Claw Treasure Tips: Timing the Swing and Picking Targets
Updated October 2026
In Claw Treasure you have ninety seconds, one swinging claw and a field of treasure and rubble. It looks like a reflex game, but the score is really decided by two quieter skills: choosing which object is worth the time it takes to haul up, and releasing the claw at the right point in the swing. This guide explains how the swing moves, how long each kind of haul ties you up, what that means for points per second, and how to time drops reliably, using numbers taken directly from how the game is built.
The round, the clock and the field
The clock runs for ninety seconds of real time, starting with your first drop, so you can study the field before you commit. It keeps running if the screen locks or you switch apps, so a round is best played in one sitting. When it reaches zero, any haul still in progress is lost.
The field always holds the same mix of ten objects: three rocks, four large gold nuggets, two small nuggets and one diamond. When you bring something up, a new object of the same kind appears at a fresh random position about 1.3 seconds later. The mix therefore never changes during a round. Rocks never disappear unless you pull them up yourself, and apart from the short gap after you bank it, there is exactly one diamond on the field at any time.
Values are fixed: rock 5, large gold 50, small gold 100, diamond 250. Size runs the opposite way. The rock is the biggest target, the diamond the smallest.
How the swing moves
The rope hangs from a post at the top centre and swings smoothly between 60 degrees left and 60 degrees right, taking a little over four seconds to go there and back at the start of the round. Like a real pendulum it is fastest when the rope points straight down and almost stops at each end before turning.
When you tap, the claw travels outward along the exact angle the rope had at that moment. It does not curve, and it does not keep swinging. It stops at the first object the claw touches, so a rock sitting in front of a nugget will be grabbed instead. If it touches nothing, it travels until it reaches the floor or leaves the side of the field, then comes back empty.
Two details are worth knowing. When the claw returns, the rope resumes swinging from the angle it was released at, carrying on in the direction it was moving when you tapped. And the swing speeds up smoothly for the whole round, whether or not you are throwing: by the final seconds it is about forty per cent faster, so a full there-and-back takes under three seconds and every timing window below shrinks in the same proportion.
What each haul costs in time
The field is drawn at one fixed size and scaled to fit your screen, and the claw travels outward at a fixed speed across it, so distances, grab sizes and timings are the same on a small or large phone. Coming back, the speed depends on the load. Empty, it returns 1.6 times faster than it went out. A diamond comes back 1.4 times as fast, a small nugget 1.25 times, large gold at the outward speed, and a rock at only 0.42 times the outward speed.
Working those factors through for a straight drop to the floor of the field:
- Out to the floor takes about 1.0 second.
- An empty return takes about 0.6 seconds, so a clean miss costs around 1.6 seconds.
- A diamond from the floor comes back in about 0.7 seconds.
- A rock from the floor takes about 2.4 seconds to drag up, on top of the trip out.
Objects higher up cost proportionally less, and diagonal throws cover more distance than vertical ones.
Points per second: the real value of each object
Dividing each object's value by the round trip it costs gives a simple ranking. For objects at the same depth, the diamond earns about two and a half times as much per second as a small nugget and nearly six times as much as large gold:
- Diamond: about 145 points per second of rope time for an object at floor depth, and more for a shallower one.
- Small nugget: about 55 points per second.
- Large gold: about 25 points per second.
- Rock: about 1.5 points per second.
Two conclusions follow. First, a rock is almost never worth taking deliberately: it pays a tiny amount and blocks you for longer than a miss. Second, a diamond is worth a careful wait, because one diamond equals five large nuggets. Since a replacement diamond appears about 1.3 seconds after you bank one, hunting the diamond every time it reappears is a strong backbone for a round, with small and large nuggets filling the gaps while you wait for a good angle.
Timing the release
The claw catches an object when its centre comes within a fixed grab distance of the object's centre: about 17 units for the diamond, 19 for a small nugget, 26 for large gold and 31 for a rock, on a field 360 units wide. The further away an object sits, the narrower the band of angles that hits it, so deep diamonds are the hardest catch in the game.
Combine that with the pendulum's speed. Near the bottom of the arc the rope sweeps fast, so the window of time in which the angle is right is short; for a diamond about 400 units below the post, that window is only around a twentieth of a second at the starting pace, and closer to a thirtieth by the end of the round. Near the ends of the arc the rope slows almost to a stop, so the same angular target stays lined up for much longer. That makes these practical rules:
- Objects out to the sides are easier to time than they look. If an object lies along the rope's line close to where it turns, wait for the turn and tap while the rope is almost still.
- Objects straight below are harder to time than they look. The rope is moving fastest there. Tap as the rope is lined up, not after; the claw goes where the rope points when your finger lands.
- Think in lines, not objects. Before tapping, check what else sits along the same line. A rock part-way along it will intercept the claw.
Common mistakes
- Grabbing whatever is closest. A shallow rock is still a rock, and its slow return is a dead loss.
- Waiting too long for a perfect shot. Every second spent swinging without throwing is a second of the ninety gone. If the diamond is not reachable on a clear line this swing, take a nugget.
- Throwing late in the last seconds. A haul that has not landed when the clock hits zero earns nothing, so near the end, prefer shallow, light targets that can come back in time.
A simple round plan
- Locate the diamond and the clear lines to it before you throw anything.
- If the diamond is not on a clear line, take small nuggets first, then large gold, avoiding lines that pass through rocks.
- After each catch, note where the replacement appears.
- In the final five seconds, throw only at shallow gold you can bring home before the buzzer.