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Ticket economy

Training is ticket-gated. Every drill costs 1–3 tickets (Warm-up 1, Power 2, skill-apparatus 3). Tickets regen at 1 per minute up to a 30-ticket cap. Refills cost 20 gems on the first of the day, ramping to 60 gems over ten refills.

Starting numbers:

ConstantValue
Starting balance9
Hard cap30
Regen rate1 / min
Free daily refill1
First manual refill20 gems
Refill ceiling (after 10)60 gems

The two sins

1. Idling at cap. The regen timer stops when you hit 30. Every minute spent at cap is a ticket you’ll never earn. Open the app, spend down to under 30, and close it.

2. Manual refills for Warm-up drills. Warm-up costs 1 ticket per run for a small reward. Paying 20 gems to refill and then grinding Warm-ups is a losing trade. Spend those gems on a mission ticket-bundle pack or an outfit pack instead.

Drill costs

Drill typeTicket costAttribute drops
Warm-up14–8
Power25–14 (one stat)
Floor / Beam / Bars / Vault310–15 (two stats)

A discipline drill pays 10–15 drops for 3 tickets; a Warm-up pays 4–8 for 1. Burn tickets on discipline drills first, unless you’re topping off one attribute and a Power drill for that stat is available.

Refill strategy

The cost scales: your first refill of the day is 20 gems, your tenth is 60.

  • Claim the free daily refill every day, even if you don’t need the tickets right away.
  • Refill once, at 20 gems, on days where you’re pushing a Coach level checkpoint (5, 10, 20, 35, 50) or farming one attribute for a mission bonus condition (e.g. “Balance 10+”).
  • Skip refills on casual days, and never buy past the 3rd of the day; the cost climbs faster than the tickets pay back.

Combo chains

Perfect-tap combos in training multiply the attribute drops:

ComboDrop multiplier
2 Perfects in a row1.05Γ—
31.08Γ—
41.12Γ—
5+1.15Γ— (cap)

A chain of 3 already pays 1.08Γ—; stretching to 5+ only lifts it to 1.15Γ—. Don’t grind for long combos.

See also