Two kinds of pass
There are two separate things a player can buy, and mixing them up is the usual mistake. Robux passes are the four slash commands below: each one fires once per match and then it is spent for that match. Cash meta words are six commands bought with in-game cash; they do not use Robux at all. A third group exists in the pass menu — 2 words and write next — but the sources used here record only their names, not what they change in a match, so this page does not describe their effect.
The four Robux passes
| Pass | What it changes | Limit |
|---|---|---|
/god |
Your words fire instantly for 30 seconds. | Once per match |
/chaos |
Fires ten random words at once. | Once per match |
/reset |
Resets the world and heals everyone. | Once per match |
/admin |
Gives you admin commands until the end of the match. | Once per match |
The limit is the part worth reading twice. A pass that fires once is not a passive upgrade: it is a single decision per match, and the moment you use it decides whether it was worth owning.
The two permanent passes
Two passes in the menu carry only their names in the sources this site used: 2 words and write next. The names suggest one lets a Writer enter two words and the other changes when a turn arrives, but that reading is inference, not a recorded effect.
No Robux price is printed for any of the six passes on this page. Published outlets disagree with each other on the numbers, and the pass menu inside the game is the only certain source. Check it there before buying.
The cash set is separate
The six cash meta words are /double, /secret, /lag, /undo, /ghost and /jackpot, priced from 250,000 to 750,000 cash, 2,550,000 in total. They are bought with cash you earn by surviving, so they belong to the earning loop rather than the purchase loop. The full list with each effect is on this network's word database site.
Which to buy first
Order the four Robux passes by what they change for the whole lobby rather than by price. /reset and /chaos rewrite the round in one press, /god changes your own tempo for 30 seconds, and /admin is the widest of the four and the least predictable.
Two rules decide whether a pass was worth it. First, hold it: a pass spent on the opening word is gone when the fourth word lands on top of it. Second, remember the endgame: once three players remain, healing and invincibility words stop working, which changes what a reset or a chaos roll is actually worth.