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Sync to Chain

Every player attribute lives in two places:

  • On-chain — the canonical, blockchain-verified version
  • In your local cache — the live working copy you see in Squad

Training updates the cache instantly. But matches read from the chain — the on-chain version is what the simulator uses, what shows on the leaderboard, and what buyers see in the marketplace.

If we wrote every +1 stat bump straight to the chain, you’d pay gas for thousands of transactions. So we batch: train as much as you want for free, then sync when you want your improvements to count in matches.

In the Squad view, dirty players show an orange “Sync All” banner with the cost calculated up-front:

Squad with Sync All banner — 15 players × 10 = 150 FOXSY

  1. You train players, stats grow in your cache, players are marked dirty
  2. The Squad page shows a banner: “+12% squad power locked — sync to unleash”
  3. Click Sync All (or sync a single player from their profile)
  4. A FOXSY transaction appears in your wallet
  5. Approve. The transaction writes all dirty bumps to the chain in one batch
  6. After confirmation, your players are clean — synced equals current — and the new stats apply in your next match

Sync is paid in FOXSY with a volume discount:

Players synced at onceCost per player
1-410 FOXSY
5-98 FOXSY
10+6 FOXSY

So syncing 12 players is 72 FOXSY, not 120. Batch is rewarded.

The Sync All button shows the exact total before you sign — no surprises.

There’s no “right” answer — it depends on your style:

  • After every training session — instant gratification, higher per-sync cost
  • Before each ranked match — strategic, ensure your best stats apply
  • Once per session — efficient, batch all your training in one go
  • Rarely — accept the gap, just play with what you have on chain

The banner percentage tells you exactly what you’re missing. 0% = nothing to sync. 15%+ = you’re playing with significantly weaker stats than you have in cache.

A few actions REQUIRE you to sync first:

  • Fusion — you can’t fuse a dirty player. Sync them first to lock in the canonical version.
  • List for sale on marketplace — buyers pay for the on-chain version, so you must sync before listing.

Match play does NOT require sync — you just play with the previous synced values.

The per-stat XP buckets (Speed XP, Accuracy XP, etc.) are purely off-chain — they don’t push on chain at all. They’re your private accumulator. Only the actual stat values + level + total XP get synced.

This means: training is always free. You can grind XP as much as you want. Sync is only the gate to APPLYING those gains in matches.

New players from the shop, fusion, or marketplace purchases arrive clean — synced equals current from the moment you receive them. No sync needed until you start training.

The exception: wallet-to-wallet transfers (gifts, OTC trades) come with a 24h cooldown before the new owner can use the player in matches. This is anti-snipe protection — paid marketplace buys have NO cooldown because the buyer paid full freight.

If you…Do this
Trained players and want to use new stats in matchesSync
Want to fuse a dirty playerSync first
Want to list a dirty player for saleSync first
Want to play a match (any type)Just play — uses synced stats automatically
Want to know what you’re missingLook at the banner on Squad