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Training

Training is how your players evolve. Each session gives a player XP on a chosen stat. Once XP crosses a threshold, the stat bumps by +1, but only synced stats apply in matches.

Player Profile with Training tab. Radar chart, stat bars, training buttons

  1. Open a player from your Squad
  2. Click the Training tab in the modal
  3. Pick which stat to train (Speed, Accuracy, Defense, Power, Control, Vision, Stamina)
  4. Click Train
  5. The session runs instantly. XP added, condition reduced

There is a daily training cap per wallet (free sessions per day). Once you hit it the Train button is greyed out. You can buy extra Training Slots to keep going that day. For the exact numbers (free sessions, premium-slot cap, expiry, the XP Booster pairing) see Training Slots in the Shop.

Each player has 7 stats and 7 XP meters (one per stat):

  • Each training session adds XP to the chosen stat’s meter
  • When a meter reaches 1500 XP, the stat bumps by +1. Any XP above the threshold carries over into the next meter, unless the bump lands the stat on its rarity cap, in which case the meter is zeroed
  • The new value shows immediately in your Squad

The radar chart in the player profile updates live so you see progress.

You can’t train past your rarity ceiling:

RarityMax per stat
Common30
Uncommon55
Rare75
Epic88
Legendary100

Once a stat hits the cap, training that stat gains nothing: the XP is discarded. The session still costs condition and still uses one of your daily training sessions (or a paid slot), so check the cap before you click Train. To break the ceiling, fuse the player into a higher rarity.

Each training session costs 5 condition until a player turns 30 in-game years old. After that the cost climbs with age, reaching 42 at age 39 and beyond. Match appearances follow the same age curve from a higher base: a tournament or 1v1 appearance costs 10 condition per player; a ranked or casual appearance costs 5 condition; both rise with age to 85 for the oldest players. In ranked, only the side that started the match pays condition; the randomly matched opponent pays nothing. See Player Aging for the thinking behind the curve.

One shared condition floor (currently 30) gates both playing plus training: a player below it is not match-fit, so they cannot be fielded in matches. The same floor applies to training, meaning a player too tired to play is too tired to train. XP earned also scales with condition (20 × condition / 100), so a barely-fit player gains less per session.

Condition recovers naturally at ~2 points/hour, so a fully drained player needs about 2 days to get back to 100. There’s no shortcut. Wait it out, use the Shop’s Condition Recovery item or rotate your roster.

Players can also earn XP from matches, distributed across multiple stats based on their actions in the game. Not every match awards it: only Silver and Gold tournaments plus 1v1 challenges grant match XP. Bronze tournaments, casual games against the AI and ranked matches (currently switched off) award none. Where match XP applies it follows the same meter rules: when an XP meter crosses 1500, the stat bumps.

So the loop is:

Train (intentional, costs condition) ──┐
├─→ XP grows ─→ Stat bumps ─→ Sync ─→ Plays in matches
Play matches (Silver/Gold, 1v1: XP) ───┘

Important: the moment a stat bumps, your player is unsynced. The new value is visible in your Squad, but the on-chain version is still the old one. Matches read on-chain.

To make the bump count in matches, you need to sync your players.

Read about Sync →