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Wheel Calculator

The Rust Wheel Calculator splits scrap across Bandit Camp wheel numbers for equal payouts, with house cuts from 4% to 16%.

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Going round the wheel: 3, 1, 10, 1, 3, 1, 5, 1, 5, 3, 1, 10, 1, 3, 1, 5, 1, 3, 1, 20, 1, 3, 1, 5, 1.

Average result per spin -8 Scrap

What to put on each number
Number Put Hands back Profit Landed Chance
220 Scrap 2x the stake +20 48%
216 Scrap 4x the stake +16 24%
216 Scrap 6x the stake +16 16%
0 Scrap 11x the stake -200 8%
0 Scrap 21x the stake -200 4%

Even split over 1, 3, and 5. The smallest payout is as high as whole numbers allow.

Over a session
Ending ahead
28.9%
Average result
-160 Scrap

88% of spins land on a covered number and net +16 to +20. The other 12%, the whole 200 is gone.

Wheel odds and payouts

Bandit Camp wheel odds and bet splitter

Returned on 1, 3, and 5
96%of every stake, on average
Returned on 10
88%
Returned on 20
84%
All 5 covered for one payout
-5.2%of the stake, on every spin

Splitting a bet between 1, 3, and 5 changes how bumpy the ride is, never the average: each returns 96% of what is staked. Every scrap moved to another number lowers it.

Odds and payouts of the Bandit Camp wheel, number by number
Number Segments Chance A win hands back On average, per 100 scrap staked
1 12 of 25
48%
2x the stake -4
3 6 of 25
24%
4x the stake -4
5 4 of 25
16%
6x the stake -4
10 2 of 25
8%
11x the stake -12
20 1 of 25
4%
21x the stake -16

How the split is made

For the payout to be the same whichever number lands, a stake has to shrink as its payout grows: 6, 3, and 2 parts on 1, 3, and 5, 11 in all.

Scrap is always counted in whole pieces at the wheel terminal, so most bankroll totals cannot be cut into those exact fractions. The calculator keeps the whole-number split that adds up to your total and whose worst covered payout is the highest: 200 becomes 110, 54, and 36.

With the martingale switch on, the total becomes a stack and the calculator cuts all of it into bets to place one after the other, each only if the one before missed. Every bet before the last is the smallest that wins back the bets before it plus a profit, and the last bet is everything left, so the bets add up to your stack and a win ends the run ahead whichever bet lands. Press Win on the number that landed and the stack grows by what the run made; press Lose after a miss and the next bet takes its place.

  • Twenty-five wheel pockets: twelve yellow ones, six blue threes, four green fives, two purple tens, and one red twenty arranged around the Bandit Camp betting ring.
  • Equal-payout split ratios: dividing stakes in inverse proportion to each pocket’s return multiplier keeps your payout identical whichever covered number hits on the spin.
  • Whole-scrap rounding adjustments: when your total scrap cannot divide cleanly into the exact ratio, the solver tests nearby whole-scrap splits to keep session variance flat.
  • Constant house edge across low pockets: one, three, and five each return ninety-six percent of your stake on average, whether played solo or combined on the same spin.

Why pockets one, three, and five share the lowest house edge

Every pocket on the Bandit Camp wheel pays its face number plus your original stake back when the pointer stops on its segment, giving yellow one, blue three, and green five the exact same ninety-six percent expected return across all twenty-five wheel segments.

Because those three low numbers carry the same four percent house take, combining them changes how often you collect a payout without worsening your average scrap loss per spin. Adding purple ten or red twenty lowers your expected return because neither pocket has enough segments on the wheel to match its payout multiplier.

How spin count and coverage shape session survival at Bandit Camp

Every spin of the Big Wheel at Bandit Camp is statistically independent of the spins before it, so long runs of yellow ones or dry spells without red twenty never alter the segment probabilities on the next pull of the wheel inside the safe-zone casino.

When you bring a fixed stack of Scrap to the Bandit Camp monument, covering two or three low pockets raises your hit frequency and smooths out short-term downswings across ten or twenty spins, whereas single-pocket high-multiplier bets exhaust small bankrolls quickly unless an early hit lands. Browse all calculators on the Rust Tools hub.

Questions about the Rust wheel

What is the best bet on the Rust wheel?

No bet on the Bandit Camp wheel wins over many spins, so the best bet is the one that loses the smallest share: 1, 3, or 5. Each returns 96% of the stake on average, and any split between them keeps that 96%. 10 returns 88% and 20 returns 84%.

Can you make a profit on the Bandit Camp wheel in Rust?

Short sessions at the Bandit Camp wheel can end ahead, yet every pocket returns less than it costs, from 96% on 1, 3, or 5 to 84% on 20. Splitting scrap between 1, 3, and 5 alters hit rate, never that average, while 10 or 20 lower it and full coverage loses 5.2%.

What does 20 pay on the Rust wheel, and how often does it land?

Betting on 20 on the Rust wheel hands back 21 times the stake: the stake itself plus 20 times as much. 20 sits on 1 of the 25 segments, so it lands 4% of the time, 1 in 25 spins on average. That makes 20 the worst bet on the wheel, returning 84% on average.

Does the spin animation change where the Rust wheel stops?

The spin animation on the Rust wheel does not change where the pointer stops: the winning segment is drawn the instant the wheel starts to turn, and every bet is locked at that moment. What you watch is only a show, and nothing done during the spin alters the result.

Why empty the output slot of the wheel terminal in Rust?

Winnings go to the output slot of the wheel terminal, and a win that does not fit there is lost. Take your scrap out of it before the next spin. The terminal is not tied to you either: whoever sits down next can take what is left in it.

Does a martingale work on the Rust wheel?

A martingale on the Rust wheel makes losing rare rather than cheap. With 200 scrap split into 2 bets on 1, 3, and 5, 98.56% of runs end at least 1 scrap ahead and 1.44% lose the 200, for -1.35 scrap a run on average. Raising stakes never reverses the house edge.