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+1 Mog Evolution Upgrade Planner

The game shows every hammer price and gain on screen - enter them here and the planner ranks each tier by value per Appeal, so your next buy is a comparison instead of a guess.

The math in one line

value per Appeal = per-click gain ÷ upgrade price. A tier costing 1,000 Appeal for +1 per click returns 0.001 per Appeal spent; one costing 2,000 for +3 returns 0.0015 and is the better buy even though it costs double. The planner also shows how many buys your current balance funds (balance ÷ price, rounded down) and your income gain in percent ((new per click ÷ current) − 1), which is the number that tells you whether a purchase actually changes your pace. Buy in descending value-per-Appeal order, re-enter the next tier after each purchase, and re-measure your per-click base whenever a boost expires - the same prices produce different answers on a boosted base.

Can you afford it?Yes - 5 buys
Value per Appeal spent0.001
Appeal per click after buying10
Income gain+100%

Compare tiers by value per Appeal: the highest number per spent Appeal is usually the right next buy. Enter each tier the game shows you and buy in order.

Worked table

Goals → clicking time at a measured pace

In-game hammer prices vary by account progress, so the honest anchor is a measured income. The example pace below is 120 clicks/minute × 2 Appeal per click = 14,400 Appeal/hour; the automated pace uses the documented Auto Clicker product (22 clicks/second = 1,320 clicks/minute) at the same 2 per click = 158,400/hour. Pace presets are this site's planning values; the Auto Clicker rate is from the community store table (LootWiki, checked October 3, 2026).

GoalAppealManual pace (14,400/hr)Auto Clicker pace (158,400/hr)
Starter Pack territory (+2,000 Appeal)2,0000.1 hours1 minutes
Early hammer tiers (25,000 Appeal)25,0001.7 hours10 minutes
Six-figure tier (100,000 Appeal)100,0006.9 hours38 minutes
The +1M Robux-pack equivalent (1,000,000 Appeal)1,000,00069.4 hours6.3 hours

Substitute your own measured hourly rate from the main calculator for real planning - the table shows the shape of the curve, not your schedule. Note the compression: goals that take days at a manual pace take minutes once the documented automation products enter, which is why the store's buying order (Power products, then Auto Clicker, then VIP) front-loads rate first.

Reference

What the store charges for fixed Appeal

If you would rather buy the goal than grind it, the documented Appeal packs set the exchange rate (LootWiki store table, checked October 3, 2026).

PackPriceAppeal per RobuxHours of clicking it replaces (at 14,400/hr)
+100,000 Appeal49 Robux2,0417 h
+1,000,000 Appeal149 Robux6,71169 h
+10,000,000 Appeal299 Robux33,445694 h
+100,000,000 Appeal499 Robux200,4016944 h

The curve is steep: each bigger pack buys roughly an order of magnitude more Appeal per Robux than the last. The one-time Starter Pack (9 Robux) is separately documented at +2,000 Appeal and +50 Wins with the LTN body, and the permanent rate-raisers (Power ladder, VIP, treadmill belts) usually beat consumable packs per Robux spent - the same store table lists all 43 developer products.

Method

How to compare two tiers right now

  1. 1. Read both tiers off the in-game hammer screen: price and per-click gain for each.
  2. 2. Divide gain by price for both. The higher value per Appeal is the better buy at equal affordability.
  3. 3. Check affordability: your balance divided by the cheaper price is how many buys you get today.
  4. 4. Buy, then re-enter the next tier with your new per-click base - the percentages shift after every purchase.
  5. 5. Re-run the comparison after any boost expires; a boosted base changes which tier wins.
  6. 6. When every affordable tier is under a few percent gain, that is your signal to bank Wins for ascension instead.
FAQ

Upgrade planner questions

What do I enter for upgrade price and gain?

The two numbers on the hammer upgrade button in-game: what the next tier costs and how much Appeal per click it adds. The game displays both on screen - this site uses your entered values because no public source lists the in-game hammer price ladder.

Is value per Appeal the only thing that matters?

It is the right tiebreaker between two tiers you can afford today. Price still gates you: a better value-per-Appeal tier you cannot afford yet is not a candidate, and the cheapest tier usually wins early because its relative gain is largest.

Why does the same +1 gain matter less later?

Percentages. A +1 gain on a 5 Appeal-per-click base is +20% income; the same +1 on a 50 base is +2%. Absolute gains shrink relatively as your base grows, which is why mid-game progress shifts toward multipliers (belts, VIP, limiteds) and Wins instead of raw per-click points.

Should I save for an expensive tier or keep buying cheap ones?

Banked Appeal earns nothing, so continuous buying on the best affordable value-per-Appeal usually beats saving. The exception: when the next tier is one session away and clearly outclasses everything affordable, a short save can be right - the planner's income-gain percent shows you the jump before you commit.

Do Robux Appeal packs change this math?

They replace grinding time with money instead of raising your rate. The documented packs run from +100,000 Appeal for 49 Robux to +100 million for 499 Robux, and bigger packs buy more Appeal per Robux - the table above shows the exact curve (LootWiki store table, checked October 3, 2026).

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