ROB RUN Money per Hour: Every Way to Make Money Ranked for Solo Players and Squads

The best way to make money in ROB RUN is a Grow Room once you have a base. Every method ranked by cash per hour, start-up cost and risk, solo and in a squad.

GuideROB RUNBy Kolba5 min read
Two ROB RUN robbers in motorcycle helmets with painted teeth hold rifles, ready for the next job
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Store runs and a full Grow Room both pay about $200,000 an hour, players report. The Grow Room keeps growing while you rob or log off, so you can harvest it between store runs. If you're new and solo, start with a cop shift, then quiet store runs.

What is the best way to make money in ROB RUN?

A Grow Room, as soon as you have a plot. Every number here is what players report, worked out per hour:

Cash per hour, players report
Grow Room, 6 tables 6 × one player's table, 36 bushes
200k
Store runs, solo $600,000 in 3 hours
200k
Cop shift $100,000 in 45 minutes
130k
Grow Table, 1 6 bushes, harvest in 1-2 h
34k
Contraband bench $10,000 net per 30 min
20k

The Grow Room is highlighted because it keeps growing while you do something else, and a death doesn't stop it. A full room needs a plot, about $520,000 and 36 bushes, and store runs can pay for that first.

Some methods pay per job, not per hour. Here is every method side by side:

MethodStartCashRiskWho
Store runs and the Fence$0$200,000 (per hour)High: death takes all you carrySolo
Cop shift$0$130,000 (per hour)Low: you keep your gearSolo
Contraband bench$40,000 + plot$20,000 (per hour)Medium: camped sell spotsSolo
Grow Room$320,000 + plot$34,000 (per table, hour)Medium: base raidsBoth
Chemical Lab$390,000 + plot$200,000 (per reagent)Medium: smoke gives it awayBoth
ATM event$0$150,000 (per event)High: draws the copsBoth
Bank heistDrill, ID Card, Mini Drill$1.5M to $5.9M (per heist)Very high: whole city alertedSquad

Start costs are research plus price, from game data. Every cash figure from a run is one player's or one squad's result, not a promise.

How do you make money in ROB RUN solo, starting with nothing?

Play a cop shift first. Cops keep their own gear when they die, and one player made $100,000 in a 45-minute shift. An ordinary shift pays closer to $30,000, players report.

Then switch to quiet store runs.

One solo player made over $600,000 in 3 hours, enough for a plot. Solo players who last keep it small:

  • Store with an alarm box outside: break the box and shoot the cameras first, and don't break the glass. Then loot without cops on the way.
  • Bag at $100,000: leave now. Players who cash out in smaller runs lose less when a squad rolls up.
  • Fence looks quiet: come back as a Civilian and listen first. Campers wait at the sell points.

Keep loot and selling in separate trips, and you rarely lose both.

Have $20,000? Buy an Action Camera on the Black Market. Fill it with 40 points of criminal actions and it sells for $50,000.

Once you rent a plot, add a Contraband Workbench. It turns a cheap box into one worth far more:

  1. Unlock the Contraband Workbench for $20,000.

    Go to Shipments (H)

  2. Buy it for $20,000 and place it on your plot.

    Go to Black Market

  3. Buy Contraband Cargo for about $5,000.

    Go to Lenny's Motel, Looty Bay or the Distribution Center

  4. Repack it for 30 minutes.

    Go to Contraband Workbench

  5. Sell the Premium Cargo.

    Go to Smuggler, box icon on the map

The repacked Premium Cargo is worth $35,000 at base price, but players net $10,000 to $20,000 a box.

Found cargo can pay far more if you open it on your plot.

Is the Grow Room worth it, or the Chemical Lab?

Yes, the Grow Room is worth it, and it beats the lab once it's full. You plant bushes you find as cargo, and each one keeps paying:

ROB RUN Grow Room loop from the game files: Growing Bush, Mature Bush and a $4,000 Harvest Package

The Grow Room costs $250,000 with research (a one-time unlock), and your first Grow Table $70,000. Each table after that is $40,000, because you research it only once:

  1. Buy a Land Plot Title.

    Go to Black Market (unlock it in Shipments)

  2. Rent a level 1 plot at its FOR RENT sign.

    Go to An owned settlement on the global map

  3. Research the Grow Room for $150,000, then buy it for $100,000.

    Go to Shipments, Production branch, then your base laptop

  4. Research the Grow Table for $30,000, then buy it for $40,000.

    Go to Shipments, Production branch, then your base laptop

  5. Put up to 6 bushes on the table.

    Go to Grow Table

  6. Harvest when the clock over the table turns into a tick.

    Go to Grow Table

  7. Sell the Harvest Packages.

    Go to Fence

One table of six Uncommon bushes gave a player 17 packages, $68,000 at the Fence. Players report a harvest every 1 to 2 hours.

A bush pays more planted than sold, because it regrows after every harvest:

BushTo the SmugglerOne package at the Fence
Uncommon$20,000$4,000
Epic$30,000$6,000
Legendary$40,000$8,000

Sell a bush to the Smuggler and you get paid once. Plant it and it pays at the Fence every harvest.

A full room is 6 tables and 36 bushes. The Fan, Water Pump and UV Lamp make bushes grow faster. You find bushes as cargo in pharmacies, convenience stores and houses.

The Chemical Lab is the faster start, at about $390,000 for the lab and its three machines. One player reports about $200,000 early on from one reagent, the canister the lab uses up.

But reagents run out, and smoke over the building tells raiders the lab is running. Players who run both say a full Grow Room earns about 20% more late in the week.

So start the lab while you collect bushes, then fill the tables.

Cash on your plot can be raided, so move it through the Laundering Desk into your bank often. Raiders get into a plot with decoders, and fuses make them need more.

How much does a bank heist pay in ROB RUN?

Squads report $1.5 million to $5.9 million for one bank heist. The bank vault alone holds $424,000 at base value in game data: seven Gold Bars and six cash stacks.

Squads add the bags they loot on the way. They sell at the sales hub in the center of each district, where prices run higher than in Looty Bay.

The Drill alerts all of Looty Bay the moment it goes down. Cops and other criminals both come for it, so this is a squad job. You need a Drill, an ID Card and a Mini Drill.

Our keys and tools guide shows where each one comes from.

The ATM event is the quick version. When ATMs restock, one player pulled $150,000 from a single event. How often it happens isn't known.

Which money method should you pick in ROB RUN?

It depends on what you have right now:

  • New and solo, no plot: do a cop shift first, because cops keep their own gear when they die. Then make small store runs and sell under $100,000 at a time.
  • You have a plot: buy the Grow Room first, because it grows while you rob. Fill tables as you find bushes, and run contraband on the side.
  • You have a squad: hit bigger targets like the bank and ATM events. Your Grow Room keeps growing while you're out.

Whatever you earn, the weekly wipe takes it, bank account included. What it takes turns into jail time, which you keep.

Start the Grow Room early in the week, and carry only what you can lose.