Ticket economy
Editorial note: This is commentary by the wiki’s author, not official strategy. Numbers on this page (thresholds, costs, rewards) are pulled from the game data and are verified. Priorities, recommendations, and “do this / don’t do that” claims are the wiki’s opinion based on that data β not the developer’s.
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 negative trade β those 20 gems are worth more spent on a mission ticket-bundle pack or outfit pack.
Drill-cost math
| Drill type | Ticket cost | Rough reward scale |
|---|---|---|
| Warm-up | 1 | 4β8 attribute drops |
| Power | 2 | 5β14 attribute drops (single stat) |
| Floor / Beam / Bars / Vault | 3 | 10β15 attribute drops (two stats) |
Per-ticket, discipline drills (3 tickets) deliver more total attribute XP than Warm-ups (1 ticket). Always burn tickets on discipline drills first unless you’re topping off a specific attribute and a Power drill for that stat is available.
Cash-refill strategy
The refill cost scales: your first refill of the day is 20 gems, your tenth is 60. Optimal behavior:
- Refill once, at 20 gems, on days where you’re pushing a Coach-level checkpoint.
- Never refill past the 5th of the day (cost is climbing fast). The break-even drops too far for gem-for-gem value.
- Always claim the free daily refill even if you don’t immediately need the tickets. A ticket at cap is wasted, but a ticket stored against a future session isn’t.
Combo-chain your drills
Perfect-tap combos in training add a multiplier:
| Combo | Drop multiplier |
|---|---|
| 2 Perfects in a row | 1.05Γ |
| 3 | 1.08Γ |
| 4 | 1.12Γ |
| 5+ | 1.15Γ (cap) |
From the third Perfect onward the marginal gain is small. Don’t grind for long combos; a chain of 3 is 90% of the value with a fraction of the focus cost.
When to spend gems on tickets
Worth it:
- Pushing through a Coach level checkpoint (5, 10, 20, 35, 50).
- Farming a specific attribute for a mission bonus condition (e.g. “Balance 10+”).
Not worth it:
- Casual daily play.
- Grinding Warm-up only.
- Above the 3rd refill of the day.