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Unit Stats & Upgrades

To evaluate and develop units properly, you need to know what each stat does in a game, and when units upgrade and when they decline. This page covers hitter and pitcher stats, upgrade types, Behavior OS and training.

The 8 hitter stats

StatWhat it does in a game
ContactThe ability to put the ball in play. Reduces strikeouts and raises the chance of a hit.
PowerExtra-base hits and home runs. Directly affects how far batted balls travel.
Eye SensorThe ability to tell balls from strikes. More walks and fewer swings and misses on bad pitches.
BaserunningSpeed between the bases. Used for infield hits and taking the extra base.
StealingStolen base success rate. Separate from baserunning, it represents jumps and judgment.
DefenseRange and fielding. When it's low, errors and balls that get through increase.
ArmThrowing accuracy and strength. Affects outfield assists, turning double plays and a catcher's ability to throw out base stealers.
ClutchProcessing focus with runners in scoring position. Hitting gets a boost with runners on base.

Pitcher stats

StatWhat it does in a game
VelocityAverage fastball velocity. The higher it is, the more it throws off hitters' timing.
StuffThe power behind the pitch. Produces strikeouts and weak contact.
ControlThe ability to throw where it wants. Reduces walks.
Breaking StuffThe overall quality of its pitch arsenal. Each pitch type also has its own grade.
BatteryPower capacity to keep pitching. Especially important for starters. Stuff drops as the pitch count rises.
ComposureHow it handles runners in scoring position and close games.
PickoffHolding runners. Reduces the opponent's stolen base attempts.

Pitchers have 2 to 5 pitch types. To learn how to add new pitches, see the Pitch Development Guide.

Hidden information: potential and scouting

A unit's true stats aren't all visible from the start. Scouting reports show grades from S to F, but each scout has a different accuracy, and the real values are revealed the more a unit plays. Potential (the upgrade ceiling) is also only an estimate at first, so bringing in prototypes and trying them out yourself is part of the fun. See the Scouting guide for details.

The 4 upgrade types

Each unit reaches its peak at a different service age and declines at a different rate.

TypePeakTraitsShare
Early BloomerAge 24–26Develops quickly, but its peak is short and its decline fast.About 25%
StandardAge 27–28The most common type.About 45%
Late BloomerAge 29–31Develops slowly, then blossoms in its late 20s.About 15%
Long-LifeAge 27–29Has a long peak and the slowest decline, staying productive into its mid-30s.About 15%
💡 Don't give up too early on a unit in its mid-20s whose upgrades are slow. If it's a Late Bloomer, it can suddenly jump to regular-caliber around age 28. On the other hand, giving a long-term contract to an Early Bloomer past age 30 is risky.

What affects upgrades

Upgrades are processed every month, plus once more in the offseason. They aren't guaranteed, and results vary from unit to unit even under the same conditions. The factors are:

Occasionally a unit gets a sudden big surge upgrade or hits a plateau where it stays put for a while, and you'll hear about it through the news and the Inbox.

Training focus

TrainingTarget stats
Balanced TrainingAll-around, no specific stat
Hitting TrainingContact, Eye Sensor
Power TrainingPower
Defense TrainingDefense, Arm (Pickoff for pitchers)
Baserunning TrainingBaserunning, Stealing
Processing Stabilization TrainingClutch (Composure for pitchers)
Delivery CorrectionControl
Stuff & Velocity BoostStuff (also covers four-seam fastball improvement)
Pitch RefinementBreaking Stuff
Battery Efficiency TrainingBattery
Position Change TrainingSuitability for a new position

The 11 Behavior OS types

Behavior OS affects training efficiency, uptime, team chemistry and unexpected behavior. Always check it before a signing or trade.

Behavior OSTraits
High-EfficiencyHas a stable training routine and high training efficiency.
CommanderLeads the maintenance bay and raises the team's uptime. Captain material.
ShowdownHighly competitive; its processing focus rises in big games.
SyncedStrongly synced to its club, so it's more likely to stay in free agency.
CooperativeValues teamwork and rarely causes conflict.
SoloSatisfied when its own numbers are good, but less concerned with team results.
UnstableIts output stability drops sharply during a slump. Be careful using it during a losing streak.
Field-TestedPrefers real games to training, and upgrades the more it plays.
AutonomousHas good specs, but its training output is inconsistent.
HypersensitiveSensitive to playing time and treatment, and frequently sends warning-signal comms.
General-PurposeAn unremarkable, easygoing Behavior OS.

A Hypersensitive unit that isn't getting enough playing time will request comms, and the game keeps track of whether you keep the promises you make then (e.g. a starting role). Break a promise and its uptime and compatibility drop, and it may ask to be moved.

Unit service stories and rivals

Every unit has a background, such as academy prototype, late-round pick, development unit or return from the outer systems, and events like a debut after a long grind in the Minors, a walk-off in its debut, a comeback game after a long malfunction or a first matchup against its former team are recorded in the chronicle. Rivalries also form automatically within the league: when rivals face each other, their processing focus rises, and the one with weaker numbers gets an output boost. Depending on its numbers, Behavior OS and reputation, a retired unit takes on a second mission as a Maintenance Engineer, a commentary AI or a baseball academy operator, and AI clubs may actually hire it as a Maintenance Engineer. Only dedicated command robots take on the Operator and System Director roles.