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.
| Grade | Numeric | Meaning |
|---|---|---|
| A | 1 | Easiest β starter-level move or tutorial mission |
| B | 2 | Low intermediate |
| C | 3 | Mid intermediate |
| D | 4 | Advanced |
| E | 5 | Hardest β only a handful of skills sit here |
| Ungraded | 0 | Tutorial / 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.
| Rarity | Max stars | Max level | Total coin to max (Lilly) |
|---|---|---|---|
| Common | β β β | 37 | 4,310 |
| Uncommon | β β β | 38 | 12,115 |
| Rare | β β β β | 60 | 38,810 |
| Epic | β β β β β | 98 | 126,485 |
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.
| Type | What it is |
|---|---|
| Competition | Scored routine. You perform a sequence on one apparatus and earn Bronze / Silver / Gold by hitting score thresholds. |
| Training | Scripted drill. Plays like a tutorial; clears once regardless of performance. |
| Practice | Free-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.
| Tier | Typical reward | Notes |
|---|---|---|
| π₯ Bronze | Smallest coin / TeamXP bundle | Always the easiest threshold. |
| π₯ Silver | Mid-tier bundle | |
| π₯ Gold | Largest bundle, sometimes including a move or outfit unlock | Story-critical mission drops live here. |
Star levels (moves)
A move ships at 0 stars and can be upgraded up to its rarity-based cap (3β5 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.
| Stat | Shorthand | Rewarded by |
|---|---|---|
| Strength | STR | Power training, Floor/Warm-up drills |
| Flexibility | FLX | Warm-up and Bars training |
| Speed | SPD | Floor/Beam/Bars training, Warm-up |
| Balance | BAL | Beam/Floor training, Power drills |
Each attribute levels independently. Missions may demand a minimum attribute level for a bonus multiplier.
Currencies
| Currency | Used for | How to earn |
|---|---|---|
| Coin | Move upgrades, training outfits, store items | Missions, training drops, chapter milestones |
| Gem | Premium-path purchases and ticket refills | Mission rewards (usually 5β20 per mission), chapter completions, store packs |
| Ticket | Entry fee for Training drills (1β3 per run) | Regenerates over time; refillable with Gems |
| TeamXP | Advances Coach level, which unlocks new moves/outfits | Most 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:
| Label | What it means | Source enum |
|---|---|---|
| Free starter | Available from account creation; no gate. | LockType.Free |
| Coach level N | Passively unlocks once your Coach level (TeamXP) ticks to N. | LockType.TeamXP |
| Buy for N gems | Purchased with gems from the in-game store or the item’s own panel. | LockType.Gem |
| N coins | Coin-purchase (outfits only). | LockType.Coin |
| Clear Mission Name | Dropped 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 Name | Earned 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.
| Archetype | Gymnast |
|---|---|
| All-Rounder | Lilly |
| Powerhouse | Remy |
| Artistic Performer | Jasmine |
| Technician | Nina |
| Precision Expert | Brielle |
See also
- Mechanics β how the scoring and regen systems actually work.
- Moves catalog
- Outfits catalog
- Missions catalog