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Gameplay Mechanics

The game runs on a 15-minute epoch cycle. Every epoch, each player earns $GAINZ based on their total gym power relative to all other players. Emissions are shared proportionally — the higher your power, the larger your share.

  • Epoch Duration: 15 minutes
  • Max Unclaimed Epochs: 32 (8 hours) — if you don’t claim (or have a 🧑‍💼 Gym Manager active), yields stop accumulating past this cap
  • Emission Scaling: Emissions scale dynamically based on total network bench count
  • Hard Cap: 35,000 $GAINZ per epoch (reached at 20,000 total benches across all players)
Emission Per Epoch = min(35,000 x (total_benches / 20,000), 35,000)

At low player counts, emissions scale linearly with the number of benches in the game. Once the network reaches 20,000 total benches, emissions cap at 35K $GAINZ per epoch (~3.36 million $GAINZ per day).

10% of each epoch’s total emissions are set aside as a floor for active players, so everyone earns something regardless of the power distribution. The remaining 90% is distributed proportionally by power.

That 10% floor is split as a 60/40 hybrid:

  • 60% is shared equally per account (per account, not per gym) — the true floor.
  • 40% is shared by benched effective power, capped at 7,000 power per account for this calculation.

The cap is what makes the weighted half work as a floor rather than a second whale multiplier: building a real roster visibly grows your base income, but past 7,000 power the weighted share stops climbing, so an empty claim-bot account earns meaningfully less than an active one without handing the top of the ladder a second edge.


Each gym starts at Level 1 and can be upgraded to Level 8. Higher levels unlock more bench slots, new features, and improved drop rates on packs.

LevelNameBenchesUpgrade CostCooldownPower Gate
1🚗 Garage6
2🏠 Home Gym8500 $GAINZ24h1,000
3🏨 Hotel Gym101,000 $GAINZ48h3,000
4🎨 Studio122,000 $GAINZ72h7,000
5🏝️ Resort144,000 $GAINZ96h15,000
6🏙️ Local Gym168,000 $GAINZ120h35,000
7🏢 Fitness Center1815,000 $GAINZ144h70,000
8🏆 Premium Gainz2025,000 $GAINZ168h110,000

Reading this table: the Benches column is what a level gives you once built, but its Power Gate is what you must already have before you can start that upgrade — measured on the gym you’re standing in, one level down. So the Level 8 gate is 110,000 across your Level 7 gym’s 18 benches, not the 20 benches Level 8 hands you. Each row’s gate is checked against the bench count on the row above it.

What counts toward the gate: base athlete power only. Supplements, trainers, and power boosts do not count — they raise your earnings, never your gate. Warm-up doesn’t reduce it either, so an athlete counts in full the moment you bench them.

Worked example — reaching Level 8. A Level 7 gym has 18 benches. Filling all 18 with Hercules (6,500 base power each) gives 18 × 6,500 = 117,000, which clears the 110,000 gate. You can be one athlete short, or one tier down on a single bench, and still qualify.

  • Level 2: 🥤 Smoothie Bar (flat-boost supplements) + 🩹 Injury System
  • Level 3: ⚔️ Spartacus Arena participation + 👥 Referral System (generate codes, earn referrer RR)
  • Level 4: 💊 GNZ Nutrition (percentage-based supplements)
  • Level 5: 🧢 Trainers — 🧢 Coaches (global power boost) + 🩺 Specialists (per-gym perks)
  • Level 6: 🧬 Fusion Lab (combine athletes/supplements)
  • Level 7: 💎 Premium Supplement Packs (Epic+ drops with small Exalted chance)
  • Level 8: 🌟 Premium Athlete Packs (Epic+ drops with small Exalted chance — the only way to recruit multiple Titans, since Legendaries cannot be fused into Exalted)

Note: The Arena leaderboard is viewable at any level, but registering for a season requires reaching Level 3 on at least one gym. Similarly, you can be referred and receive a signup bonus from day one, but you must reach Level 3 to generate and share your own referral codes.

Don’t want to wait for an upgrade cooldown to finish? Spend Roid Rage at a flat rate of 1 RR = 1 minute skipped. You can shave off any number of minutes — skip an hour, skip the whole remaining cooldown, whatever balances your RR budget against the time you’d save.

The same 1 RR = 1 minute rate applies to athlete warm-up timers.

For players who want to level up fast, Smart Rush calculates the optimal cost to rush from your current level to any target level, combining $GAINZ upgrade costs and RR skip costs into a single click. You can rush multiple levels in a single transaction by clicking the gym level button on the left of the main gym screen.


Standard athlete packs (200 $GAINZ each) roll at rates determined by your highest gym level. Higher levels improve your Mythic and Legendary chances meaningfully:

Level⚪ Common🟢 Uncommon🔵 Rare🟣 Epic🟡 Legendary🔴 Mythic
L145.00%30.00%15.00%7.00%2.50%0.50%
L244.50%30.00%15.30%7.20%2.50%0.50%
L344.00%29.80%15.50%7.30%2.90%0.50%
L443.30%29.40%16.00%7.40%3.35%0.55%
L542.60%29.00%16.55%7.50%3.75%0.60%
L641.80%28.60%17.30%7.65%3.95%0.70%
L740.85%27.85%18.20%7.85%4.40%0.85%
L840.00%27.00%19.00%8.00%5.00%1.00%

Things to notice:

  • 🔴 Mythic rate doubles from L1 to L8 (0.50% → 1.00%)
  • 🟡 Legendary rate doubles from L1 to L8 (2.50% → 5.00%)
  • L1-L3 Mythic stays flat at 0.50% — parking at L3 gives no Mythic-rate benefit, the real jump begins at L4

When an athlete is first placed on a bench, they enter a warm-up period during which they earn at 50% power. Warm-up duration scales with rarity:

RarityWarm-Up Time
⚪ Common1 hour
🟢 Uncommon4 hours
🔵 Rare8 hours
🟣 Epic12 hours
🟡 Legendary18 hours
🔴 Mythic24 hours
🏛️ ExaltedNone

You can skip warm-up instantly by spending Roid Rage (1 RR per remaining minute). Warm-Up Skip Tokens from the Daily Locker can also be used for free.

Every athlete below Exalted lives 100 days from the first time it’s benched. Athletes sitting in your inventory don’t age — the clock only starts at first bench, and once started it runs continuously (unbenching does not pause it).

PhaseWhenPower
💪 PrimeDay 1 → ~Day 93Full power
🌇 Retirement windowFinal 7 daysRamps 90% → 30%, losing 10% per day
🪦 RetiredAfter Day 1000 — stays benched (greyed) until you act

The retirement window is a graduated ramp, not a cliff: with 6 days left the athlete earns 90%, 5 days 80%, and so on down to a 30% floor on its final day — the same curve gyms use. An athlete stays benchable right up until it expires, so a short-lived card is still a real (if brief) play; the bench confirm tells you how many days are left before you spend the slot.

Every card shows a lifespan bar along its top edge: 🟢 green (40+ days left) → 🟠 orange → 🔴 red (final 10 days). Gym selectors tint their bench count by the shortest-lived athlete inside, so you can spot which gym needs attention at a glance.

🏛️ Exalted Titans are immortal. No clock, no bar, no retirement — ever.

The Fountain of Youth is the one way to reset a clock: one Fountain restores one athlete to a fresh 100 days. Fountains drop from 🎒 Gym Bags and 🧳 Pro Duffles — or fuse 9 Discard-All Tokens + 10,000 $GAINZ into one in the Fusion Lab’s TOKENS tab.

  • Usable from the red mark (final 10 days) — that’s 3 days before the power drop, so restoring early costs you nothing
  • Also revives already-retired athletes
  • Restore from the RETIRED stack’s button on your roster, or from the Items tab — both let you pick exactly how many to spend
  • A benched athlete restores on the spot with no warm-up — it never left the bench; an inventory athlete’s fresh clock starts on its next bench (after the usual warm-up)

Retirement is not deletion. When an athlete’s clock runs out on a bench, it stays right there as a grey RETIRED card at 0 power — as long as its gym still holds its level, the seat is yours to resolve on your own schedule:

  • Fountain it in place — an on-bench restore comes back at full power with no warm-up. That’s the best revival: pull it off the bench first and the re-bench costs a full warm-up
  • 🔁 Swap or remove it whenever you like — no heal needed even if it was injured when it retired. REPLACE WEAKER also counts retired cards as the weakest seats and clears them first
  • Retired athletes never get injured and are skipped by heals (Heal All, auto-heal) — nothing spends on a card that pays 0

If the retirement drops the gym below its level’s power gate, the gym lapses (next section) and its retired cards move to your roster instead. A retired card in your roster:

  • Doesn’t count against your 500-athlete inventory cap
  • Can be revived with a Fountain, fused in the Fusion Lab (fusion accepts athletes of any age, and burns oldest first), or discarded
  • 🔴 Retired Mythics can’t be discarded — misclick protection; a Fountain is their only way out

If expiring athletes drop a gym below its level’s power gate, the gym loses its level (down to the highest level its remaining power supports). You’ll see a ⚠️ warning on the affected gym starting 10 days out, naming the level it would fall to.

The comeback is discounted: re-upgrading to a level that gym has already held costs half the $GAINZ and half the upgrade time — e.g. restoring a lapsed Level 8 is 12,500 $GAINZ and 3.5 days instead of 25,000 and 7 days. (Season resets and Rebirth re-anchor this — their re-climbs are always full price.)

Athletes can get injured during epochs. Injured athletes earn at only 30% power. Injury chance scales inversely with rarity — common athletes get hurt more often, mythics rarely.

Injuries accrue for up to 24 hours — longer than the yield cap. Yields stop accumulating after 8 hours (32 epochs), but injury rolls keep going for up to 24 hours (96 epochs) while a bench sits unclaimed. So if you’re away for more than 8 hours, you can return to injuries that happened after your yield maxed out — you’ll collect 8 hours of $GAINZ but may still find athletes hurt from the full time you were gone. These now show up in your claim history like any other injury. Claim more often (or hire a 🧑‍⚕️ Physical Therapist) to keep your bench healthy.

Each healthy athlete rolls once per epoch for a potential injury. Per-epoch chances:

RarityPer EpochPer 8 Hours (32 epochs)
⚪ Common1.00%32%
🟢 Uncommon0.75%24%
🔵 Rare0.50%16%
🟣 Epic0.25%8%
🟡 Legendary0.12%~4%
🔴 Mythic0.06%~2%
🏛️ ExaltedImmuneImmune

Each injured athlete rolls once per epoch for natural recovery — same cadence as injury rolls, so claim frequency does not change your total recovery odds across a window. Per-epoch chances:

RarityPer EpochPer 8 Hours (32 epochs)
⚪ Common2.00%~47%
🟢 Uncommon1.50%~38%
🔵 Rare1.00%~28%
🟣 Epic0.62%~18%
🟡 Legendary0.37%~11%
🔴 Mythic0.20%~6%

Recovery rates are roughly 2× the injury rates at every rarity, so untreated athletes spend most of their time healthy in steady state.

  • 💰 Manual heal — spend $GAINZ equal to 4% of the athlete’s base power
  • 🎟️ Heal Token — free heal, earned from the Daily Locker
  • 🧑‍⚕️ Hire Physical Therapist — 1,125 RR for 7 days. Reduces injury chance by 33% across your bench AND auto-heals injured athletes during each claim using your $GAINZ balance, prioritizing your highest-rarity injuries first. Skips any heal that would exceed your $GAINZ balance. Pause any time to turn off the auto-heal — the 33% injury reduction stays on, and the 7-day timer keeps running.
  • 🎟️ Reserve Heal Tokens — apply heal tokens directly to specific athletes from their detail popup. When that athlete gets injured, a reserved token auto-consumes during the claim instead of paying $GAINZ. Works whether or not Physical Therapist is active. Single-use per token: each reserved token covers one injury. Stack multiple on a Mythic/Legendary if you want extra coverage.
  • 🕰️ Natural recovery — each injured athlete rolls a recovery chance once per epoch (see table above). Total recovery odds across a window are the same regardless of how often you claim.

Important: Injured athletes cannot be removed or swapped from benches. You must heal them first — no replacing an injured athlete to avoid healing costs.


Just like athletes, every gym ages. Each gym runs a lifespan clock from the moment it reaches its current level — higher levels last longer, because they cost far more to build back:

LevelLifespan
1 🚗 Garage20 days
2 🏠 Home Gym25 days
3 🏨 Hotel Gym30 days
4 🎨 Studio40 days
5 🏝️ Resort50 days
6 🏙️ Local Gym60 days
7 🏢 Fitness Center70 days
8 🏆 Premium Gainz80 days

Every gym shows a lifespan bar on its LEVEL tile — 🟢 green → 🟠 orange → 🔴 red — and the gym selector tints each gym’s number by its clock, so you can see at a glance which gym needs attention.

In the last 7 days of its life, a gym’s earnings ramp down 10% per day toward a 30% floor (it reads NEEDS REPAIR during the ramp, RUN DOWN at the floor). This only affects yield — it never touches your strength gate, so a run-down gym never demotes itself. Your bench cards and the gym’s POWER tile all show the reduced number so the decay is visible.

  • Level 2+ gyms drop a level and restart on a fresh clock at the level they land on: −1 level for L2-L4, −2 levels for L5-L6, −3 levels for L7-L8. Benches shrink to the new level; any athletes that no longer fit move to your inventory (highest-power stay). Re-climbing a level lost this way is full price (full $GAINZ + full cooldown) — unlike an athlete-driven level lapse (above), which is discounted.
  • Level 1 gyms have nowhere to drop, so a worn-out L1 gym simply stays at the 30% floor — it keeps earning a trickle, indefinitely, until you act.
  • Level up. Reaching a new level stamps a fresh, longer clock — normal progression keeps your gyms young for free.
  • 🔧 Gym Upgrade Token. Below L8 the token gives a free +1 level (which resets the clock). At L8 — where there’s nowhere left to climb — it renews the lifespan in place to a fresh 80 days. Tokens come from the Daily Locker, Pulls, and each new franchise tier.
  • 🧬 Longevity Specialist. Staffing a Longevity specialist in a gym slows that gym’s clock (and its benched athletes’) by 10-50% — a Mythic roughly doubles its lifespan (see Specialists).

Power boosts cost lifespan. Activating a 24h Power Boost ages every gym and benched athlete faster for its duration (a +50% boost burns life ~50% faster) — the boost trades future life for present power, so spend it when it counts.


Supplements are consumable items that boost individual athletes. There are two tiers:

🥤 Smoothie Bar (Levels 2+) — Flat Boosts

Section titled “🥤 Smoothie Bar (Levels 2+) — Flat Boosts”
NameRarityBoost
Water Bottle⚪ Common+10 power
Protein Bar🟢 Uncommon+25 power
Pre-Workout Shake🔵 Rare+50 power
Recovery Smoothie🟣 Epic+100 power

Cost: 25 $GAINZ per pack (discounted to 15 $GAINZ once GNZ Nutrition is unlocked at Level 4)

💊 GNZ Nutrition (Level 4+) — Percentage Boosts

Section titled “💊 GNZ Nutrition (Level 4+) — Percentage Boosts”
NameRarityBoost
Amino Tablets⚪ Common+1%
Electrolyte Pack🟢 Uncommon+3%
Creatine Monohydrate🔵 Rare+5%
Samson’s Hair Tonic🟣 Epic+15%
Ambrosia Elixir🟡 Legendary+50%
Zeus Juice🔴 Mythic+100%
Titan’s Nectar🏛️ Exalted+200%

Cost: 25 $GAINZ per pack


Trainers is the umbrella category, and it covers two different kinds of staff:

  • 🧢 Coaches — a global percentage power boost across every athlete in every gym.
  • 🩺 Specialistsper-gym utility staff (one slot per gym) that provide a perk instead of raw power.

They come from separate packs (a Coach pack is 100% Coaches; a Specialist pack is 100% Specialists), and you can run a Coach and a Specialist in every gym at the same time.

Coaches provide a global percentage boost across all athletes in all your gyms for 30 days. Only one Coach can be active at a time.

CoachRarityBoostRe-equip Cost
Coach Z⚪ Common+1%1,000 $GAINZ
Form Police🟢 Uncommon+2%2,000 $GAINZ
Drill Sergeant🔵 Rare+3%4,000 $GAINZ
Spartacus🟣 Epic+5%8,000 $GAINZ
Atlas🟡 Legendary+7%15,000 $GAINZ
Odin🔴 Mythic+10%30,000 $GAINZ
  • Pack Cost: 1,000 $GAINZ (Coach pack — 100% Coaches)
  • Unlock Requirement: Level 5
  • Building Rapport: New Coaches operate at 50% effectiveness for the first 24 hours
  • Re-equip: When a Coach’s 30 days expire, re-equip it for a full fresh 30 days at the Re-equip Cost above. You keep your rapport — a re-equipped Coach runs at full strength immediately, with no 24-hour ramp-up.

Trainers come in two kinds. Coaches (the table above) give a global power boost across all your gyms. Specialists are the other kind: instead of raw power, each one provides a utility perk — and unlike a Coach, a Specialist is staffed per gym (one specialist slot per gym), so its effect applies only in the gym you assign it to.

SpecialistWhat it doesPerk (Common → Mythic)
🛠️ ContractorGym upgrades build faster while on site+10% → +60% upgrade speed
🩺 PhysicianFewer injuries and faster natural recovery in this gym−20% → −85% injury chance
🧬 LongevitySlows aging for this gym and its benched athletes10% → 50% slower aging
🥗 NutritionistAmplifies this gym’s supplement (GNZ) boosts+10% → +50% to supplement effect
  • ⏳ 30-day contract, just like a Coach. A newly staffed specialist has a 24-hour settling-in period at 50% effectiveness (the same idea as Coach rapport), then runs at full strength. The contract keeps ticking even if you move the specialist to the bench, and it can be renewed (see Renewals & Auto-Renew below).
  • 📦 Where they come from: their own Specialist pack (1,000 $GAINZ) — every pull is a Specialist, with an even roll across the four types. Coaches and Specialists are separate packs (a Coach pack is 100% Coaches; a Specialist pack is 100% Specialists). Specialists come in the usual Common → Mythic rarities and fuse on the same ladder as Coaches. Hunting one specific type? See the Headhunter Office below.
  • 🏋️ One per gym, stacking with your global Coach, franchise, loyalty, and everything else. A big roster typically runs a different specialist in each gym — a Contractor while you’re upgrading, a Longevity on a gym full of prize athletes, a Nutritionist where your best supplements live.

🧑‍⚕️ Physician vs. Physical Therapist: the Physician is a per-gym specialist (staffed into one gym). The Physical Therapist (1,125 RR, in the RR shop) is a separate account-wide pass that auto-heals across your whole bench. You can run both.

The $GAINZ Specialist pack rolls the type at random, so chasing one specific specialist — say, a Mythic Contractor — can take a while. The Headhunter Office (in the SOL store, just below the Titan Hunt packs) is the targeted option:

  • One pack per type · 0.25 SOL · 3 cards — every card in the pack is the type on the label. You’re only rolling for rarity.
  • Same rarity odds as the 1,000-$GAINZ Specialist pack (the full table is published on the pack), with at least 1 Rare guaranteed every time.
  • 🛡️ Pity guarantee: open 20 packs of one type in a row without a Mythic and the 20th upgrades a card to one — so a Mythic of your chosen type never costs more than 5 SOL. Your counter is shown right on the pack. Only Headhunter packs of that type count toward it, and pulling a natural Mythic resets it (the guarantee is never more than 20 dry packs, not a free extra).

Headhunter pulls mint straight to your roster and behave exactly like any other specialist — same 30-day contract, same fusion ladder, same renewals.

Every trainer contract — Coach or Specialist — runs 30 days. When one expires you can renew it in place from the Roster for a $GAINZ fee by rarity. Renewals skip the settling-in period — they already know your gym. The manual column is the same ladder as the Coaches table’s Re-equip Cost above:

RarityManual renewalAuto-renew (+15%)
Common1,000 $GAINZ1,150 $GAINZ
Uncommon2,000 $GAINZ2,300 $GAINZ
Rare4,000 $GAINZ4,600 $GAINZ
Epic8,000 $GAINZ9,200 $GAINZ
Legendary15,000 $GAINZ17,250 $GAINZ
Mythic30,000 $GAINZ34,500 $GAINZ

Auto-renew is the set-and-forget option for busy rosters — with a Coach plus a Specialist in every gym, that’s a lot of 30-day clocks to watch. Opt in from the Roster:

  • Coach — a checkbox on your active Coach’s card.
  • Specialists — a master switch at the top of the Specialists section turns on auto-renew for every staffed specialist, including gyms you staff later. Each gym’s staffing card carries its own checkbox to opt that gym out (or back in), and every gym you’ve switched off is listed right beside the master — click one there to re-include it, so an opted-out gym is never forgotten. Exclusions are remembered even if you flip the master off and back on.

With auto-renew on, the contract re-signs just before it expires, so the boost never skips a beat — no lapse, no settling-in period. The convenience costs +15% over the manual price, the same idea as the RR utility passes’ auto-renew premium. If your $GAINZ balance can’t cover a renewal at that moment, the contract simply lapses like normal — nothing is ever charged into the negative. And when several contracts land at once on a short balance, your Coach renews first, then specialists from highest rarity down, so the most valuable boosts stay alive longest.


Combine multiple same-rarity items to create a single item of the next rarity tier. Fusion is the guaranteed path to higher rarities — you pay a premium for the certainty, but you can also pull high-rarity items directly from packs with luck.

InputRequiredOutputCost
⚪ Common3🟢 Uncommon100 $GAINZ
🟢 Uncommon3🔵 Rare250 $GAINZ
🔵 Rare5🟣 Epic500 $GAINZ
🟣 Epic7🟡 Legendary5,000 $GAINZ
🟡 Legendary9🔴 Mythic25,000 $GAINZ
InputRequiredOutputCost
⚪ Common3🟢 Uncommon10 $GAINZ
🟢 Uncommon3🔵 Rare25 $GAINZ
🔵 Rare5🟣 Epic50 $GAINZ
🟣 Epic7🟡 Legendary1,000 $GAINZ
🟡 Legendary9🔴 Mythic5,000 $GAINZ
InputRequiredOutputCost
⚪ Common2🟢 Uncommon1,000 $GAINZ
🟢 Uncommon2🔵 Rare2,000 $GAINZ
🔵 Rare3🟣 Epic3,000 $GAINZ
🟣 Epic4🟡 Legendary5,000 $GAINZ
🟡 Legendary5🔴 Mythic10,000 $GAINZ

Trainer fusion uses a shallower ladder because trainer packs cost 1,000 $GAINZ (5× the athlete pack price). Requiring the same 9-input Legendary-to-Mythic jump athletes use would mean ripping ~9,000 $GAINZ in packs just to source the fusion inputs — on top of the fusion cost itself. The 2/2/3/4/5 ladder keeps total trainer progression cost in the same ballpark as athletes. Coaches and specialists fuse on this same ladder, always within their own class and type.

Every fusion track has a small skip chance (3% for Common/Uncommon, 5% for Rare+) to produce an item two rarities higher instead of one. On the top Legendary → Mythic step there is no higher rarity to skip to, so a hit pays out as 2 Mythics instead — for athletes, supplements, coaches, and specialists alike. Note: no fusion path reaches Exalted — the Titan tier is pack-only (Premium Athlete Packs at Level 8 are the only way to recruit multiple Titans).


A 30-day reward calendar that resets automatically. Claim one reward per day.

Over 30 days, players earn:

  • 2,025 $GAINZ
  • 5 Athlete Packs
  • 10 Supplement Packs
  • 🎒 4 free Gym Bag pulls — auto-rolled at claim, same prize table as the shop’s 100 RR bag
  • Guaranteed 🟣 Epic Samson on Day 30
  • 🎟️ Heal Tokens and Warmup Skip Tokens
  • Roid Rage bonuses

Activating the premium locker doubles most rewards and adds exclusive drops:

  • 4,250 $GAINZ total
  • 🧳 5 free Pro Duffle pulls — the 500 RR premium bag, auto-rolled
  • Guaranteed 🌟 Epic+ Athlete Pack on Day 30
  • Additional trainer packs and tokens

Missed a day? Pay 100 RR per missed day to catch up on past rewards. Free and premium players pay the same 100 RR — what differs is the reward, since a premium make-up pays out that day’s premium rewards.

The Daily Locker is open to Free-to-Play players as well.


Spend RR to open mystery bags in the Pulls tab of the RR shop. Each bag is an independent draw — open 1–5 at a time on a spinning slot reel. Bags are a pure RR sink: every prize is in-game value (RR, packs, tokens, boosts).

The entry bag. Mostly supplement & athlete packs and RR, with rarer 🎟️ Heal Tokens and Warmup Skips, and a small shot at a mega RR jackpot.

🧳 Pro Duffle — 500 RR (unlocks at Level 8)

Section titled “🧳 Pro Duffle — 500 RR (unlocks at Level 8)”

The premium bag — reaching a Level 8 gym is its unlock. Drops 🌟 Epic+ supplement & athlete packs (real shots at Mythic and Titan), the exclusive items below, and a bigger RR jackpot. Like every Level-gated feature, it re-locks on Rebirth.

Won from bags (and the Daily Locker) — manage them in your roster’s Items tab:

  • ❤️‍🩹 Heal Token — instantly heal an injured athlete, no $GAINZ cost
  • ⏩ Warmup Skip — skip an athlete’s warm-up, no RR cost
  • 🗑️ Discard-All Token — clear every inventory athlete of a chosen rarity at once (perfect for unclogging a capped roster). Bypasses the Level 6 fusion lockout; Mythic & Titan are always protected. Sitting on a pile with nothing left to discard? Fuse 9 of them + 10,000 $GAINZ into a ⛲ Fountain of Youth in the Fusion Lab’s TOKENS tab
  • ⚡ 24h Power Boost — a global power boost for 24 hours (+25% or +50%). Activate it from the Items tab when it counts — a tight weekly race, maximizing gainz for a big upgrade. One active at a time (no stacking or pausing); a chip shows the live countdown

Bags are tuned to feel rewarding while always net-draining RR over time — the big-ticket items (power boosts, mega RR) are deliberately rare chases.


Players who max out multiple gyms to Level 8 earn permanent franchise bonuses on both global power and Premium Athlete Pack Mythic drop rate:

TierL8 Gyms RequiredGlobal Power BoostPremium Mythic BoostEffective Premium Mythic
🥉 Bronze3+1%+0.5%5.5%
🥈 Silver6+2%+1.0%6.0%
🥇 Gold9+3%+1.5%6.5%
💎 Platinum12+4%+2.0%7.0%
👑 Diamond15+5%+2.5%7.5%
🔩 Titanium18+6%+3.0%8.0%

The Premium Mythic boost stacks on top of the base 5% Mythic rate on Premium Athlete Packs (and on weekly-prize Epic+ athlete rolls). The boost is donated from the Epic share — Legendary, Exalted, and the rebirth-Exalted ramp are untouched. At the top tier, a Premium pack’s per-Mythic cost reaches parity with regular pack ripping at L8 (~20,000 $GAINZ per Mythic on average) while keeping the Titan chase as the unique Premium-only reward.

Each newly reached tier also grants a 🔧 Gym Upgrade Token — a free +1 level below L8, or a full lifespan renewal on a gym already at L8 (see Gym Lifespan).


Players can own up to 18 gyms. Gyms 2-4 cost 5,000 RR each — a half-price on-ramp so a second and third gym are within reach early — and gyms 5-18 cost 10,000 RR each (equivalent to 1 SOL in the RR shop). Each gym operates independently with its own bench slots, upgrade level, and cooldowns. Your Coach boost and franchise bonus apply globally across all gyms; Specialists apply only to the gym they’re staffed in.


Once a player has all 18 gyms maxed to Level 8, a Mythic Coach equipped, and Mythic or Exalted athletes on every bench, they can trigger a rebirth — resetting all gyms to start fresh with permanent bonuses:

  • +5% global power boost per rebirth
  • +5% cooldown reduction per rebirth

Rebirths stack, rewarding the most dedicated players with compounding advantages.