent on the match’s earnings 【B】. The refund is the reason a kit that looks unaffordable on paper is often affordable in practice: it is a partial rebate on gear you did not lose.
  • Players below level 9 get a store discount 【B】. It is a multiplier on the spending side rather than the earning side, and it expires permanently when you cross the level, which is why the starter loadout page argues for buying real gear early rather than saving through the discount window.

Stacking all three is the arithmetic behind the pallet-plus-FOB line. Two deliveries at $2,500 each 【B】 against a $400 outlay each 【B】, both converted into FOB construction for $1,800 each 【B】, is $7,800 net for an hour of logistics with no kills — and that hour’s gear survives at the 90 percent rebate if you live 【B】.

What this page cannot tell you

It cannot tell you your own rate, because the cadence column is an assumption rather than a measurement: this site has not instrumented anyone’s play sessions. It cannot tell you the current value of a limited-time bonus, because those expire silently — check the patch notes. It cannot rank weapons or kits for earning, because damage and handling figures are outside the verified source list (see the about page). And it cannot give you a match-length figure, so “per hour” here means per hour of active play, not per match.

How to turn a band into a decision

  1. Pick the one or two activities on the table your squad already does well. A band you can hit beats a higher band you cannot.
  2. Land on the fullest server you can, and pin it. That single choice is worth more than any activity swap 【C】.
  3. Set your per-life kit ceiling from the band you actually hit, not the best band on the page. The loadout budget planner converts a cash figure into lives funded, which is the number that decides whether a kit is affordable.
  4. Re-check the prices page after every patch before buying, and re-date this page’s bands if the per-action amounts move.

Earning is only half of the arithmetic; spending discipline is the other half. The make money fast guide covers the payout structure itself, and the medic economy page goes deeper on the two healing lines that sit near the top of this table.