RimWorld Animals Guide and Tier List: best pets, mounts and livestock

All 107 tameable animals scored from the game's own numbers and sorted S–F, plus a second tab with the hand-picked best for combat, hauling and farming — and the why behind every rank.

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Title card for Crit Pick's RimWorld animals guide and tier list

Every animal you can tame in RimWorld, scored by a single transparent formula and dropped into tiers — then a second tab with the hand-picked best of each job. This covers official content only: the base game plus the Odyssey expansion, no mods. Every chip is tagged for what you need to own, and tapping any animal opens its jobs, the numbers behind its rank, and the catch.

There are two ways to read this list. All animals ranks the whole roster by the numbers. Best picks is the editor's cut — the few animals worth building a colony around, with the longer case for each.

Short version: the best pets in RimWorld are huskies and labrador retrievers — advanced trainability, zero wildness, and they haul and rescue. The best war animal you can realistically tame is the megasloth; the best pack animal is the muffalo; the fastest mount is the horse; and the most food-positive animals in the game are chickens and tortoises.

RimWorld animals split into the wild animals roaming your map and the domesticated ones you tame, breed and put to work. A wild animal isn't a separate species — almost everything on this page starts wild, and taming is what turns it into livestock, a war beast or a pet. Other animals never make that jump: manhunter packs and random events drop the same species on you with the taming step skipped.

Patch 1.6 + Odyssey Base game + DLC No mods

107
animals ranked
S → F
six tiers, one formula
1.6
current patch baseline

How the ranking works

Each animal is scored for two jobs and takes the better tier of the two, so a great fighter that's useless on the farm still ranks on its fighting. Nothing here is hand-placed; the tiers fall out of the numbers below, which is why a few pets and pests sit lower than their reputation.

War only counts animals you can actually train to attack — everything else scores zero on this side, however scary it looks in the wild. For the ones that do fight, the score is damage per second times health scale (staying power), then docked for how dangerous and skill-hungry it is to tame, and for a pure-meat diet you have to keep feeding in the field. Crowd-control abilities — the mastodon and elephant's war trumpet, the alpha thrumbo's terror roar, the hive queen's acid spew — add a bit on top.

Utility is throughput: how much food an animal returns over a year — its breeding rate times meat yield times nutrition efficiency, which already prices in the feed spent raising young — plus points for what else it hands you. Eggs, wool, milk and chemfuel count; so do the work jobs — hauling, caravan packing, and Odyssey's foraging (pig, raccoon) and digging (megasloth, megavole). Therapy and nuzzling pets get a mood bonus, which is the only thing keeping cats and lapdogs off the floor.

Figures are from the 1.6 / Odyssey game data on the RimWorld Wiki. The formula is deliberately simple and a little opinionated about risk and upkeep — treat the tiers as a strong starting read, not gospel, and tap a chip to see the exact numbers it was scored on.

All animals, ranked by the numbers

The whole roster in one grid, S to F, each animal at the better of its war and utility score. Tap any icon for its jobs, the stats behind the rank, and what it costs you. Tiers below: S 13 · A 19 · B 12 · C 22 · D 25 · F 16.

Playing with the Giddy-Up! mod? It lets a drafted pawn ride any animal large enough to carry them on the local map — for kiting and charging, which vanilla can’t do. Caravan riding speed is already a base-game stat, so that part needs no mod. Flip to the Giddy-Up view and every rideable animal (the large mounts: horses, muffalo, bison, elephants, bears, mastodons, hippos and the rest) climbs one tier, capped at S, and is tagged rideable. Vanilla stays the default; small animals that can't bear a rider don't move.

Alpha thrumbo S

S · War · 9.7 DPS x 12 health scale

What's good

  • Attack — can be ordered onto targets
  • Terror roar — makes enemies flee in panic
  • Haul — fetches items on the map
  • Hits hard and soaks hits (9.7 DPS x 12 health scale)

What's not

  • Needs animal skill 14 to tame and handle
  • Eats a lot (2.8/day)
  • Poor food return (0.19)

// vanilla — tap any animal for its jobs, the numbers, and the catch

Alpha thrumbo S

S · War · 9.7 DPS x 12 health scale

What's good

  • Top mount — Giddy-Up keeps it at S
  • Attack — can be ordered onto targets
  • Terror roar — makes enemies flee in panic
  • Haul — fetches items on the map

What's not

  • Needs animal skill 14 to tame and handle
  • Eats a lot (2.8/day)
  • Poor food return (0.19)

// with Giddy-Up — rideable animals move up a tier (capped S); tap any for details

The short list: the animals actually worth building around. War first — the ones you can field in a fight — then utility, the ones that feed and supply the colony. The longer case is on each chip.

War animals

Ranked S to D by what they bring to a fight. Tap any animal for the full case.

Alpha thrumbo S

combat power 800 · grazer · legendary · Odyssey

What's good

  • Highest combat power in the game — routs raids on contact.
  • "Terror roar" makes nearby enemies flee before they reach your line.
  • Absurd HP and natural armour; grazes for free.

What's not

  • Legendary spawn, usually quest-only.
  • Near-impossible to tame without the sentience catalyst.
  • Eats like a colonist and then some.

// tap an icon to see why it's in that tier

Big animals do more than deal damage — every thrumbo, bear or elephant in your line is a wall of hit points that soaks bullets meant for your colonists. A wild herd thrown in front of a raid is a real tactic, not a meme.

That's the fighting half. The other reason to keep animals is everything they hand you between raids — food, materials and labour — which is where the next set earns its place.

Utility animals

Ranked S to D by output against upkeep — the ones that haul, pack, or hand you food, wool, milk and chemfuel.

Chicken S

eggs · grazer · breeds in days · base

What's good

  • Most food-positive animal in the game — lays faster than it eats.
  • Breeds into a flock within days.
  • Trivial to feed on grass.

What's not

  • 1.6 lets them fly fences — roof or zone the coop.
  • Low value per bird (that's the point).

// tap an icon to see what it produces and what it costs you

Taming and training

Before the tiers matter you have to tame the thing. Your chance to tame depends on the animal's wildness and your handler's Animals skill, and some species won't let you try below a minimum skill. Fail to tame a predator and it may turn manhunter on the spot — which is why the tame-a-grizzly plan generally ends badly at skill 4.

Training is a short menu. Guard and Attack need intermediate intelligence; Haul and Rescue need advanced plus enough body size. Odyssey adds Forage for pigs and raccoons, Comfort for cats and pandas, digging for megasloth and megavole. Roughly two dozen species can haul; most small omnivores cannot.

Follow isn't trained but toggled, and it's the setting most players miss. Following animals accompany a drafted colonist or tag along on field work, and a rescue-trained follower will carry a downed colonist off the field. Different animals suit the two modes: dogs make the best following animals in a fight, while a pack beast should stay home unless you want it shot. Training also decays, so a specific animal you haven't drilled in a fortnight has quietly forgotten how to haul.

The best pets in RimWorld

A pet is a different job from war or work, and the winners aren't the animals at the top of the grid. A pet is judged on what it costs to keep, what mood it hands back, and whether it can also do a job while it's being cute.

Huskies and labrador retrievers

Huskies and labrador retrievers are the best pets in RimWorld, and it isn't close. Both have advanced trainable intelligence — the level that unlocks hauling and rescuing a downed colonist. Both sit at 0% wildness, and that's worth being precise about: wildness doesn't grant those jobs, it controls how fast training decays. At 0% a trained animal holds its skills 12 days between refreshers; at 100% it's 6, and anything above roughly 10% can revert to wild. Dogs never do.

Huskies hit harder, carry more and shrug off colder biomes; labradors are cheaper to keep and breed larger litters. Huskies also nuzzle colonists, and Odyssey adds comfort training on top. The downside for both: predators hunt them, so a lone dog outside the walls is bait.

Cats, and the mood question

Cats catch vermin, and with Odyssey comfort training they hand a sad colony a little extra mood. Without it a cat is a mood debuff waiting to happen — it eats, it adds wealth, it does nothing else. Cats can't be trained to haul either, which is the line between a pet and a worker.

For a mood-starved colony, take the husky. It nuzzles, hauls and rescues for a normal dog's keep. A cat is a pet; a husky is a pet with a job — and that's the whole of the best-pet question.

Pack animals, mounts and caravan speed

Caravans need two different things and most players conflate them: something to carry weight, and something to ride. Pack animals solve the first, mounts solve the second, and only some animals do both.

For load it's pure pack capacity: mastodon 157.5 kg, elephants 140, muffalo, horses and bison 84, dromedary and yak 73.5, donkey 49, alpacas 35. Those large herbivores are the ones worth bringing. Other pack animals exist but don't earn their keep, and a dog or a pig can carry items around the base with no pack capacity at all.

For speed you need a rideable animal, and this part is vanilla: caravan riding speed has been a base-game stat since 1.3, no mods required. It applies to world-map travel only — your colonists don't ride around the base or into a firefight unless you're running the Giddy-Up mod. Horses ride at ×1.6, thrumbo matches it, the Odyssey alpha thrumbo doubles it; donkeys, dromedaries, elephants and the Odyssey mastodon sit at ×1.3. Muffalo, despite the reputation, have no caravan riding speed at all.

You need one mount per colonist for the full multiplier — a single horse among five pawns does next to nothing — and only adults can be ridden. Two animals can look identical on a tier list and behave nothing alike on the road.

So caravan speed means horses and load means muffalo or mastodon — horses plus one heavy packer beat either alone, and alpacas ride along as cheap overflow. In a desert run dromedaries replace both, because they survive the heat.

Farm animals: what livestock actually returns

Farm animals are the backbone of early food production, and two kinds of return are worth separating. Renewable resources — eggs, milk, wool, chemfuel — arrive on a timer without killing anything. Other resources come only at slaughter: meat, leather, fur, the odd trophy. Nutrition efficiency decides whether either is worth it: what an animal produces against the food it will consume getting there. Animals that produce a lot and eat a lot lose to small ones that barely eat, which is how chickens beat most of the roster.

Pigs are the quiet workhorse: 238 pork and 68 pigskin from one adult, they breed fast, and as omnivorous grazers they eat almost anything. The catch is that they eat live plants, so keep pigs off your crops. Odyssey lets you train them to forage — the only real job a pen animal gets.

Cows are the milk animal with a carcass attached: 14 milk a day, 336 beef and 96 plainleather at slaughter. Goats produce less at 4 milk a day but have the lowest hunger of any milk animal, 0.36, which makes them the efficient choice when pasture is thin. Chickens and ducks both lay one egg a day; chickens win on eggs because they eat less, not because they lay faster.

Tortoises are the outlier: the best meat return per unit of food in the game, giving back more nutrition than twice what you put in. They aren't pen animals though, so you have to tame them again every week and a half — efficient, but not much fun to manage.

Leather, fur and wool

Every animal you kill is also a hide, and the leather is often worth more than the meat. Leather is stuff in RimWorld's sense — a material you build clothing and armour from — so what you slaughter decides what the colony wears.

Kill a cow or a horse and you get 96 plainleather; muffalo give 96 bluefur, pigs 68 pigskin, alpacas 40 camelhide, sheep and goats 33 leather each. At the top end a grizzly bear gives 86 bearskin, a megasloth 160 heavy fur, an elephant 160, a mastodon 180, a thrumbo 160 thrumbofur — the best stuff you can put on a colonist without crafting an exotic. A thrumbo also drops a horn worth around 800 silver, and elephants drop tusks; those are the other resources people mean when a hunt pays for itself.

Wool is the renewable version, and the ranking surprises people: megasloth and mastodon shear 10 a day, muffalo, bison and muskox 8, alpacas and sheep 4.5. Goats give no wool — unlike alpacas, they're specifically a milk animal. Only adults shear or milk, which matters more than it sounds; see life stages below.

Wildlife: the animals you hunt instead of tame

Not every animal on the map is a project. The wildlife around your base is a standing supply of meat, leather and the occasional windfall, and hunting is cheaper than husbandry for the first year.

The rule of thumb is body size against risk. Deer, ibex and boar are free meat — herbivores that don't fight back and can't be tamed into anything useful anyway. Squirrels and hares cost more ammunition than they return. Anything that fights back — bears, rhinos, thrumbos — gets shot from a wall or not at all, because a botched hunt turns into a manhunter, and manhunters are among the random events that end colonies outright.

Different animals also clean up differently. Omnivores and carnivores eat corpses off the ground, turning the aftermath of a raid into a week of free food, but don't assume they'll haul: pigs, wargs, cats, raccoons and foxes can't be trained to carry items at all. Nor will they tend a wounded colonist — that's rescue training, and the rest of the roster doesn't have it.

Life stages, breeding and eggs

Every animal has three life stages — baby, juvenile, adult — and they matter for more than flavour. A baby is 20% of adult body size with a quarter of the health, and neither a baby nor a juvenile produces wool or milk. Reaching adulthood takes 12 days for a chicken, 20 for a pig, cow or muffalo, so a herd bought as young stock produces nothing for three weeks.

Breeding runs on a loop: an awake, non-sterilised male has a 1/12 or 1/8 chance per hour to seek out a female. Live-bearing species then have a 50% chance of pregnancy; egg-laying species are fertilised every time, which is why a flock snowballs and a mammal herd doesn't. A pregnant animal that is starving or badly harmed may miscarry, though the mother is otherwise unaffected.

There is no universal male-to-female ratio, which is the most repeated bad advice on the subject. It's derived per species: one male per nine tortoises, one per four for cows, elk, yak and muffalo, one rooster per two or three hens. Every extra male consumes as much as a female and produces nothing.

One trap specifically for egg farmers: fertilised eggs are ruined outside 0–50 °C. They keep their food value but never hatch, so a coop that freezes stops being a breeding operation without telling you.

Keeping animals alive

Animals meet their own needs if you let them, but three things kill a roster that looks fine on paper.

The first is temperature. Every species has a comfortable band, and once you're more than 10 °C outside it they take hypothermia or heatstroke. The bands differ wildly — a muffalo tolerates −55 °C, a pig gives up at −5 — so the same barn is generous for one animal and lethal for another. A heater and an animal flap solve it. What doesn't solve it is roofing the pen: roofs stop grass growing, and that pasture is the whole point.

The second is zoning. Tamed animals eat whatever they can reach, including the meals you cooked, so keep them out of the freezer, the kitchen and any clean room where filth would raise infection risk. Predators need their own zone away from the livestock they'd otherwise hunt, and a hungry bear will go through a coop in an afternoon.

The third is arithmetic. Megafauna eat like colonists — two or three thrumbos is a second kitchen — and every tamed animal adds colony wealth, which scales the raids against you. A high tier only pays if the animal earns more than the tougher raid it invites.

One myth worth killing

A cluster of numbers about RimWorld animals circulates on aggregator sites and in AI answers. These six are wrong, and most share a tell: they're quoted as "per colonist fed daily", a statistic the game does not have. Every figure on this page was checked against the game data instead.

What you'll readWhat the game data says
Horses increase caravan speed by 160%A ×1.6 multiplier — a 60% gain, and only with one mount per pawn
Muffalo are the biggest wool producersMuffalo 8/day; megasloth and mastodon 10
Chickens produce 18 eggs per colonist fed dailyA hen lays one egg a day
Cows provide 25 meat or milk per colonist fed daily14 milk a day; 336 beef at slaughter
Turkeys need 24 kibble per colonist fed daily9 — 0.45 nutrition a day
Ideal female:male ratio is 2:1Species-specific, from 9:1 down to about 2:1

The horse one is the most expensive, because it changes a decision: people tame a stable of horses expecting to nearly triple their travel speed and get 60% — still the best mount in the game, but not what was promised.

FAQ

What's the difference between the two tabs?

All animals is the full roster scored the same way, so you can see where anything lands and why. Best picks is the curated short list — the few animals genuinely worth building around for war or work, with the longer case for each.

Which of these need the Odyssey DLC?

Anything tagged Odyssey on its chip — crow, greatwolf, mastodon, alpha thrumbo, hippo, panda and the rest of the new roster. A handful of jobs are Odyssey-only too, even on base-game animals: megasloth and megavole digging, pig and raccoon foraging, cat and panda comfort, the mastodon and elephant's war trumpet.

What's the single best all-round animal?

Muffalo, by a wide margin, if you have the space. Wool and milk, packs for caravans, grazes for free and shrugs off cold. Nothing else does that many jobs from one feed bill.

Why is the cat (or my favourite pet) ranked so low?

Because the score is about what an animal does for the colony, not how much you like it. Cats, lapdogs and the like can't fight and return almost no food, so they sit low — lifted off the floor only by the mood their nuzzling gives.

Can I attack-train a wild boar or a hippo?

No. Neither has attack trainability — they only fight back when something attacks them. A hippo is a fearsome wild body and useful roaming meat that defends itself, but you can't order it onto a target.

Do tamed animals make raids harder?

Yes. Tamed animals count toward colony wealth, and raid strength scales with wealth. A few high-value beasts are fine; a zoo of low-value pets just buys you tougher raids for no payoff.

Last updated 12 August 2026 · ranked for RimWorld 1.6.4850 + Odyssey · official content only (base game + DLC), no mods

Sources: RimWorld Wiki — List of animals, Animals, Animal husbandry, Odyssey (DLC) and individual species pages; Ludeon Studios' Odyssey and 1.6 notes. DPS, health scale, trainability, diet, breeding and nutrition figures are from the 1.6 / Odyssey game data. Animal sprites are from the RimWorld Wiki (CC BY-SA 3.0), served through an image cache. Every figure on this page was re-checked against the wiki's stored game data in August 2026; where the wiki contradicts itself (cow milk output), the species stat block was taken as authoritative.

// rankings shift with the meta — re-check after a major patch.

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