Remaining Power
target − current, floored at zero. If you are already at or past the target, the planner says so instead of returning negative time.
Measure the values in your current game, then calculate the remaining Power intervals, time, and optional Wins runs — the honest way to plan when the game publishes no rates.
+1 Spinjitsu Escape gates everything on strength: a wall either chips under your tornado or it does not, and the official description leaves the numbers to the game. The planner takes four inputs you can measure tonight — current Power, the wall or stage target in front of you, the Power gained per spin interval, and how many seconds that interval takes — and returns whole intervals, time-to-target, and optionally how many stage runs a Wins goal needs. Whole intervals only: a wall at 99% does not break early, and partial progress carries over inside the same grind.
Your result
Example: 100 current Power, a 250 target, 10 Power every 2 seconds gives 150 remaining, 15 intervals, and 30 seconds.
Three formulas, no hidden constants — everything comes from your four inputs.
target − current, floored at zero. If you are already at or past the target, the planner says so instead of returning negative time.
Remaining ÷ gain per interval, rounded up. A 10-gain covering 150 remaining needs 15 intervals — 14.9 spins is still 15 because partial spins do not break walls early.
Intervals × seconds per interval, formatted in minutes and hours as it grows. The optional Wins section divides your goal by Wins per run and applies the same whole-run rounding.
Take a concrete illustration using the planner's own sample shape (all four numbers are player-measured illustrations of the arithmetic, not game constants):
| Input | Value and where it comes from |
|---|---|
| Current Power | 100 — read it from your server's display |
| Target Power | 250 — the wall or stage target you can see in front of you |
| Gain per interval | 10 — measured across one spin cycle |
| Seconds per interval | 2 — timed with any stopwatch |
Now read the result like a player, not a spreadsheet: 30 seconds means the wall is still a farm — the community wiki's rule is that a wall which still chips is a farm, not a failure. If the same target had needed 150 intervals of 2 seconds (5 minutes of uninterrupted spinning against one wall), that is the signal to stop grinding and change the setup instead: a stronger Spinjitsu purchase, a fused pet, or a 2x Jitsu potion — the documented fixes for a gated wall. Wins planning works the same way: if a stage pays 25 Wins per clear and you want 500 for the next egg, that is 20 runs, and the planner turns your measured minutes-per-run into a session length.
Documented multipliers and gain changers, checked October 7, 2026. Enter the gain you observe after any of these.
Pets act as Jitsu multipliers and come from eggs. The community wiki deliberately publishes no pet names, egg prices or rarity tiers because the developer can change them in any patch — the in-game egg stand is the live price list. It advises buying an egg only when you will hatch it that session.
Source: Community wiki
Duplicate pets are fuse fuel: merging copies produces stronger versions. The Fuse system arrived with the late-August 2026 update that also opened World 4, and the matching FUSE code circulated at the same time.
Source: Community wiki
Rebirthing grants a permanent multiplier but resets progress. Community timing advice: delay rebirth until walls stay slow despite Jitsu buys and the confirm screen shows a multiplier worth the rebuild. Check the in-game confirm modal for what persists.
Source: Community wiki
2x Jitsu and 2x Wins potions each last about 30 minutes and stack with each other. Spend the window actively smashing or hatching — Wins banked while no potion runs are Wins at half rate. The POTION code reportedly granted one of each.
Source: Community wiki
No. The developer publishes no rates or wall requirements, so there is no official formula to copy. The arithmetic here is exact for the values you enter, but the gameplay values come from your current server and setup.
Stand at a wall your tornado still damages, note the Power (the community wiki calls the gating stat Jitsu) value, watch it change over one spin cycle, and time that interval in seconds. Three or four samples give a solid average.
It has no built-in multiplier, on purpose. Pets are documented Jitsu multipliers and 2x Jitsu potions double the gain for about 30 minutes — if a pet or potion changes your observed gain, enter the resulting gain you measure while it is active.
Yes. Open the optional Wins section and enter your goal plus the Wins you observe per completed stage run. Wins are the official stage reward; the per-stage amount is shown by the game when a stage clears, not published anywhere official.
Because something changed the gain: a new Spinjitsu, a fused pet, a potion window, rebirth, or the October 3, 2026 update. Roblox reports the experience updated at 2026-10-03T16:23:59Z, so remeasure once after any update before trusting an older plan.
Separate the two progression values and their sources.
The beginner loop and the wall chip test.
Plan the next visible target in your server.
What to buy first when Wins are limited.
Dated code leads — free potions stretch a session.
When to remeasure everything.