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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 hits 1500 XP, the stat bumps by +1 and the meter resets to 0
  • 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, further training on that stat does nothing. XP doesn’t accumulate on capped stats. To break the ceiling, fuse the player into a higher rarity.

Each training session costs 5 condition. A tournament or 1v1 appearance costs 10 condition per player; a ranked or casual appearance costs 5 condition.

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 also earn XP from playing matches, distributed across multiple stats based on their actions in the game. Match XP follows the same 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 (organic, awards 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 →