Orange Insect Farming — Playbook

Orange Insect Star Calculator

Choose your target star (2–11★), set your current star (1–10★), and add inventory counts for 1–10★ oranges. The calculator shows how many 1★ equivalents you still need—and estimates the time for F2P vs. a 30-day plan.

Star → 1★ equivalents (2^(★−1))

StarEquivalents

Example: 5★ = 16 × 1★ equivalents.

Inputs

Time estimates use Unhatching rates: 2.125/wk (3 checks) or 2.83/wk (4 checks). Plan adds +10.27/wk.
Target must be higher than current star.

Results

Owned equivalents (incl. current target insect)

0
Current insect’s value + inventory total, all in 1★ equivalents.

Target total (1★ equivalents)

1024
Total 1★ equivalents needed to reach the selected star.

Missing to target (1★ equivalents)

1024
How many more 1★ equivalents you still need.

ETA — F2P (gameplay only)

Based on Unhatching: 2.125/wk (3 checks) or 2.83/wk (4 checks).

ETA — With 30-day Plan

Adds ~10.27 lvl-1 equivalents per week (incl. plan B/P butchering).

Progress toward target

0%

Tip: two of the same star fuse up by +1. Example: two 5★ fuse into one 6★.

Important note: other orange sources (not counted in the timeframe above)

Not included in the math above, but every orange/shard box you grab will directly cut the timeline:

  • Event milestones & rankings (incl. seasonal/cross-server)
  • Alliance competitions & shops
  • Weekly/seasonal shops (event currencies)
  • Holiday/anniversary missions
  • Login/accumulation tracks (free lanes)

Your goal 11* Insect

  • Craft one 11★ orange insect.
  • Fusion rule: 2 of the same level = +1 level → one 11★ requires 1024× lvl 1 oranges.

F2P Craft one 11★ orange insect

F2P — Plan Math & Timelines

Fusion rule: two of the same star → +1 star.
Goal: 11★ requires 1024 × 1★ equivalents ( 211−12^{11-1}211−1 ).

Gameplay-only orange rate (Unhatching hybrid):

  • ~12 rolls/day (≥3 checks/day) → ~2.125 oranges/week
  • ~16 rolls/day (4 checks/day) → ~2.83 oranges/week

ETA formulas (from zero):

  • Weeks: T=1024÷rateT = 1024 \div \text{rate}T=1024÷rate
  • Years: T÷52T \div 52T÷52

Timelines (F2P, from zero):

  • ~12 rolls/day: 1024/2.125≈4821024/2.125 \approx 4821024/2.125≈482 weeks → ~9.3 years
  • ~16 rolls/day: 1024/2.83≈3611024/2.83 \approx 3611024/2.83≈361 weeks → ~7.0 years

These exclude event/shop oranges; claiming those shortens the ETA.

F2P — Actions

Weekly (reset → reset)

  1. Secure Helper Buddy progress: Hatch & claim the first 20 insects (no Unhatching).
  2. Maximize orange rolls: from hatch #21 onward, start a hatch → when rarity shows (~50%),
    • Blue/Purple: Unhatch/Cancel and restart,
    • Orange: Claim.
  3. If a buddy is already maxed and appears on Blue/Purple later in the week, Unhatch as normal.

Daily

  • Aim for ≥3 nest checks/day on a ~5h cadence (~12 rolls/day).
  • Add a 4th check if possible (~16 rolls/day).
  • Keep fodder/evolution upgrades current.

What NOT to do

  • Don’t let Blue/Purple finish after the first 20—cancel them as soon as rarity shows.
  • Don’t skip the first 20 weekly claims (that’s your buddy bottleneck).

P2W Craft one 11★ orange insect

P2W (30-day plan) — Plan Math & Timelines

Plan contents / impact (every 30 days):

  • Oranges: 44 × 1★ equivalents total (from 2×2★, 2×3★, 1×5★, 1×5★ special).
  • Extra shells from plan blue/purple: 122 shells (50+72) ≈ 0.027 orange/30d.
  • Aggregate boost ≈ 44.027 / 30 days+10.27 × 1★ equivalents per week.

Use as a flat add:
If your gameplay rate is R, then effective rate = R + 10.27.

ETA formulas (from zero):

  • Weeks: T=1024÷(R+10.27)T = 1024 \div (R + 10.27)T=1024÷(R+10.27)
  • Years: T÷52T \div 52T÷52

Timelines with a 30-day plan active (from zero):

  • Plan only (no daily play): 1024/10.27≈99.71024/10.27 \approx 99.71024/10.27≈99.7 weeks → ~1.92 years
  • Plan + ~12 rolls/day: rate =2.125+10.27=12.40= 2.125 + 10.27 = 12.40=2.125+10.27=12.40 → ~82.6 weeks ≈ 1.59 years
  • Plan + ~16 rolls/day: rate =2.83+10.27=13.10= 2.83 + 10.27 = 13.10=2.83+10.27=13.10 → ~78.2 weeks ≈ 1.50 years

Event/shop oranges are not included; grabbing them reduces these ETAs.

P2W (30-day plan) — Actions
  • Keep the 30-day plan active continuously until 11★ is done.
  • Weekly: same hybrid loop as F2P—claim first 20, then Unhatch Blue/Purple at ~50%, claim Orange.
  • Daily: ≥3 checks/day (~5h). Add a 4th if possible.
  • Spend event currencies on orange/shard boxes when value is good to accelerate further.

Gambling

Why it’s optimal & How it cuts time

Mechanic: To upgrade N → N+1, use (N−1) as fodder with success p = 45%. On fail, only the fodder drops by −1 level (primary never drops).

Safe fuse cost for one step (N→N+1):
Csafe=2N−1C_{\text{safe}} = 2^{N-1}Csafe​=2N−1 (in 1★ equivalents)

Gamble expected cost for one step (using (N−1) fodder):
First attempt uses one (N−1) → 2N−22^{N-2}2N−2.
Each fail you “restore” the fodder by adding one (N−2) (cost 2N−32^{N-3}2N−3).
Expected fails per success =1−pp= \frac{1-p}{p}=p1−p​. Cgamble  =  2N−2  +  1−pp⋅2N−3C_{\text{gamble}} \;=\; 2^{N-2} \;+\; \frac{1-p}{p}\cdot 2^{N-3}Cgamble​=2N−2+p1−p​⋅2N−3

Cost ratio (gamble vs safe): CgambleCsafe  =  0.5  +  1−p4p\frac{C_{\text{gamble}}}{C_{\text{safe}}} \;=\; 0.5 \;+\; \frac{1-p}{4p}Csafe​Cgamble​​=0.5+4p1−p​

Threshold: gambling is better when p>13p > \tfrac{1}{3}p>31​ (33.3%).
At p = 0.45: ratio =0.5+0.551.8≈0.806= 0.5 + \frac{0.55}{1.8} \approx \mathbf{0.806}=0.5+1.80.55​≈0.806.
~19.4% fewer 1★ equivalents needed at every level, independent of N.

Time impact: time scales with required equivalents, so multiply any ETA by 0.806.

Examples (from zero):

  • F2P ~16 rolls/day: 7.0 y × 0.806 ≈ 5.64 years
  • F2P ~12 rolls/day: 9.3 y × 0.806 ≈ 7.47 years
  • Plan only: 1.92 y × 0.806 ≈ 1.55 years
  • Plan + ~12 rolls/day: 1.59 y × 0.806 ≈ 1.28 years
  • Plan + ~16 rolls/day: 1.50 y × 0.806 ≈ 1.21 years

Practical loop per step (N→N+1):

  1. Use one (N−1) as fodder to attempt the upgrade.
  2. On fail, fodder becomes (N−2)restore it to (N−1) by adding one (N−2) (since 2×(N−2)→(N−1)).
  3. Retry until success; proceed to the next star.

Bottom line: With a 45% success rate and fodder-only downgrade on fail, gambling dominates safe fusing and reliably cuts total time by ~19.4% across the entire path to 11★.

Best practices
  • Use the gambling rule you gave: success = 45%; on fail only the fodder drops −1; the primary never drops.
  • Focus on one primary all the way; don’t split materials across multiple primaries.
  • Do this only on Sunday SVS