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Training your disc

Your Arena disc can't be good at everything, and that is the point. Four stats share one pool of points, so every point you put somewhere is a point you didn't put somewhere else. This guide is about putting them in the right places.

The four stats

Each stat changes something the game actually reads, not a hidden number:

SPEED

Your top speed. A small edge that is always on. It helps everywhere a little and nowhere a lot, which makes it the stat people overrate.

STAMINA

How fast your dash comes back (and your lunge, in a duel). More STAMINA means more dashes per floor, so it is the stat that pays off against chasers that lunge often.

AGILITY

How far one dash carries you. A longer dash turns a near miss into a clean escape, and it is what you need against anything faster than you.

NERVE

Composure. Against a disc with high NERVE, chasers commit to their lunge later and read your movement more slowly. It forces long-range lungers to come closer before they fire.

POWER, ranks and the ceiling

All four stats draw from one pool called POWER, and the size of the pool is your MAX POWER. Your rank sets the starting size of the pool and the most you can put into any single stat:

RankMost in one statBase MAX POWER
ROOKIE3560
PRO60110
ELITE80170
CHAMPIONno limit230

You are promoted automatically when your bar fills. Stat points cost coins, and they cost more at each rank. A champion's point is worth more than a rookie's.

The only way to make the pool bigger than its base is depth: +8 MAX POWER for every descent floor past floor 5, and +20 for every boss you beat. You can't buy it. Coins only fill the pool; going deeper grows it. That is why playing endless quick play leaves you with a full disc and coins you can't spend.

Stats flatten out. A stat's effect keeps growing as you raise it, but more slowly the higher it gets, approaching double and never passing it. 300 beats 100, just not by three times. So spreading points usually beats piling everything into one stat.

Where to spend first

  1. Fill your pool. Unspent POWER does nothing. Points are cheapest at ROOKIE, so fill the pool before saving for anything else.
  2. Buy SECOND DASH. Two dash charges matter more than any stat at this stage. See moves and skills for the full list and prices.
  3. Lean AGILITY and STAMINA for the first stretch, floors 1 to 8. Longer dashes that come back sooner handle almost every ordinary chaser, and AGILITY is exactly what THE GALE asks for.
  4. Then go deeper to grow the pool, rather than grinding more coins for a disc that is already full.

Builds for the four bosses

Each boss is answered by a different stat, and the boss card tells you which before the fight. The answers are deliberately not the obvious ones:

BossFloorAnswered byWhy
THE GALE8AGILITYIt is faster than any SPEED you can buy, but its lunge is short and slow to return. Dash late and turn.
THE ANVIL16STAMINASlow, but it lunges about every second. The fight is a dash economy.
THE ORACLE25NERVEIt lunges from half the arena away. NERVE makes it come closer first.
THE VEIL35SPEEDIt fights in the dark. SPEED covers the moment you see it too late.

A build for the next boss doesn't mean ignoring the other stats. Keep enough of each to handle the ordinary floors, and push the boss's stat as far as your rank allows. The boss guide describes each fight in full.

REFOCUS, RELEASE and BACKUP

Your disc in a duel

Everything you train comes with you into Arena PVP, where you also chase. There STAMINA brings your lunge back faster and AGILITY carries it further, so a disc built only for escaping is weaker in the rounds it hunts. If you duel a lot, keep your stats more even than a pure descent build would.

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