How meta words work
Meta words are bought in the lobby's Meta Words menu and fired inside a match by typing the command with its slash. Without the slash the game treats what you typed as an ordinary word, and nothing special happens, which is the most common way a paid effect gets wasted.
The two tiers behave differently. The six cash words are permanent purchases you can use whenever you have the turn. The four Robux words are game passes that fire once per match, so the moment you spend one matters more than the fact that you own it.
The six cash meta words
| Meta word | Price | What it does |
|---|---|---|
| /double | 250,000 | Your next word happens twice and you keep your writing turn. |
| /secret | 250,000 | Other players cannot see which word you type. |
| /lag | 400,000 | Every other player lags for a moment; you do not. |
| /undo | 400,000 | You pick one word on the map and remove it. |
| /ghost | 500,000 | Up to four dead players return as ghosts for 45 seconds and block hits for you. |
| /jackpot | 750,000 | A slot machine spins three times beside you and every spin pays an item. |
All six cost 2,550,000 cash together. That is 255 item spins at 10,000 each, which is the honest comparison: the same cash buys a lot of gear instead.
The four Robux meta words
| Meta word | What it does | 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 |
No Robux figure appears on this page. Published guides disagreed with each other about these prices, and the only certain source is the meta words menu inside the game, so check it there before buying.
The two free meta words
/everyone makes every living player write a word at the same time and sets off all of them at once. It is the widest effect in the game and it does not care who is safe. /fist switches you to first person with your own fists and 30 punches, which is a direct weapon rather than a lobby event.
Which to buy first
Order by how often the effect helps, not by price. /double and /secret come first because they change every single Writer turn: doubling a word doubles whatever you were going to do anyway, and hiding the word stops the lobby from reading your plan. /lag and /undo are answers to a situation rather than habits, so they come after the two cheap ones. /ghost is a save, and /jackpot is the last purchase at 750,000 because it pays items you could also roll with cash.
Two timing rules decide whether a purchase was worth it. Do not spend /ghost or /undo on the first word of a match; hold them for the stack you cannot out-position. And once three players remain, healing and invincibility words stop working, so a Star, AFK or Gojo plan is dead at the endgame.
If you want the cash for all six, the earn cash guide covers where it comes from and the order to save in.