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Glossary

One page for everything the game mentions without defining. Use it when a term on another page catches you off guard.

Difficulty grades

Each move and each graded mission gets a letter grade. Grade is a fixed difficulty class β€” it doesn’t scale with player progress.

GradeNumericMeaning
A1Easiest β€” starter-level move or tutorial mission
B2Low intermediate
C3Mid intermediate
D4Advanced
E5Hardest β€” only a handful of skills sit here
Ungraded0Tutorial / scripted mission with no competitive grading

Move rarities

Rarity is tied to the star cap (maximum star level the move can reach) and the coin cost to max it out. Higher rarity means a higher cap and a steeper upgrade curve.

RarityMax starsMax levelTotal coin to max (Lilly)
Commonβ˜…β˜…β˜…374,310
Uncommonβ˜…β˜…β˜…3812,115
Rareβ˜…β˜…β˜…β˜…6038,810
Epicβ˜…β˜…β˜…β˜…β˜…98126,485

Rarity is move-intrinsic (every variant of a given skill shares the same rarity). Coin totals vary slightly by character since the upgrade table is (CharacterID Γ— Rarity) keyed; the numbers above are for Lilly as the canonical case.

Mission types

A mission’s type determines how it’s played and what it rewards.

TypeWhat it is
CompetitionScored routine. You perform a sequence on one apparatus and earn Bronze / Silver / Gold by hitting score thresholds.
TrainingScripted drill. Plays like a tutorial; clears once regardless of performance.
PracticeFree-play bonus round that grants elements and coin drops.

Every mission sits inside one of the 5 story chapters. See Chapters for the mission breakdown per chapter.

Score tiers

Every graded Competition mission has three score thresholds. Hitting each unlocks a different reward bundle.

TierTypical rewardNotes
πŸ₯‰ BronzeSmallest coin / TeamXP bundleAlways the easiest threshold.
πŸ₯ˆ SilverMid-tier bundle
πŸ₯‡ GoldLargest bundle, sometimes including a move or outfit unlockStory-critical mission drops live here.

Star levels (moves)

A move ships at 0 stars and can be upgraded up to its rarity-based cap (3–5 stars). Each star-up consumes per-character elements β€” hand-authored recipes that sit in MoveStarUpRequireSO. Inside a star band, coin cost per level climbs linearly; at a band boundary it jumps.

See any individual move page (e.g. Arc of Steel) for the full cost ladder and element recipe.

Player attributes

Four gymnast stats feed into mission bonus-match conditions and training drops.

StatShorthandRewarded by
StrengthSTRPower training, Floor/Warm-up drills
FlexibilityFLXWarm-up and Bars training
SpeedSPDFloor/Beam/Bars training, Warm-up
BalanceBALBeam/Floor training, Power drills

Each attribute levels independently. Missions may demand a minimum attribute level for a bonus multiplier.

Currencies

CurrencyUsed forHow to earn
CoinMove upgrades, training outfits, store itemsMissions, training drops, chapter milestones
GemPremium-path purchases and ticket refillsMission rewards (usually 5–20 per mission), chapter completions, store packs
TicketEntry fee for Training drills (1–3 per run)Regenerates over time; refillable with Gems
TeamXPAdvances Coach level, which unlocks new moves/outfitsMost Competition missions, chapter milestones

Coach level

A single ladder that gates content across the whole game: moves, outfits, and some mission bonus conditions. Each unit of Coach level is paid for in TeamXP. Unlock gates on other pages (e.g. “Coach level 35”) all refer to this same number.

Unlock gates

You’ll see a few recurring unlock strings across moves and outfits. Here’s what each one means under the hood:

LabelWhat it meansSource enum
Free starterAvailable from account creation; no gate.LockType.Free
Coach level NPassively unlocks once your Coach level (TeamXP) ticks to N.LockType.TeamXP
Buy for N gemsPurchased with gems from the in-game store or the item’s own panel.LockType.Gem
N coinsCoin-purchase (outfits only).LockType.Coin
Clear Mission NameDropped as a score-tier reward after clearing the named mission. Check that mission’s page for which tier (Bronze / Silver / Gold).LockType.Mission
Complete Chapter NameEarned once, at chapter completion β€” alongside the Final Rewards gallery on that chapter’s page.LockType.Chapter

Outfit tags

Every outfit carries three tag buckets used by missions to offer bonus-score multipliers. See Outfits for the full enum lists and distribution tables. In short:

  • Color β€” Red, Blue, Pink, Purple, Black, White, Gold, Green, Orange, Rainbow, Yellow, Grey, Brown, or Untagged.
  • Style β€” Cute, Elegant, Sporty, Fierce, Fantasy, Fresh, Retro, Athletic (up to two per outfit).
  • Material β€” Silk, Velvet, Mesh, Sequin, Metallic, or Untagged.

Archetypes

Every playable gymnast owns exactly one archetype β€” it drives her idle animation, signature pose, and discipline focus. See Characters for the full map.

ArchetypeGymnast
All-RounderLilly
PowerhouseRemy
Artistic PerformerJasmine
TechnicianNina
Precision ExpertBrielle

See also