Drop both offers onto the trading board and see instantly if it is a win, a fair swap, or a loss before you hit the check mark.

Mutated pulls are worth about x3.5 their normal value - never trade one like an ordinary copy.
NEWBOXMakeup Box · verified 2026-07-14LETSTRADE50 Cash · verified 2026-07-14GLITTERDUMPLING2 All Dumplings · verified 2026-07-14BABAFINGO1 All Dumpling · verified 2026-07-14Scammers swap an item out just before confirm. Check both sides again before the check mark.
Turn duplicate commons into one rarer dumpling instead of making like-for-like swaps.
A mutated dumpling is much rarer than its normal twin and is worth about x3.5.
Straight answer, because this is the thing most sites in this niche are cagey about: this is a hand-maintained list of 14 squishies across seven rarity bands. There is no live price feed behind it, no trade telemetry, and no daily automated review. Trade Squishy Dumplings publishes no trade data, so nobody has those things, and a site claiming otherwise is describing something that does not exist.
What the numbers are: our estimate of what a sensible trade looks like, kept internally consistent so that both sides of a deal are priced the same way. Mutated squishies are valued at a flat ×3.5 their normal estimate. The rarity band does most of the work, and the top-band numbers are the ones we are least confident in, simply because there is less to go on up there.
Use them as a guardrail against clearly bad trades, which is what they are good at. Do not use them as proof in an argument over a few percent. The full reasoning, including where the model breaks down, is in how our values are set.
See real trades and dumpling values in action before you check your own deal.
Demand-adjusted squishy dumplings WFL verdict. Hot items count for x1.15, cooling for x0.90 -- shows when demand flips the result.
Raw WFL trade calculatorCompare both sides of any squishy dumplings deal and get a win, fair, or loss verdict with mutation x3.5 support.
📊Tier ListSee which dumplings rank S through D and which ones are worth trading for.
📋Value ListSortable table of every dumpling's normal and mutated value estimate.
📖Trading GuideStep-by-step walkthrough of safe trades and scam protection.
🔮Rarity ListEvery squishy ranked by rarity band, from Common to Heart, with scarcity notes and how to obtain each tier.
⚡Farming Rate CalculatorCalculate dumplings per hour for any farming method. Enter your boosts and session time to find the fastest route to your goal.
🥟Crafting RecipesSearchable trade-up recipe database covering every rarity above Common, with a value-match percentage for each combo.
📈Profit Calculator (trade-up planner)Plan how many trade-ups it takes to climb from your starting stack to a target dumpling, with a per-swap edge and mutation x3.5 support.
🎁CodesFour working codes right now, each confirmed by three independent trackers, with copy buttons and what every reward is worth in trade value.
🕘Squishy Dumplings Update LogSGR Studios publishes no patch notes. Here is what Roblox actually reports about the game, and how to spot a real update yourself.
🛡️Trade Safety CheckerTick what you noticed in a trade and get a red-flag verdict on window scams, send-first scams, and fake middlemen before you confirm.
✍️BlogWant the reasoning behind the numbers? Start with how the value model is built and what the trade-up ladder really costs.
Every verdict on this page comes out of one dataset, so it is worth being plain about what that dataset is and where it stops being reliable. It covers 14 squishies across seven rarity bands, from Plain Pork at the bottom to Cupid Dumpling at the top, and each entry carries a base value, a rarity band, and a demand trend. That is the whole model. There is nothing hidden behind it.
The band is the strongest signal. Values inside a band sit close together, and the jumps between bands are large. The jumps also get smaller as you climb: moving up from the Common band roughly triples your value, while moving from the Animal band to the Heart band does not even double it. Mutations are handled with a single flat rule, x3.5 on top of the normal estimate, applied identically at every tier.
The honest limitations: this game publishes no trade data, so these are consensus-style estimates rather than recorded clearing prices, and the top-band numbers are the ones we are least confident in simply because there is less to go on up there. A game update that changes how an item is obtained can also reprice it faster than any value list reacts, which is why the update log exists alongside the numbers. Use the verdict as a guardrail against clearly bad trades, not as a weapon in an argument over a 4 percent gap.
Fair does not mean identical. It means the gap between the two sides landed inside a tolerance band, and every tool here uses the same one: 5 percent. On a trade worth 1000 points, that band still permits a 50 point difference between the sides. The tolerance has to exist, because two piles of dumplings essentially never total the same number, but it has a cost that nobody warns you about.
The cost is that the band compounds. Take the unfavourable end of a 5 percent band on every trade and you keep about 95 percent of your value each time. Do that across six trades while climbing the rarity ladder and you keep roughly 74 percent of what you started with. A quarter of your inventory can quietly disappear into trades that every calculator called fair, without a single person scamming you.
The fix is not to demand perfect trades, which will get you ignored on the board. It is to notice which end of the band you keep landing on, and to make fewer, larger hops instead of many small ones. Every hop you skip is a spread you never pay. The profit calculator is built for exactly that: planning the hop before you make it rather than grading it afterwards.
The volume offer is the one worth learning to price on sight. Someone stacks up eight or ten low-tier squishies against a single good item, and the offer looks generous because it is physically large. Your eye counts items. The calculator counts value. Sometimes those agree, and the interesting part is knowing when.
Run the arithmetic once and it sticks. Commons sit at 5 to 6 in our dataset, so ten of them come to 50 or 60. Against a Rare at 45 to 52, that is a genuinely reasonable offer. Against an Epic at 120 to 140 it is roughly half, and it would take somewhere between 20 and 28 Commons to get there. Against a Heart-tier squishy at 900 to 1100 the same pile is a rounding error: you would need Commons on the order of two hundred to match one.
So the rule is not "volume offers are bad". It is that a pile of low-tier items scales linearly while the rarity ladder does not, and the mismatch gets worse the higher the item you are trading for. Ten Commons for a Rare deserves a look. Ten Commons for a Heart is not a negotiation, and the pile also leaves you with inventory you must trade away again, paying the fair-band spread each time.
The volume trade does have a strong version, and it runs the other way. If you are the one holding volume and can find a partner willing to take a bundle in a single exchange, converting a pile of low-tier items directly into one higher-tier item pays the spread once instead of five times. On the arithmetic above, that is the cheapest way up the ladder we can see for a new player, and it is why the crafting recipes page exists.
A mutated squishy is worth about 3.5 times its normal estimate here, and that multiplier is the same whether the item is a Plain Pork or a Cupid Dumpling. What changes enormously is the absolute premium. A mutated Common adds roughly 13 points on top of the base. A mutated Heart-tier squishy adds close to 2750. Same rule, completely different consequence.
This is where trades go wrong. Players internalise "mutations are worth more" and then treat every mutation as a similar-sized bonus, which makes a mutated top-tier item look like a reasonable thing to throw in to round out an offer. It is not a rounding item. At the top of the ladder, the mutation is usually the single most valuable thing on the board, worth more than everything else in the trade combined.
The reverse mistake is just as expensive during a swap: a mutated item and its normal twin look nearly identical on the board and keep the item count the same, so downgrading one for the other is the easiest last-second switch to miss. Check the mutation flag, not the item count, before you confirm.
Raw value is only half the picture. Each squishy also carries a demand label, and the WFL checker uses it: items we have marked as rising count for 1.15x their base and cooling items count for 0.90x before the two sides are compared. Those two multipliers sit 25 percentage points apart, which is five times the width of the fair band itself.
Be clear on what that label is, though. It is a hand-maintained field in our dataset, our own read of which way an item is moving. This game publishes no trade volume, so nobody has a measured demand figure, and anyone who tells you otherwise is inventing it. What follows from the label is a rule of thumb, not a finding.
The rule of thumb: given two items in the same rarity band, we would take the rising one even at a slightly worse raw price, because the thing that usually stalls a climb is being stuck holding something nobody currently wants. And if the raw calculator says fair while the WFL checker says lose, you are trading down a demand gradient. That disagreement is the whole reason both tools exist.
Scams in this game are not clever, they are procedural, and they all share one requirement: they need you to move faster than you want to. The offer is expiring. They have another buyer. They are doing you a favour and you are being difficult about it. Time pressure is the tell, and it is present in every version of every scam on the board.
A player with a genuinely fair offer will happily wait ninety seconds while you check it, because they know the check will pass. So make those ninety seconds automatic rather than a decision you have to justify: run the offer through the calculator above, then read the board again immediately before you step onto the accept button, and confirm the tier and mutation state of every item rather than the item count.
Two rules cover the rest. Never send first, no matter how procedural the reason sounds, because a trade split into two steps has a gap in the middle and the gap is where your dumpling goes. And treat any duplication offer as a scam by definition: anyone who could actually duplicate rare squishies would already have unlimited ones and no reason to want yours. The trade safety checker and the duplication scam breakdown go through the specific patterns.
How does the Trade Squishy Dumplings value calculator work?
Add the dumplings from your offer and their offer. The calculator totals normal and mutated values, then labels the trade as a win, fair trade, or loss based on the value difference.
How much is a mutated dumpling worth?
This tool values mutated dumplings at x3.5 their normal estimate. Mutations are harder to replace, so do not price one like a normal duplicate.
Are these official Trade Squishy Dumplings values?
No. The values are community-style estimates for fast trade checks. Use them as a guardrail and re-check after game updates from SGR Studios.
What are the active Trade Squishy Dumplings codes?
Four, as of 14 July 2026: NEWBOX, LETSTRADE, GLITTERDUMPLING, and BABAFINGO. Each is listed by three independent code trackers with the same reward, which is the bar a code has to clear before it goes on the site. Codes are case-sensitive, and the codes page has the rewards, the sources, and the redeem steps.
How close do two sides have to be to count as a fair trade?
Within 5 percent of each other on raw value. Every tool on this site uses the same 5 percent band, so a trade cannot read as fair on one page and as a loss on another. There is nothing magic about 5 percent: it is a tolerance wide enough that two piles of dumplings can realistically match, and tight enough that a real overpay does not slip through.
Why does the WFL checker give a different verdict from the trade calculator?
Both use the same 5 percent fair band, so the difference comes entirely from demand weighting. The WFL checker multiplies each item by its demand label first, counting rising items at 1.15x and cooling ones at 0.90x. When you are trading rising items away for cooling ones, the raw totals can match while the weighted totals do not.
Is a bundle of common dumplings worth one rare dumpling?
Rarely. Commons sit at 5 to 6 in our dataset and Rares sit at 45 to 52, so it takes roughly nine Commons to match a single Rare on raw value. Large offers feel generous because they are physically large, which is exactly why they should be run through the calculator rather than eyeballed.
How often do the values change?
The value table is versioned with the site and adjusted when a game update changes how an item is obtained. Nobody publishes patch notes for this game, so the update log does not claim to track what changed: it tracks the signals that tell us to go and re-check. Treat the top-band estimates as the least certain ones: they are the numbers we have the least to go on for.