Cookie Run: Kingdom Beascuit Dough & Upgrade Costs
Beascuit Dough does not level a Beascuit. It rerolls one. Here is the full cost sheet for the Beascuit system — the Coin rate on Bites, the Crystal bill on attunement, the reset prices by rarity, and what a scrapped Beascuit pays back.

Beascuit Dough has the word "dough" in the name and an item description that says it "has the power to make Beascuits stronger," which is a good way to end up hoarding a currency for an upgrade that does not exist. Dough does not level a Beascuit. It rerolls one.
That distinction matters because the Beascuit system runs on five separate currencies, they are not interchangeable, and the one with "dough" in the name is the one the game hands out most freely. This is the cost sheet: what each currency buys, the exact price of every operation, and the two numbers that decide whether a Beascuit is worth investing in or worth scrapping.
Beascuits arrived in the Secrets of the Silver Kingdom update (v5.0) and can only be equipped once you clear Stage 1-3 on Beast-Yeast. If you are still working out which families gear which cookies, the Beascuit tier list covers the type lock; this piece is purely about what the system costs.
What Beascuit Dough actually does

There are two doughs and they do different jobs:
- Beascuit Dough resets all of a Beascuit's Bonus Effects to a new randomised set. All of them, at once. You do not get to keep the good ones.
- Radiant Beascuit Dough resets one specific Bonus Effect slot, and when it rolls you choose between keeping the original effect or taking the new one.
Both are sourced from Beast-Yeast World Exploration stages, events, and breaking down Beascuits. Neither one touches a Beascuit's level.
The price scales with rarity, because a Legendary is rerolling four slots and a Common is rerolling one:
| Rarity | Reset all effects | Reset one specific effect |
|---|---|---|
| Common | 10 Beascuit Dough | 5 Radiant Beascuit Dough |
| Rare | 15 Beascuit Dough | 10 Radiant Beascuit Dough |
| Epic | 20 Beascuit Dough | 15 Radiant Beascuit Dough |
| Legendary | 30 Beascuit Dough | 25 Radiant Beascuit Dough |
Those are the post-v5.6 prices. That update cut the Rare, Epic and Legendary reset-all costs from 20, 30 and 40, and older cost tables still quote the pre-5.6 numbers.
Two guardrails are built in. The game throws a warning if you try to reroll a Beascuit carrying three or more Bonus Effects that buff the same stat — that is usually the Beascuit you meant to keep. And a Locked Beascuit cannot have its effects reset at all, which is the cheapest insurance in the system.

There is one sequencing trap worth spelling out, and the wiki's own tips section flags it: do not spend regular Beascuit Dough after spending Radiant Beascuit Dough on the same Beascuit. A regular reset wipes all four slots, including the one you paid the rare currency to fix.
The five currencies, and which one is scarce
| Currency | What it buys | Where it comes from |
|---|---|---|
| Bites | Beascuit EXP (levels 1-30) | Beast-Yeast stages, events, Decadent Choco Cake Tower, breaking down Beascuits |
| Coins | The fee attached to every Bite spent | Kingdom production, everywhere |
| Crystals | Magical Attunement attempts | Premium currency |
| Beascuit Dough | Resets all Bonus Effects | Beast-Yeast stages, events, breaking down Beascuits |
| Radiant Beascuit Dough | Resets one chosen Bonus Effect | Beast-Yeast stages, events, breaking down Beascuits (chance-based) |
The wiki's guidance is blunt about the ranking, and the drop tables back it up: Beascuit Dough is common enough to support effectively unlimited rerolling, while Bites are harder to accumulate than Topping Pieces and Radiant Beascuit Dough only appears on a probability roll. Crystals are the currency you will actually feel, because attunement is priced in them and the price climbs.
Levelling costs Bites and Coins, not Dough

Levels raise a Beascuit's base ATK and HP and nothing else — no Bonus Effect changes, no slot unlocks. You feed it Bites, and each Bite carries a Coin fee at a flat rate of 10 Coins per EXP granted.
| Bite | EXP given | Coin cost |
|---|---|---|
| Lv.1 | 14 | 140 |
| Lv.2 | 60 | 600 |
| Lv.3 | 150 | 1,500 |
| Lv.4 | 400 | 4,000 |
The total climb depends on rarity, and so does what you get for it:
| Rarity | Bonus Effect slots | Max Lv.30 stats | EXP to max |
|---|---|---|---|
| Common | 1 | ATK +19%, HP +22% | 24,132 |
| Rare | 2 | ATK +22%, HP +26% | 31,166 |
| Epic | 3 | ATK +26%, HP +30% | 38,832 |
| Legendary | 4 | ATK +30%, HP +35% | 47,755 |
Run the Coin rate against that Legendary figure and taking one Legendary Beascuit from Lv.1 to Lv.30 costs 477,550 Coins — about 120 Lv.4 Bites' worth of EXP, and slightly more in practice because Bites come in fixed 14/60/150/400 chunks and you overshoot the last step.
The Level 20 to 21 cliff
The per-level stat curve is close to linear the whole way up, and then jumps once — hard — between Lv.20 and Lv.21. On a Legendary Beascuit the numbers look like this:
| Level | ATK | HP | EXP for that level |
|---|---|---|---|
| 19 | 19.2% | 23.9% | 4,100 |
| 20 | 20.0% | 25.0% | 4,875 |
| 21 | 27.0% | 32.0% | 1,500 |
| 30 | 30.0% | 35.0% | 2,327 |
Read that carefully, because it is the single most efficient purchase in the Beascuit system. Level 20 to 21 costs 1,500 EXP and pays +7% ATK and +7% HP. Levels 21 to 30 cost 17,367 EXP — 173,670 Coins — and pay +3% ATK and +3% HP between them. The last nine levels are more than eleven times the EXP of the one level that matters most.

Elemental Beascuits sharpen this further: they arrive at Level 20 from any source, which skips the 28,875 EXP the Lv.2-20 climb costs on a Legendary. An elemental Legendary is one 1,500-EXP step away from 27% ATK and 32% HP. If you are picking one Beascuit to feed Bites into today, it is an elemental one sitting at Lv.20.
Resetting Bonus Effects — the Dough prices
Bonus Effects are the reason a Beascuit is worth anything, and they are entirely random. Devsisters' own probability disclosure states that all types of Bonus Effect appear with the same probability, values are set in increments of 0.1%, and the chance of landing any particular value is flat across the whole range, so a top-of-band roll is exactly as likely as a bottom-of-band one. The wiki puts the per-effect appearance rate at 9.091%.
Unlike toppings, a Beascuit is allowed to roll duplicates of the same Bonus Effect across its slots, and that is what makes a great one great. Four Cooldown lines on a Support cookie, or four DMG Resist Bypass lines on an Arena damage dealer, stack into something a topping set cannot produce.
Legendary Beascuits roll higher potential values than every other rarity on all Bonus Effects — the Legendary band for DMG Resist Bypass reaches 15% against 10% elsewhere, and HP reaches 15% against 10%. Combine that with the four-slot count and the case for ignoring low rarities writes itself.
Attunement is a Crystal bill
Here is where the real money goes, and it is Crystals, not Dough.
Every Bonus Effect slot beyond the first is assigned a random Cookie type when the Beascuit drops. If a slot's type does not match the Beascuit's own type, that slot's Bonus Effect does not apply. The first slot is guaranteed to match; each other slot has a 12.5% (1 in 8) chance of matching on its own. Magical Attunement rerolls one unaligned slot's type — at the same 12.5% odds.
You do not get unlimited attempts. A Beascuit's cap is four times its total slot count, so a Rare gets 8 attempts and a Legendary gets 16. Once the attempts are spent, or once every slot matches, attunement is over for that Beascuit permanently.
| Attunement attempt | Crystal cost each |
|---|---|
| 1st-4th | 100 |
| 5th-8th | 150 |
| 9th-16th | 200 |
Now the part worth pinning to the wall — the chance of getting all your unaligned slots attuned, against the cumulative Crystal spend:
| Attempts | 1 slot to fix | 2 slots to fix | 3 slots to fix | Crystals spent |
|---|---|---|---|---|
| 1 | 12.50% | 0.00% | 0.00% | 100 |
| 2 | 23.43% | 1.56% | 0.00% | 200 |
| 3 | 33.01% | 4.30% | 0.20% | 300 |
| 4 | 41.38% | 7.89% | 0.71% | 400 |
| 5 | 48.71% | 12.07% | 1.61% | 550 |
| 6 | 55.12% | 16.65% | 2.91% | 700 |
| 7 | 60.73% | 21.46% | 4.63% | 850 |
| 8 | 65.64% | 26.37% | 6.73% | 1,000 |
A Legendary that drops with three slots misaligned is a 6.73% shot after 1,000 Crystals. A Legendary that drops with one slot misaligned is a 65.64% shot for the same money. That gap is the whole decision: what you are grading when a Beascuit drops is not its Bonus Effects, it is how many slots already match.
Attunement Kits and the guarantee
Attunement Kits force the next attempt on a slot to match the Beascuit's type. They are rarity-locked — a Legendary Kit only works on a Legendary Beascuit — and the guaranteed attunement costs 20 Kits on a Rare, 35 on an Epic, 50 on a Legendary.
Kits come from breaking down Beascuits that have already burned attunement attempts, at a rate of 1 Kit per 50 Crystals spent on that Beascuit. Which prices the guarantee: 50 Legendary Kits is 2,500 Crystals of failed attunement attempts, recycled. That is not a shortcut so much as a salvage system, and it is the reason spending a few attempts on a mediocre Legendary before scrapping it is not pure waste.
Breaking down — what you get back
Breaking a Beascuit always returns Bites and Beascuit Dough, plus a chance at Radiant Beascuit Dough. Marked and locked Beascuits are protected from it.
| Rarity | Bites (Beascuit Lv.1-5) | Bites (Lv.16-20) | Beascuit Dough | Radiant chance | Radiant if it hits |
|---|---|---|---|---|---|
| Common | 1x Lv.1 | 4x Lv.1 | 20 | 10% | 1 |
| Rare | 2x Lv.1 | 5x Lv.1 | 30 | 15% | 2 |
| Epic | 1x Lv.2 | 4x Lv.2 | 70 | 20% | 3 |
| Legendary | 2x Lv.2 | 3x Lv.3 | 120 | 30% | 4 |
Two pieces of arithmetic fall straight out of that table.
Scrapping Legendaries is Dough-positive. One Legendary break-down returns 120 Beascuit Dough, and a Legendary reset costs 30. Every Legendary you throw away funds four full rerolls on the one you kept. This is why the Dough counter goes up while you play rather than down.
Radiant is genuinely scarce. A Legendary break-down has a 30% chance at 4 Radiant Dough, so the expected return is 1.2 per scrap. A single targeted Legendary reroll costs 25 Radiant. At that rate you are looking at roughly 21 Legendary break-downs to fund one targeted reroll — which is why Radiant belongs on a Beascuit that is already three-quarters of the way to perfect, never on a repair job.
One more Coin cost nobody budgets for: taking a Beascuit off a cookie is not free. Common unequips cost 250 + (Level x 100) Coins, Rare 1,500 + (Level x 250), Epic 6,000 + (Level x 1,000). The wiki's Legendary row is written in a form that does not parse cleanly, so check that one in-game before you move a maxed Legendary rather than trusting a number off a page.
When to scrap instead of invest
Putting the cost tables together gives a clean order of operations, and it is close to the reverse of how most gear systems work — you sort out the type alignment first, and only then spend anything on stats.
- Grade on alignment, not on stats. A Beascuit's Bonus Effects are infinitely rerollable for a cheap, common currency. Its slot alignment draws on a finite pool of attempts — four times the slot count — and is priced in Crystals. Judge the expensive, finite thing.
- Legendary or scrap it. Only Legendary Beascuits carry four Bonus Effect slots, and only Legendary rolls reach the top value bands. Lower rarities are Bites-and-Dough feedstock.
- Spend attunement attempts while they are cheap. Attempts 1-4 cost 100 Crystals each; attempts 9-16 cost double. If a Legendary has not aligned inside its first few attempts, break it down and bank the Attunement Kits instead of paying 200 a pull to chase it.
- Reset Bonus Effects only after the Beascuit is fully attuned. Rerolling effects on a slot that does not apply to your cookie is spending a currency to change a number the game is ignoring.
- Then level it. Get it to Lv.21 for the band jump. Push to Lv.30 only on a Beascuit you are certain is final, because the last nine levels are 173,670 Coins for three percentage points.
Storage is a hard cap
Beascuit storage is separate from your kingdom Storage, and when it fills you stop receiving Beascuits entirely — Beast-Yeast clears and Balloon Expeditions included. Direct upgrading tops out at 350 slots at storage Lv.20, and collecting Apathy and Destruction Yeast Ore from Balloon Expeditions adds a combined 600 more on top. Since Beast-Yeast keeps producing Beascuits whether you have room or not, breaking down the low-rarity ones is maintenance, not a decision.
Quick Action Checklist
- Stop saving Beascuit Dough — it resets Bonus Effects, it does not level anything, and Legendary break-downs return 120 at a time against a 30 reset cost
- Lock any Beascuit you care about; locked Beascuits cannot be reset or broken down
- Grade new Legendaries by how many slots already match the Beascuit's type, not by their stat rolls
- Break down a Legendary that has not aligned within its first ~4 attunement attempts and bank the Attunement Kits (1 Kit per 50 Crystals spent)
- Never spend regular Beascuit Dough after Radiant Dough on the same Beascuit — the full reset wipes the slot you paid for
- Feed Bites to an elemental Beascuit first: it starts at Lv.20, and Lv.21 costs 1,500 EXP for +7% ATK and +7% HP
- Treat Lv.30 as optional — the last nine levels are 17,367 EXP and 173,670 Coins for +3% ATK and +3% HP
- Clear low-rarity Beascuits out of storage before a Beast-Yeast session, because a full store blocks new drops
Frequently Asked Questions
Keep Reading
- Cookie Run: Kingdom Wiki — Beascuits (rarities, per-level EXP curve, attunement and break-down costs, storage)
- Cookie Run: Kingdom Patch Notes v5.6 — reset-all and attunement cost reductions
- Cookie Run Wiki — Beascuits (current reset costs)
- Cookie Run: Kingdom Wiki — Beascuit Dough (sources and function)
- Cookie Run: Kingdom Wiki — Bites (EXP values and the 10 Coins per EXP rate)
- Devsisters Support — Beascuit Magical Attunement, Bonus Effects & Probabilities (official disclosure)
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