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Rankings

Epic Plane Evolution is played in a fixed order — you fly the worlds one after another, one plane each, and both income and the cost to max a world grow steadily as you go. So there’s no “best plane to pick”: the strongest one is always the furthest you’ve reached.

What does vary, and isn’t obvious from the play order, is how hard each plane launches, how long each course runs, and where the upgrade grind suddenly gets expensive. These rankings pull those out of the extracted game data.

Launch power

Launch power is a plane’s slingshot speed with all 20 Slingshot levels bought. It sets how fast you leave the ramp before the Engine takes over. Most planes cap at the baseline 30; a handful launch far harder.

#PlaneWorldLaunch power (maxed)Base + growthTier
1Cardboard gliderGiant Garden12040 +4/lvlElite
2JetWar Zone10050 +2.5/lvlElite
3Spaceship planeFuturistic desert8060 +1/lvlElite
4Solar planeDesert6040 +1/lvlStrong
5Vigilante planeDark City6040 +1/lvlStrong
6Commercial planeCity5530 +1.25/lvlStrong
7Paper planeOffice5030 +1/lvlAbove baseline
8Plastic planeToy store5040 +0.5/lvlAbove baseline
9Shark planeBeach5030 +1/lvlAbove baseline
10Vintage planeWestern4030 +0.5/lvlAbove baseline
11BiplaneFarm3830 +0.4/lvlBaseline
12Spider planeNight City3525 +0.5/lvlBaseline
13Cardboard planeSabana3022 +0.4/lvlBaseline
14Toy planeHouse3022 +0.4/lvlBaseline
15Sea planeSea3022 +0.4/lvlBaseline
16Block planeBlock3022 +0.4/lvlBaseline
17Viking planeViking3022 +0.4/lvlBaseline
18Safari PlaneZoo3022 +0.4/lvlBaseline
19Dinosaur PlaneJurassic3022 +0.4/lvlBaseline
20AeroKid planePlaneception3022 +0.4/lvlBaseline
21Drone planeBank3022 +0.4/lvlBaseline
22Manta planeUnderwater3022 +0.4/lvlBaseline
23Candy planeSweet Land3022 +0.4/lvlBaseline
24Bomber planeClouds2515 +0.5/lvlBelow baseline
25GliderMountain155 +0.5/lvlBelow baseline

Cardboard glider launches hardest at 120, more than 8× the weakest. The surprise is Mountain (Glider) at just 15 — a mid-game world with the softest slingshot in the game, so lean on Engine and Income there.

Course length

How long each flight path runs. A run ends where the course does, so length caps the distance (and coins) a single ticket can earn. The 6 late event worlds have no extracted course length and are omitted.

#WorldPlaneCourse (units)Tier
1Toy storePlastic plane12,374Long
2Giant GardenCardboard glider12,338Long
3War ZoneJet10,964Long
4OfficePaper plane10,454Long
5Dark CityVigilante plane8,581Medium
6SabanaCardboard plane8,572Medium
7VikingViking plane7,477Medium
8Futuristic desertSpaceship plane7,116Medium
9WesternVintage plane7,001Medium
10HouseToy plane5,559Medium
11DesertSolar plane4,530Short
12Night CitySpider plane4,316Short
13CityCommercial plane4,173Short
14BeachShark plane3,993Short
15MountainGlider3,657Short
16BlockBlock plane3,551Short
17FarmBiplane3,257Short
18CloudsBomber plane3,246Short
19SeaSea plane2,900Short

Toy store is the longest run at 12,374 units — more than 4× Sea (2,900). Longer courses collect more coins per ticket, so they reward a maxed Income multiplier the most.

Coin walls

Each world costs far more to fully max than the last. What matters is the jump — how much steeper each world is than the one before. Scoped to the first 18 worlds, which have clean, in-sequence cost data.

#WorldCost to maxJump vs previous
1Sabana5.19M Coins
2House6.17M Coins1.2×
3Western13.95M Coins2.3×
4Sea75.38M Coins5.4×
5Farm554.60M Coins7.4×
6City4.24B Coins7.7×
7Office32.22B Coins7.6×
8Block241.34B Coins7.5×
9Desert1.78T Coins7.4×
10Mountain12.94T Coins7.3×
11Viking92.66T Coins7.2×
12War Zone653.83T Coins7.1×
13Giant Garden4.55Qa Coins7.0×
14Toy store31.20Qa Coins6.9×
15Beach211.21Qa Coins6.8×
16Dark City1.41Qi Coins6.7×
17Clouds9.31Qi Coins6.6×
18Futuristic desert60.69Qi Coins6.5×

The wall bites hardest at City: maxing it costs 7.7× the world before it. After that the multiple eases toward ~6× per world, so the early jump into the mid-game is the steepest part of the curve — bank Income before you hit it.