Every rod and bait in Fisch is a bundle of stats, and the numbers decide how fast a fish bites, which rarity you catch and how hard the reeling minigame feels. The wiki lists seven stats that matter: Lure Speed, Luck, Control, Resilience, Max Kg, Disturbance and Progress Speed, plus Durability for lava and brine fishing. This guide explains what each one does, the formula behind it where the wiki gives one, and the thresholds players use to call a value low or high.
Rod and bait numbers on this page come from the Fisch wiki and our own rod database. To compare complete rods once you understand the stats, use the best rods ranking.
The stats at a glance
| Stat | What it changes | Cap or formula | What counts as high |
|---|---|---|---|
| Lure Speed | How fast a fish bites | Wait = base x (1 - Lure Speed / 100), capped at 100% | Above 75% |
| Luck | Chance of higher-rarity fish | Bonuses add together | Above 145% |
| Control | Size of the white control bar | Bar size = 30% + Control x 100%, capped at 0.7 | 0.25 or more |
| Resilience | How often and how far the fish icon moves | Higher is calmer | No official bands |
| Max Kg | Heaviest fish the rod can catch | Compared to the fish's minimum weight | Depends on area |
| Progress Speed | How quickly the catch bar fills | Minimum time = 1.2 s + 6.8 s / (1 + Progress Speed) | Positive values |
| Disturbance | Chance of spawning a hunt boss | Adds risk per catch | Rod and enchant dependent |
Lure Speed
Lure Speed controls the wait between casting and the exclamation mark that tells you a fish hooked. The wiki gives the formula as base time x (1 - Lure Speed / 100), so every 1% of Lure Speed removes 1% of the base wait. The cap is 100% after all buffs and penalties, and anything beyond that does nothing. At exactly 100%, the rod hooks a fish the moment the bobber touches the water, which players call an instant catch.
The wiki's rough bands: under 35% is low, 35 to 55% is medium, 55 to 75% is decent and above 75% is high. Clicking the Shake buttons while you wait also removes some lure time.
Enchantments are the main way to move this stat. These are the values listed on the wiki:
| Enchant | Lure Speed |
|---|---|
| Hasty | +55% |
| Swift Might (Sovereign) | +50% |
| Merry (Festive) | +35% |
| Insight, Swift, Immortal Might | +30% |
| Storming | +25%, +50% in rain, +75% in storms |
| Divine | +25% |
| Breezed | +20%, +40% in windy weather |
| Quality | +20% |
| Lucky, Mystical | +15% |
| Greed (Twisted) | -30% |
Two places slow you down: the Nectar Den multiplies Lure Speed by about 0.7, and the Brine Pool halves it during a Brine Storm. The enchanting guide and the enchants list show which of these your rod can roll.
Luck
Luck changes the odds between rarities. The wiki orders them from Trash up through Common, Uncommon, Unusual, Rare, Legendary, Mythical, Exotic and Secret, then Limited, Relic, Gemstone, Fragment and Apex. More Luck shifts catches toward the right of that list. Divine Secret, Seed and Special fish ignore Luck entirely, and base odds still differ per fish, so a Common fish stays easier to catch than a Trash one at the same Luck.
Luck adds up. A rod with 150% Luck and a +25% boost has 175%, not a multiple of the two. The wiki's bands: under 50% is low, 50 to 85% medium, 85 to 145% decent and above 145% high.
There are two kinds:
- Universal Luck applies to every fish that Luck can affect. This is what rods, enchants and server events show.
- Preferred Luck exists only on baits. Each bait has a preferred fish, and more Preferred Luck makes that fish likelier. Check the baits list for which bait pairs with which fish.
Sources of extra Luck listed on the wiki:
| Source | Luck effect |
|---|---|
| Rainbow weather | x8 |
| Sovereign Reckoning | x8 |
| Aurora Borealis | x7 |
| Sovereign Storm | x4 |
| Sovereign Surge | x2 |
| Luck potions | x1.5, x1.75, x2 by tier |
| Merlin's boost | +25% |
| Krampus Rod passive, Fungal Rod passive | +50% each |
| Mini events | x1.1 to x2.0 |
If you want to trigger the weather yourself, the totems guide lists the totems that start Aurora Borealis and Rainbow.
Control
Control sets how big the white bar is while you reel. The wiki defines 0 Control as a bar that is 30% of full size, with every +0.01 adding 1% of bar. So bar size = 30% + Control x 100%. A 0.25 Control rod, like the Cerulean Fang Rod, gets a 55% bar. The cap is 0.7, which gives a full-size bar. Extra Control beyond that does nothing unless the fish shrinks your bar.
Bands: under 0.08 is low, 0.08 to 0.15 medium, 0.15 to 0.25 decent, and 0.25 or more high. A bar of 0 size appears at -0.3 Control, which is why a stack of penalties can make a fish nearly impossible.
Enchants on the wiki: Steady +0.05, Unbreakable +0.1, Controlled +0.15 and Herculean +0.2 raise it; Wobbly -0.05, Tryhard -0.1 and Fractured -0.1 lower it.
Resilience
Resilience is about the fish, not your bar. A higher number makes the fish icon move less often and more slowly; a lower one makes it dart around. The wiki says high-rarity fish usually have low Resilience, such as the Megalodon or Colossal Squid, though plenty break that pattern.
The wiki's description of the minigame: every frame the game rolls a random wait between 2x and 5.1x your Resilience (in seconds) and starts a new movement when that wait is longer than the time since the last one. Each movement lasts between 1.3x and 3.5x Resilience. A stab effect from a rod, enchant or bait, such as Chaotic, Piercing or the Trident Rod, can cancel a movement. In practice, Resilience is the stat that makes a long fight calm or chaotic.
Max Kg
Max Kg is a gate, not a slider. The wiki gives three rules:
- 1If your rod's Max Kg is lower than a fish's minimum base weight, the rod cannot catch it.
- 2If it is equal or higher, you can catch the fish at any weight, including above your Max Kg.
- 3If it is lower than every fish in the area, the catch is cancelled with the message "This rod can't catch any fish in this area!"
The Training Rod, for example, has a Max Kg of 9, so it fails in most places. Late rods such as the Destiny Rod list 177,777, and the Tryhard Rod has an enormous limit.
Progress Speed
Progress Speed sets how quickly the catch bar fills while the fish sits inside your control bar. The wiki's minimum catch time is 1.2 s (the start animation) plus 6.8 s divided by (1 + Progress Speed). The stat appears under the progress bar in the minigame.
| Progress Speed | Example from the wiki | Minimum time |
|---|---|---|
| +100% | Emoji fish | 4.6 s |
| +50% | Nico | 5.7 s |
| 0% | Him | 8 s |
| -30% | Flying Fish | 10.9 s |
| -50% | Ringle | 14.8 s |
| -70% | Whale Shark | 23.9 s |
| -90% | Blue Whale | 69.2 s |
| -95% | Crowned Anglerfish | 137.2 s |
| -98% | Corrupted Megalodon | 341.2 s |
| -99% | Colossus Reef Titan | 681.2 s |
| -100% | Singularity | Never fills |
Below -100%, the bar actually drains while the fish is inside your control bar. Rod bonuses help here: the Cerulean Fang Rod lists +15 Progress Speed and the Tryhard Rod +300.
Disturbance and Durability
Disturbance controls hunt bosses. Each fish caught in a hunt's area adds 1 risk to that hunt, plus your Disturbance bonus. Fishing outside that area adds only 0.2. The wiki lists the Hunter (+2), Ferocious (+4) and Vicious (+1) enchants, the Obsidian-Bone (+1) and Thorn Cluster (+2) baits, and +10 inside a Toxic Boil. Rods such as the Relic Rod, Kings Rod and Cerulean Fang Rod give +2. The Hunt Fish guide covers what each hunt spawns.
Durability only matters for hazardous liquids. A rod that can fish in lava counts as 100, noxious fluid adds 50 more, and brine adds another 50. The Invincible enchant and Shell of Wrath set it to 200.
Reading a rod's stats
These rods come from our database, and they show why a single number never tells the whole story.
| Rod | Lure Speed | Luck | Control | Resilience | Max Kg |
|---|---|---|---|---|---|
| Training Rod | 10% | -70% | 0.2 | 20% | 9 |
| Aurora Rod | 45% | 60% | 0.06 | 16% | 6,000 |
| Destiny Rod | 45% | 250% | 0.2 | 10% | 177,777 |
| Heaven's Rod | 65% | 250% | 0.2 | 30% | none listed |
| Cerulean Fang Rod | 75% | 190% | 0.25 | 35% | none listed |
| Flimsy Rod | 100% | none listed | -0.72 | -1% | none listed |
The Flimsy Rod shows the trade-off. Its 100% Lure Speed means an instant bite, but a Control of -0.72 leaves no usable bar. The Destiny Rod has the same Luck as Heaven's Rod but only 10% Resilience, so its fish are more erratic.
Common mistakes
- Chasing Lure Speed past 100%. The wiki says anything beyond 100% has no effect.
- Stacking Control past 0.7. The bar is already full size.
- Expecting Luck to multiply. Rod, enchant and potion bonuses add together.
- Forgetting Max Kg. A rod that is too light will cancel the catch in heavy-fish zones.
FAQ
What does Luck do in Fisch?
It raises the chance of catching higher-rarity fish. Bonuses add together, and Divine Secret, Seed and Special fish are not affected.
What is the max Lure Speed in Fisch?
100%. At that value the rod hooks a fish as soon as the bobber lands.
What does Control do in Fisch?
It sets the white bar size when reeling. 0 Control gives a 30% bar, and every +0.01 adds 1%, up to a full bar at 0.7.
What does Resilience do in Fisch?
It makes the fish icon move less often and less far. Higher Resilience means a calmer minigame.
Does Max Kg limit how big a fish I can catch?
Only the fish's minimum weight matters. If your Max Kg is below it, you cannot catch that fish; at or above it, the fish can be any size.

