GAME GUIDES

Career training, XP and recovery

A training camp uses a week and awards XP to two stats. Before you commit, the camp screen shows how the XP will be split and how much fatigue you’ll carry into the following week.

Choose the skills you want to improve

From Home → Continue, pick a focus in Training camp. The main skill gets 80% of the camp XP and the supporting skill gets the rest. Before coach bonuses, a fresh player doing a Standard Attack camp earns 75 XP. That’s 60 toward Attack and 15 toward Net. A Standard Footwork camp at the same fatigue puts those 60 into Speed and the other 15 into Stamina.

Stat XP fills that attribute’s progress bar. When it fills, the rating goes up. General XP is a separate balance earned from matches. In Player Profile, the cost beside a stat shows how much General XP you still need for its next point. A nearly full bar costs less to finish.

Matches can also develop specific skills. Suppose you lose 21–19, 17–21, 16–21. Going to a third game earns 15 Stamina XP, and the 21–19 opener earns another 15 Composure XP because both players reached 19. You also earn General XP for the played match.

Coaches

Choose one of five coaches. Grade A, B and C cards have negative stats of −1, −2 and −3, alongside their two positive stats. Positive stats also increase training XP.

At year end, keep your coach or choose another. Chemistry starts at 0, or +2 for a shared country. Keeping a coach adds +1 each year, or +2 for a shared country, up to +10. Changing coaches resets chemistry.

Each positive coach modifier gives 2% extra camp XP for that stat, including the modifier’s chemistry bonus. See a worked training example.

Trait discounts

Your chosen trait reduces the XP cost of improving its affected stats. Single-stat traits reduce that cost by 20%, two-stat traits by 10% in each stat, and All-Rounder by 5% across all seven. The cost and progress bars in Player Profile already include the discount. A coach increases XP earned; a trait lowers the XP needed for an upgrade. Compare every trait’s bonuses.

Compare the three intensities

These are the amounts before coach bonuses for a player who starts below 40 fatigue.

Starting fatigue determines the XP. From 40 through 64 fatigue, a camp pays 80% of its base. From 65 through 84 it pays half, and from 85 upward it pays a quarter. A camp is unavailable if its fatigue cost would take you above 100.

When a rest week earns its place

Suppose you start at 66 fatigue. A Standard camp earns 38 XP after rounding and leaves you at 86 fatigue. Rest instead and you’ll start next week at 31. You can enter a tournament fresher, or take a Standard camp for the full 75 XP.

A High camp can cause a minor knock, and the risk rises with your finishing fatigue. A Standard camp also carries a small risk if you finish at 80 or above. A knock blocks training and tournament play for the following week. Check the calendar before taking that risk just ahead of an event.

Why an upgrade costs more later

The cost of the next point depends on the stat, its current rating and your age. Progress gets more expensive above 75. Speed has its cheapest training years from ages 23 through 26, then starts dropping at season changes from age 28. Check the cost in Player Profile if you’re choosing between finishing a Speed upgrade now and saving that XP for another stat.

How stamina affects matches · How to play Career · Career FAQs