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.
| # | Plane | World | Launch power (maxed) | Base + growth | Tier |
|---|---|---|---|---|---|
| 1 | Cardboard glider | Giant Garden | 120 | 40 +4/lvl | Elite |
| 2 | Jet | War Zone | 100 | 50 +2.5/lvl | Elite |
| 3 | Spaceship plane | Futuristic desert | 80 | 60 +1/lvl | Elite |
| 4 | Solar plane | Desert | 60 | 40 +1/lvl | Strong |
| 5 | Vigilante plane | Dark City | 60 | 40 +1/lvl | Strong |
| 6 | Commercial plane | City | 55 | 30 +1.25/lvl | Strong |
| 7 | Paper plane | Office | 50 | 30 +1/lvl | Above baseline |
| 8 | Plastic plane | Toy store | 50 | 40 +0.5/lvl | Above baseline |
| 9 | Shark plane | Beach | 50 | 30 +1/lvl | Above baseline |
| 10 | Vintage plane | Western | 40 | 30 +0.5/lvl | Above baseline |
| 11 | Biplane | Farm | 38 | 30 +0.4/lvl | Baseline |
| 12 | Spider plane | Night City | 35 | 25 +0.5/lvl | Baseline |
| 13 | Cardboard plane | Sabana | 30 | 22 +0.4/lvl | Baseline |
| 14 | Toy plane | House | 30 | 22 +0.4/lvl | Baseline |
| 15 | Sea plane | Sea | 30 | 22 +0.4/lvl | Baseline |
| 16 | Block plane | Block | 30 | 22 +0.4/lvl | Baseline |
| 17 | Viking plane | Viking | 30 | 22 +0.4/lvl | Baseline |
| 18 | Safari Plane | Zoo | 30 | 22 +0.4/lvl | Baseline |
| 19 | Dinosaur Plane | Jurassic | 30 | 22 +0.4/lvl | Baseline |
| 20 | AeroKid plane | Planeception | 30 | 22 +0.4/lvl | Baseline |
| 21 | Drone plane | Bank | 30 | 22 +0.4/lvl | Baseline |
| 22 | Manta plane | Underwater | 30 | 22 +0.4/lvl | Baseline |
| 23 | Candy plane | Sweet Land | 30 | 22 +0.4/lvl | Baseline |
| 24 | Bomber plane | Clouds | 25 | 15 +0.5/lvl | Below baseline |
| 25 | Glider | Mountain | 15 | 5 +0.5/lvl | Below 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.
| # | World | Plane | Course (units) | Tier |
|---|---|---|---|---|
| 1 | Toy store | Plastic plane | 12,374 | Long |
| 2 | Giant Garden | Cardboard glider | 12,338 | Long |
| 3 | War Zone | Jet | 10,964 | Long |
| 4 | Office | Paper plane | 10,454 | Long |
| 5 | Dark City | Vigilante plane | 8,581 | Medium |
| 6 | Sabana | Cardboard plane | 8,572 | Medium |
| 7 | Viking | Viking plane | 7,477 | Medium |
| 8 | Futuristic desert | Spaceship plane | 7,116 | Medium |
| 9 | Western | Vintage plane | 7,001 | Medium |
| 10 | House | Toy plane | 5,559 | Medium |
| 11 | Desert | Solar plane | 4,530 | Short |
| 12 | Night City | Spider plane | 4,316 | Short |
| 13 | City | Commercial plane | 4,173 | Short |
| 14 | Beach | Shark plane | 3,993 | Short |
| 15 | Mountain | Glider | 3,657 | Short |
| 16 | Block | Block plane | 3,551 | Short |
| 17 | Farm | Biplane | 3,257 | Short |
| 18 | Clouds | Bomber plane | 3,246 | Short |
| 19 | Sea | Sea plane | 2,900 | Short |
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.
| # | World | Cost to max | Jump vs previous |
|---|---|---|---|
| 1 | Sabana | 5.19M ![]() | — |
| 2 | House | 6.17M ![]() | 1.2× |
| 3 | Western | 13.95M ![]() | 2.3× |
| 4 | Sea | 75.38M ![]() | 5.4× |
| 5 | Farm | 554.60M ![]() | 7.4× |
| 6 | City | 4.24B ![]() | 7.7× |
| 7 | Office | 32.22B ![]() | 7.6× |
| 8 | Block | 241.34B ![]() | 7.5× |
| 9 | Desert | 1.78T ![]() | 7.4× |
| 10 | Mountain | 12.94T ![]() | 7.3× |
| 11 | Viking | 92.66T ![]() | 7.2× |
| 12 | War Zone | 653.83T ![]() | 7.1× |
| 13 | Giant Garden | 4.55Qa ![]() | 7.0× |
| 14 | Toy store | 31.20Qa ![]() | 6.9× |
| 15 | Beach | 211.21Qa ![]() | 6.8× |
| 16 | Dark City | 1.41Qi ![]() | 6.7× |
| 17 | Clouds | 9.31Qi ![]() | 6.6× |
| 18 | Futuristic desert | 60.69Qi ![]() | 6.5× |
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.
