It does not read your save
There is no account link and no scraped data. Every input is typed by you from your own screen, which is why the estimate matches your account instead of an average one.
Enter your current power, target, and the gain you measured over a timed minute. The calculator returns the actions and minutes between you and the target — arithmetic only, with no invented game constants.
Power remaining
10,000
Actions
400
Estimated time
7 min
This planner uses only the rates you enter. It does not assume hidden multipliers, rebirth bonuses, or unofficial game formulas.
The game discloses no per-click value, so the calculator is built on a two-minute measurement instead.
Current power — read the power display before you start; write the exact number.
Target — the requirement shown by your next level-up, rebirth panel, or evolution screen.
Gain per action — click (or train at the scarecrow) for one timed minute: gain per action is power gained divided by actions performed.
Actions per minute — from the same timed minute; repeat the minute once if the two runs differ by more than about 10%.
• Use the same one-minute timer for both power methods, at the same level, form, and rebirth count.
• Record start power, end power, and interruptions; power per minute is end minus start.
• Re-run both samples after every level, rebirth, evolution, boost, or weekly update — the game promises an update every week and rates move with them.
• Treat your result as your own observed rate, not a universal constant; the official pages disclose no per-click values.
Source and checked date: official description lines (clicking and scarecrow training), re-read 2026-10-03.
Three example sessions at different progression stages. The division is exact for the numbers entered; only the inputs are yours to measure.
| Scenario | Gap to target | Measured rate | Result | Note |
|---|---|---|---|---|
| Early account, first level push | 1,000 Evolution Power | 5 power per click, 120 clicks per minute | 200 clicks, about 1 minute 40 seconds | Gap divided by per-action gain gives actions; actions divided by pace gives time. |
| Mid account, scarecrow window | 25,000 Evolution Power | 250 power per cycle, 30 cycles per minute | 100 cycles, about 3 minutes 20 seconds | Same arithmetic with scarecrow numbers — always enter the method you will actually use. |
| Late account, evolution saving | 400,000 Evolution Power | 2,000 power per click, 150 clicks per minute | 200 clicks, about 1 minute 20 seconds | Rates grow with levels, rebirths, and forms — re-measure after each of those events. |
Table source: this site's arithmetic on player-entered rates, worked October 3, 2026. Example rates are illustrative — your client's numbers replace them.
Stating the limits is part of the tool: four inputs in, one division out, nothing else claimed.
There is no account link and no scraped data. Every input is typed by you from your own screen, which is why the estimate matches your account instead of an average one.
Multiplier windows apply outside the tool. Plan them by running the estimate with your boosted rate — enter the doubled gain and the minutes recompute.
Weekly updates can reprice level, rebirth, and evolution panels. The calculator's constants are your inputs, so a fresh measurement after each update keeps it exact.
The live requirement panels in game are the authority on targets. The calculator prices whatever they currently show — it never invents a requirement.
The arithmetic is exact for the values entered; the game rate depends on your current observation.
Measure again after a level, rebirth, evolution, boost, or update.
No.
Yes. Measure each method over the same window and enter the observed result.
Averages would be guesses: the official description discloses no per-click or per-cycle value, and the promised weekly updates move rates anyway. Your two-minute measurement is more accurate than any borrowed constant.
Whatever the next panel shows — a level-up cost, the rebirth confirmation, or the evolution requirement. Read it in game, enter it, and the minutes estimate tells you whether to push now or after a boost.
The same player-input method applied to Wins and code rewards.
A checklist for evolution choices and reset risk.