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))
| Star | Equivalents |
|---|
Example: 5★ = 16 × 1★ equivalents.
Inputs
Results
Owned equivalents (incl. current target insect)
Target total (1★ equivalents)
Missing to target (1★ equivalents)
ETA — F2P (gameplay only)
ETA — With 30-day Plan
Progress toward target
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)
- Secure Helper Buddy progress: Hatch & claim the first 20 insects (no Unhatching).
- Maximize orange rolls: from hatch #21 onward, start a hatch → when rarity shows (~50%),
- Blue/Purple: Unhatch/Cancel and restart,
- Orange: Claim.
- 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}CsafeCgamble=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):
- Use one (N−1) as fodder to attempt the upgrade.
- On fail, fodder becomes (N−2) → restore it to (N−1) by adding one (N−2) (since 2×(N−2)→(N−1)).
- 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
