Passes

Spiral Difficulty Chart Obby Coil Comparison

Compare Jump Coil, Speed Coil, and Fusion Coil prices, official effects, route tradeoffs, and the live behaviors to test before buying.

Jump Coil advertises x2 jump height for 199 Robux, Speed Coil advertises +10 speed for 99 Robux, and Fusion Coil advertises both +10 speed and x2 jump height for 299 Robux. Those are official product descriptions and August 27, 2026 prices. The records do not explain equipment controls, stacking, death persistence, or stage restrictions.

Side-by-side decision

Pass
Price
Official effect
Main tradeoff
Jump Coil
ID 1797119037
199 Robux
x2 jump height
More clearance can overshoot a low or precise route
Speed Coil
ID 1811229906
99 Robux
+10 speed
Long crossings improve, narrow stopping becomes harder
Fusion Coil
ID 1818318451
299 Robux
+10 speed and x2 jump height
Both takeoff distance and vertical arc change together

At those prices, Jump plus Speed total 298 Robux, while Fusion costs 299. That one-Robux difference is arithmetic, not proof that two separate Coils can be active together. Fusion’s product text is the only official statement here that both effects belong to the same product.

Choose Jump Coil for a vertical problem

Jump Coil fits a route where the standard jump repeatedly lacks vertical clearance and where extra height does not create a dangerous overshoot. Before buying, identify the takeoff, the obstacle you cannot clear, and the available landing area.

Double height changes the whole arc. A route that passes below an obstacle or lands on a close narrow platform may become harder. After equipping, test on a safe early stage and rebuild your takeoff markers rather than using normal-jump muscle memory.

The official text does not say whether the effect is always active, requires holding an item, survives death, or is blocked on particular stages. Confirm the live UI before relying on it for a late checkpoint.

Choose Speed Coil for distance or timing

Speed Coil is the least expensive movement Pass in the checked set. Extra speed can help a long crossing or a route where reaching a moving platform early is the problem. It also increases the distance traveled during the same input and can make the avatar harder to stop.

Use a centered landing and shorter directional input while recalibrating. If you consistently overshoot, the Pass may be solving the wrong problem for that stage. Do not assume +10 is a percentage; the product simply says +10 speed without publishing the base value or unit.

Choose Fusion Coil only when you want both changes

Fusion Coil advertises both effects. That can suit a route requiring more height and distance, but it also changes two variables at once. Every standard takeoff marker, airborne camera correction, and stopping point may need adjustment.

If the live equipment system lets separate Coil owners choose one effect at a time, owning Jump and Speed separately could provide control; that behavior is not confirmed here. If convenience matters more and you want both advertised effects together, Fusion is the product whose official description supports that combination.

Test a Coil without wasting attempts

Start on a safe platform. Record the same standing position and camera angle, then compare one normal jump with one equipped jump. Observe vertical clearance, horizontal distance, landing control, and what happens after death. Change one variable at a time.

Clearance test

Use a visible overhead or vertical reference. Do not invent an exact stud value from one camera angle.

Distance test

Use the same takeoff marker and input duration to compare where the avatar lands.

Stopping test

Land on a safe wide platform and see how much correction is needed to stay centered.

Death test

Observe whether the live game re-equips or retains access after a normal respawn.

Do not publish an exact multiplier beyond the official x2 jump-height wording or an exact speed formula without a repeatable in-game measurement. Device frame rate and camera perspective can make a visual estimate unreliable.

Use walkthroughs carefully

When a video route looks easier, check whether the player holds a Coil or moves with unusual speed. A Coil-assisted recording can still show obstacle order and a safe landing, but its takeoff may fail with standard movement.

For Stages 1–100, 101–160, and 161–240, learn the normal route first when possible. Then decide whether a movement Pass reduces a specific repeated failure enough to justify changing every later marker.

Coil FAQ

Which Coil costs the least?

Speed Coil at 99 Robux during the August 27 check.

Does Fusion stack with Jump or Speed Coil?

No official stacking rule was found. Fusion already advertises both effects; additional stacking requires live testing.

Will a Coil skip stages automatically?

No official product description promises stage skipping. It changes movement, not the stage counter.

Can I earn completion badges with a Coil?

The public product and badge records do not state a restriction or guarantee. Verify live behavior before making a claim.

Primary sources

Continue with another focused [DAILY] Spiral Difficulty Chart Obby guide.

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