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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.

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
πŸ₯‰ Bronze Smallest coin / TeamXP bundle Always the easiest threshold.
πŸ₯ˆ Silver Mid-tier bundle
πŸ₯‡ 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 (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.

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 5–20 per mission), chapter completions, store packs
Ticket Entry fee for Training drills (1–3 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