Costs
No upgrade price list exists for this exact place, so this page budgets time, not currency. Guides quoting coin prices for a "+1 Superhero Evolution" are describing the similarly named game by another creator.
Damage Power goals become click counts, and click counts become session time. This page does the arithmetic at example rates and shows how to plug in your own.
clicks needed = goal ÷ power per click, and minutes needed = clicks ÷ clicks per second. Those two divisions are the entire resource math of this game, because the official description names exactly one gainable resource — "+1 Damage Power every click" — and no published price list exists for this exact experience. That makes planning different from most Roblox clickers: instead of farming currency to afford upgrades, you are budgeting your own clicking time, and the only numbers that matter are your measured power per click, your sustainable clicks per second, and the goal you picked. The main calculator does this with your personal inputs; the table below shows the shape of the grind at one example rate so you can see how goals scale.
Example rate: 5 power per click at 3 clicks per second (15 Damage Power per second). Checked 2026-10-03; scale linearly for your own rate.
| Goal | Damage Power | Clicks at 5/click | Time at 3 clicks/s |
|---|---|---|---|
| First hour benchmark | 10,000 | 2,000 | ≈ 11 minutes |
| Casual session target | 50,000 | 10,000 | ≈ 56 minutes |
| Long session target | 100,000 | 20,000 | ≈ 1 h 51 m |
| Multi-day project | 500,000 | 100,000 | ≈ 9 h 15 m of clicking |
| Million club | 1,000,000 | 200,000 | ≈ 18 h 30 m of clicking |
Reading it: every ×10 goal multiplies the time by 10 — the grind is linear in your rate, so the only real levers are power per click (training, heroes, boosts) and sustainable click pace. A rate of 10 per click at the same pace halves every row; 3 per click nearly doubles them.
One honest scope note, then back to useful content.
No upgrade price list exists for this exact place, so this page budgets time, not currency. Guides quoting coin prices for a "+1 Superhero Evolution" are describing the similarly named game by another creator.
The official surfaces name no drops or chances for this game. When a drop table becomes observable, the wiki's rewards page is where it will be documented with a source and date.
Trackers report Wins Boost and Tokens Boost codes under this game's name, with an open identity question — the codes page tracks that status instead of folding it into the planning math.
The official description names one: Damage Power, gained at +1 per click. Clicks themselves are the real input resource, and time converts the two. The Stage 1–4 and World 2 badges are the progression marks. The description names no currency, and no shop price list has been published for this exact game.
Because time is what the game actually charges. With no published costs, the only budget you can compute honestly is clicks: goal ÷ power per click = clicks, and clicks ÷ your pace = time. When the developer publishes prices, this page gains a cost column.
None of them exactly — they use one example rate (5 power per click at 3 clicks per second). Measure your own rate with the Damage Power guide's method, then scale: double the rate halves every time in the table. The calculator does the personalized version.
Any boost changes your power per click, which divides every click count. Code-reported boosts (Wins Boost, Tokens Boost) are still in reported status for this game — see the codes page — so the table keeps to your own measured rate.
Whatever doubles the power you had at your last Stage badge. The badge funnel on the wiki shows most players clear the early Stages in a session or two, so a first-hour benchmark around 10,000 Damage Power at a modest rate is a realistic opening target.
Your measured rates, your personal estimate.
The measurement method step by step.
Badge award data and reported code rewards.
The badge checkpoints goals should anchor to.
Reported boosts, tracked with dates.
The timestamp that says when to re-measure.