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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 2000 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
Epic90
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 15 (three times the base) at age 39 and beyond. Match appearances follow the same age curve, each from its own base: a tournament or 1v1 appearance costs 10 condition per player and rises to 30 for the oldest players; a ranked or casual appearance costs 5 condition and rises to 15. In ranked, only the side that started the match pays condition; the randomly matched opponent pays nothing. Condition comes back at 48 points a day (2 an hour) until 30, then more slowly with age, down to 24 a day (1 an hour) at 39. See Player Aging for the thinking behind the curve.

One condition floor (currently 30) applies to training plus tournament and 1v1 matches. A player below it cannot train. In a tournament or 1v1 match a starter below it is auto-substituted from the bench; fewer than 11 fit players forfeits the match 3-0. Casual and ranked games refuse only a starter at 0 condition, so a tired starter still plays there, with every stat scaled down by condition (about half strength near 0). XP earned also scales with condition (20 × condition / 100), so a barely-fit player gains less per session.

A fully drained player under 30 needs about 2 days to get back to 100 by waiting alone (about 4 days at 39). The paid shortcut is the Shop’s Condition Recovery item; the free one is to 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 (no XP at the moment) award none. Where match XP applies it follows the same meter rules: when an XP meter crosses 2000, the stat bumps.

In Champions FoxLeague each leg of a two-legged tie is a match of its own: the XP of leg 2 comes from what each player did in leg 2 (extra time included), never from leg 1 or the aggregate.

So the loop is:

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

A match scores each player on the role of the shirt he wore in it, not on the card’s position. Any card can be fielded in any shirt: a keeper card in an outfield shirt is scored as a field player, a midfielder card in goal as a keeper.

ShirtThe actions that earn XP
Keeper (shirt 1)Distance run, passes, completed passes, saves and catches
Back line (shirts 2 to 5, plus shirt 6 in a 5-3-2 or a 5-2-3)Distance run, dribbles, passes, completed passes, tackles and interceptions
Every other shirtAll nine match actions: distance run, dribbles, goals, passes, shots, completed passes, tackles, interceptions and saves

Each role is measured on its own scale: a keeper is not expected to run like a midfielder, a defender is not expected to score. The total of each role is then adjusted so an average match earns about the same XP in every shirt. A player who wore two shirts in one match is scored on each shirt for what he did in it.

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 →