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Team planning

+1 Super Hero Evolution Squad Planner

A hero plan for a game whose official loop is click, train, unlock heroes, and battle: a five-role checklist, a before/after test that works without published stats, and worked examples.

Plan the loop, not a fantasy roster

Most squad planners rank named heroes against published stats. This game publishes none — the official description confirms heroes exist, that training unlocks stronger ones, and that each hero helps you defeat enemies, and stops there. So the planner below works on the parts of your squad the game does expose: your clicking rate (the engine everything sits on), your training cadence (the official path to stronger heroes), the measurable contribution of each hero you add, the fight tier you are pushing, and the Stage 1–4 / World 2 checkpoints that mark real progress. Run the checklist in order and the answers to "what do I do next?" come from your own game, not from a guide written about a different experience.

The checklist

Five roles every plan fills

Grounded in the official loop, checked 2026-10-03.

Click engine

Damage Power per click times clicks per second is the base income of the whole game. Measure it before anything else, because every hero comparison is stacked on top of it.

Check: Run the Damage Power guide's measurement method after every training milestone.

Training cadence

Training is the officially stated path to stronger heroes. Put it between battle pushes instead of waiting for a wall, so the next hero is already unlocking while you fight.

Check: If a fight stalls, train first, then re-test the fight before blaming your lineup.

Hero additions

The official description says each hero helps you defeat enemies, but hero names and stats have no published table. Add one hero at a time and let a before/after fight time tell you what it is worth.

Check: Time the same boss twice: with and without the new hero. Keep what measurably helps.

Battle edge

Fight the strongest enemy or boss you can actually clear. Heroes help you battle, so the highest clearable fight is where new unlocks pay off fastest.

Check: When clears become slow, drop one fight tier, train, and come back.

Checkpoint log

The Stage 1–4 and World 2 badges are the game's own progress markers. Record when you earn each one and what your Damage Power was, and your own numbers become your roadmap.

Check: Compare your checkpoint powers with the funnel data on the wiki pages.

Hero evaluation

The before/after test that replaces missing stats

No published hero table exists for this exact game — this protocol is how you build your own.

  1. 1. Pick a fight you can clear but not comfortably — a boss that takes a noticeable chunk of time.
  2. 2. Record your current Damage Power and the fight time without the candidate hero.
  3. 3. Add exactly one change: the new hero. Keep click rate and everything else fixed.
  4. 4. Time the same fight again. Repeat once more if the two runs are close.
  5. 5. Keep the hero if the average fight time drops clearly; otherwise train and re-test before spending more.

The same protocol doubles as an upgrade evaluator: run it with a training session or a reported boost code in the "one change" slot and the fight time tells you which of your improvements is actually carrying the run.

Worked examples

Two plans, from first session to World 2 push

Illustrative sessions built from the official loop and the site's measured-funnel data.

First hour (new account)

  • • Click engine: click steadily, measure 20 clicks, note power per click
  • • Training: train as soon as the button stops being free-feeling — the first hero unlock is the goal
  • • Heroes: add the first offered hero, then re-time a fight to see the difference
  • • Battle edge: clear the highest enemy you can, aiming for the Stage 1 badge most players earn early
  • • Checkpoint: log your Damage Power at Stage 1 — that number anchors your first calculator target

Lesson: the first hour is calibration, not optimization.

Stage 4 → World 2 push

  • • Click engine: re-measure — weeks of training usually moved it; old plans are stale
  • • Training: schedule it between boss attempts, since the wall is where stronger heroes pay
  • • Heroes: before/after test each new hero on the same boss; keep only measurable helpers
  • • Battle edge: only about 9% of Stage 4 finishers have reached World 2 — expect to drop a tier and grind when clears slow
  • • Checkpoint: the World 2 badge is the finish line; the codes page may add a reported boost to test

Lesson: the last badge is a project — budget it like the resource table does.

FAQ

Planner questions

How big is a team in +1 Super Hero Evolution?

The game has no published team-size rule — the official description says heroes join your battles and each one helps, without stating a cap. In practice your "squad" is your hero lineup plus your own clicking, so plan it as a growing roster rather than a fixed five slots.

Which hero should I unlock first?

Whichever the game offers next in the training track — training to unlock stronger heroes is the official loop, and the early unlocks are designed to be reachable in your first sessions. The decision worth your attention is not which hero to take but how much each new one measurably helps, which the before/after test on this page measures.

Hero names and stats — where are they?

This game's hero roster has no published stat table: no names, damage, or costs on the official surfaces, and this site does not import roster data from the similarly named game by another creator. Your own before/after fight timings are the only hero comparison that is guaranteed to describe your game.

Is an auto clicker part of the plan?

This developer has published no policy statement on automation for this game, so this page plans around manual play: the sustainable clicks-per-second you measure honestly is the number the estimates use, bursts included only if you can actually hold them.

When should I re-plan my squad?

After three events: every training milestone (your click engine changed), every new hero (your lineup changed), and every game update — the Roblox record updates without patch notes, so a plan older than the last title change is a guess.

Related pages

Plan with better game context