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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

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

  • Each training session adds XP to the chosen stat’s bucket
  • When a bucket hits 1500 XP, the stat bumps by +1 and the bucket 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
Common50
Uncommon65
Rare80
Epic90
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 10 condition. Each match costs 5 condition. Below 20% condition, the player is too tired to train.

Condition recovers naturally at ~4 points/hour, so a player at 0 is back to 100 in ~25 hours. There’s no shortcut — patience 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 a bucket 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 dirty — the new value lives in your Squad cache but the on-chain version is still the old value. Matches read on-chain.

To make the bump count in matches, you sync.

Read about Sync →