đĻžSkills
Last updated
Last updated
Stadium Heroes is a game where coaches possess unique skills based on their class. These skills affect how users build their teams, and players will need to showcase their abilities to make the best decisions. When coaches compete, they earn experience points that can be used to unlock skill points, which in turn improve their skills. With each new level of skill, coaches gain a greater understanding of the game and are better equipped to guide their teams to victory.
There are a total of 10 skills available for all coaches.
Depending on the coachâs class, skills have a "maximum primary skill points per edition" (MSPE), following this table :
Slide the table to the right to see all attributes -->
*Maximum Skill points per edition:
Here are the maximum skill points per edition that impact each primary skill âclass skillâ.
Skills repartition:
Every coach is unique, as skill points are assigned randomly upon the creation of their NFT. The maximum global skill points (MGSP) are set by the coach's Edition.
The coach's primary skill or 'class skill', aligns with their role, and is assigned with the highest possible value for that edition, termed as 'Maximum primary Skill Point per Edition' (MSPE).
For example, a coach 'The Wall' will have its MSPE dedicated to their primary skill => Defense.
Subsequent skill points are distributed randomly, they could be lowest or equal but never greater than the MSPE value,
*Note for Junior Coach: When players start the game, everyone receives a coach named "The Junior." While this coach doesn't possess any distinct skill advantages, players can upgrade it to a maximum of 9 skill points based on the 3 skills chosen during onboarding. Furthermore, 'The Junior' can also progress to Level 100, unlocking enhancements along its evolutionary journey.
ATTACK | DURING A GAME | All offensive actions will get a score bonus. |
---|---|---|
Value | Junior* | The artist (attack) | The expert (control) | The wall (defense) | The analyst (strategy) | The guru (mental) |
---|---|---|---|---|---|---|
Edition | *Maximum primary Skill Point per edition (MSPE) |
---|---|
CONTROL
DURING A GAME
All actions related to the control a the game will get a score bonus.
DEFENSE
DURING A GAME
All defensive actions will get a score bonus.
STRATEGY
DURING A GAME
A score bonus is applied for players matching certain conditions : same country / league / team.
MENTAL
DURING A GAME
Decisive actions gets a bonus and fatal errors are softened
ENERGY
DURING A GAME
Reduces the impact of DNP
BUDGET
BEFORE A GAME
Defines the budget available to build a team
LUCK
AFTER A GAME
Defines the chances to drop an item (see after) after a game
EFFICIENCY
AFTER A GAME
Grants a bonus on internal currency earned after a game
KNOWLEDGE
AFTER A GAME
Grants a bonus on experience earned after a game
Attack
3
MSPE*
Random
Random
Random
Random
Control
3
Random
MSPE*
Random
Random
Random
Defense
3
Random
Random
MSPE*
Random
Random
Strategy
3
Random
Random
Random
MSPE*
Random
Mental
3
Random
Random
Random
Random
MSPE*
Budget
3
Random
Random
Random
Random
Random
Luck
3
Random
Random
Random
Random
Random
Energy
3
Random
Random
Random
Random
Random
Knowledge
3
Random
Random
Random
Random
Random
Efficiency
3
Random
Random
Random
Random
Random
Total Global Skill points
MGSP*
MGSP*
MGSP*
MGSP*
MGSP*
MGSP*
Junior
3 (see note)
Starlight
11
Solar flare
12
Cosmic Nova
13
Fire pulsar
14
Nebula Glow
15