Make a new bookmark, and put this in the URL field instead of a web address. Clicking it while on the game tab copies your stats straight to the clipboard, so you just paste here.
javascript:(function(){fetch('https://api.clickihood.com/api/state',{credentials:'include'}).then(r=>r.json()).then(d=>{const t=JSON.stringify(d);navigator.clipboard.writeText(t).then(()=>alert('Copied. Paste it into the calculator.')).catch(()=>prompt('Copy this:',t))}).catch(e=>alert('Failed: '+e.message))})();
What to buy next
Spend early, spend often. Coins sitting in your purse earn nothing, and office prices scale with your rate — so at equal payback the cheaper upgrade bought now beats saving for the bigger one. Only hold out when the expensive pick has a genuinely shorter payback than everything you could buy in the meantime. Payback = how long until it earns back its cost, as h:mm. Net payback also counts the extra it adds to your unbought office tiers, and is what the ranking uses.
Rank
What
Buy?
Cost
Gain/s
+Coffee
+Posters
+Chairs
+Plants
Payback h:mm
Net h:mm
Office upgrades
Prices scale with your total rate. Hiring after you buy drops an item's coverage below 100%, which shrinks its bonus and adds a backfill charge to the next purchase — both are priced in.
Item
Tier
Bonus
Cost
Gain/s
+Coffee
+Posters
+Chairs
+Plants
Payback h:mm
Net h:mm
Rerolls
Always changes species, with a rarity-based shot at +1 rarity. Cost and payoff both scale with the creature's own rate, so payback depends only on rarity — every creature of a rarity is the same deal, the cheapest just risks less. E[spend] assumes the pity counter (3/5/8/12)Pity 3/5/8/12 — what it means
From the game's own config:
upgradeChance: common .2 · uncommon .1 · rare .04 · epic .01 · legendary 0
pity: common 3 · uncommon 5 · rare 8 · epic 12 · legendary 0
Standard gacha pity: after N consecutive failed rerolls on a creature of that rarity, the next one is guaranteed to promote. A common can fail at most twice — the third reroll must hit.
That changes the economics enormously, because without it you pay the full geometric tail:
rarity odds pity E[tries] with without (1/p)
common 20% 3 2.44 5
uncommon 10% 5 4.10 10
rare 4% 8 6.97 25
epic 1% 12 11.36 100
Epic is the extreme: 11.4 tries instead of 100, ~8.8× cheaper. Rare is ~3.6× cheaper. That multiplier is exactly what the E[spend] column rests on.
Why this is hedged: the numbers are in the client config, but enforcement is server-side and unobserved. Three unknowns: whether the counter is per-creature or account-wide; whether it resets on success; and whether the client config is even what the server uses.
If pity isn't real, commons still hold up (20h payback vs 9.8h) but rare and epic rerolls become traps — which is what "Skip rerolls" is for.
Settle it yourself: reroll a common three times in a row. If pity is real, you cannot fail three times. is a hard guarantee; that's server-side and unverified, and without it rare/epic are ~3.6×/8.8× worse.