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
| Stat | What it does in a game |
|---|---|
| Contact | The ability to put the ball in play. Reduces strikeouts and raises the chance of a hit. |
| Power | Extra-base hits and home runs. Directly affects how far batted balls travel. |
| Eye Sensor | The ability to tell balls from strikes. More walks and fewer swings and misses on bad pitches. |
| Baserunning | Speed between the bases. Used for infield hits and taking the extra base. |
| Stealing | Stolen base success rate. Separate from baserunning, it represents jumps and judgment. |
| Defense | Range and fielding. When it's low, errors and balls that get through increase. |
| Arm | Throwing accuracy and strength. Affects outfield assists, turning double plays and a catcher's ability to throw out base stealers. |
| Clutch | Processing focus with runners in scoring position. Hitting gets a boost with runners on base. |
Pitcher stats
| Stat | What it does in a game |
|---|---|
| Velocity | Average fastball velocity. The higher it is, the more it throws off hitters' timing. |
| Stuff | The power behind the pitch. Produces strikeouts and weak contact. |
| Control | The ability to throw where it wants. Reduces walks. |
| Breaking Stuff | The overall quality of its pitch arsenal. Each pitch type also has its own grade. |
| Battery | Power capacity to keep pitching. Especially important for starters. Stuff drops as the pitch count rises. |
| Composure | How it handles runners in scoring position and close games. |
| Pickoff | Holding 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.
| Type | Peak | Traits | Share |
|---|---|---|---|
| Early Bloomer | Age 24–26 | Develops quickly, but its peak is short and its decline fast. | About 25% |
| Standard | Age 27–28 | The most common type. | About 45% |
| Late Bloomer | Age 29–31 | Develops slowly, then blossoms in its late 20s. | About 15% |
| Long-Life | Age 27–29 | Has a long peak and the slowest decline, staying productive into its mid-30s. | About 15% |
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:
- Service age, potential and upgrade type
- Training focus and Maintenance Engineer ability
- Training Facility and Indoor Simulator level
- Playing time (especially for the Field-Tested Behavior OS)
- Behavior OS (High-Efficiency units train more efficiently)
- Malfunctions and tuning
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
| Training | Target stats |
|---|---|
| Balanced Training | All-around, no specific stat |
| Hitting Training | Contact, Eye Sensor |
| Power Training | Power |
| Defense Training | Defense, Arm (Pickoff for pitchers) |
| Baserunning Training | Baserunning, Stealing |
| Processing Stabilization Training | Clutch (Composure for pitchers) |
| Delivery Correction | Control |
| Stuff & Velocity Boost | Stuff (also covers four-seam fastball improvement) |
| Pitch Refinement | Breaking Stuff |
| Battery Efficiency Training | Battery |
| Position Change Training | Suitability 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 OS | Traits |
|---|---|
| High-Efficiency | Has a stable training routine and high training efficiency. |
| Commander | Leads the maintenance bay and raises the team's uptime. Captain material. |
| Showdown | Highly competitive; its processing focus rises in big games. |
| Synced | Strongly synced to its club, so it's more likely to stay in free agency. |
| Cooperative | Values teamwork and rarely causes conflict. |
| Solo | Satisfied when its own numbers are good, but less concerned with team results. |
| Unstable | Its output stability drops sharply during a slump. Be careful using it during a losing streak. |
| Field-Tested | Prefers real games to training, and upgrades the more it plays. |
| Autonomous | Has good specs, but its training output is inconsistent. |
| Hypersensitive | Sensitive to playing time and treatment, and frequently sends warning-signal comms. |
| General-Purpose | An 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.