Ticket economy
Training is ticket-gated. Every drill costs 1β3 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:
| Constant | Value |
|---|---|
| Starting balance | 9 |
| Hard cap | 30 |
| Regen rate | 1 / min |
| Free daily refill | 1 |
| First manual refill | 20 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 type | Ticket cost | Attribute drops |
|---|---|---|
| Warm-up | 1 | 4β8 |
| Power | 2 | 5β14 (one stat) |
| Floor / Beam / Bars / Vault | 3 | 10β15 (two stats) |
A discipline drill pays 10β15 drops for 3 tickets; a Warm-up pays 4β8 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:
| Combo | Drop multiplier |
|---|---|
| 2 Perfects in a row | 1.05Γ |
| 3 | 1.08Γ |
| 4 | 1.12Γ |
| 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.