Training and Items

TRAINING AND ITEMS

Crew Training

Crew training is the process of raising the stats on your crew. The gym can be used for left side stats like HP and attack; the academy can be used for right side stats like Weapon and Science. 

Read this page for information about crew abilities. 

Let’s get down to business

When to train:

First, crew that you expect to prestige can be trained as much as you want, as early as you want. As long as you’re training good stats (see below), it won’t matter if the training is less good that what you can research later, since the crew will be prestiged and that training will disappear. The stats will help in early ship levels. Any end-game crew you plan to keep and use for a long time (Good or Best crew), you should wait to train until you have max level in: gym (level 9), academy (level 8), and research (Fitness 203 and Education 203). This is because all training is done by selecting a primary stat, but secondary and tertiary stats are also given when training completes. The higher level trainings have a better ratio of primary stat to secondary stats, so that you can be more focused while training. This is important because all crew have a limited amount of training that can be done, based on their star level. Any training points in secondary stats are effectively wasted.

What you should train per role:

Use the roles page and the crew cards page to identify the role you want a crew to fulfill on your ship. A crew should have one primary role that you focus training on, and may have secondary roles they perform as the battle progresses.

Training is percentage based, so you should train stats that are already high. Don’t use training to compensate for particular weak stats; use items since they generally give flat bonuses like +2 HP. Train the “primary stat” listed below as much as possible, then the secondary stat once you hit a breakpoint. A breakpoint is getting the next point of HP (HP rounds to the nearest whole number at battle start) or getting to 100% rush.

Most crew do not want stamina, though it’s given for every training. The only exceptions are repairers, which need to run quickly between destroyed rooms for an extended period; and anti-boarders, which need to quickly reach rooms getting boarded. Remember that stamina is not very useful on crew that walk at speed 2 or more, and useless on crew that have the same walk and run speed.

RolePrimary StatSecondary Stat
GunnerWeaponHP
ScientistScienceHP
EngineerEngineHP
PilotPilotHP
RepairerHPAbility (1)
RusherAbilityHP
Boarder (tank)HPAbility/Attack (2)
Boarder (damage)AbilityHP (3)
AntiboarderHP/Ability (4)Attack/HP/Ability (4)
  1. Repairers generally need a lot of HP to survive incoming fire. After HP, training ability can be good for healing abilities. Repair and fire resist items can be good depending on the crew. Aim for at least 3 repair stat total.
  2. Tank boarders are meant to absorb critical strike, freezes, and poison gas from defending crew so that your follow up boarders can survive and use their ability. HP is the most important. Train ability afterwards for healing abilities, or potentially attack. Gear with fire resist if you’re using boarders with the Arson ability.
  3. Damage boarders are those with Arson, System Hack, and Poison Gas. These abilities should be as potent as possible. HP or attack can be good secondary stats. Gear fire resist for Arson crew.
  4. Antiboarders need health; train Ability or Attack based on their ability. Cats with critical strike (Meowy Cat, Daft Kittus…) need ability training as their primary ability to be able to one-shot boarders. This training is dependent on the other role you’re having the antiboarder do on your ship.

Don’t train a crew that has a frowny face above them – they’re tired (fatigued) of training and it will not be as effective. Rotate the crew that is being trained; a crew will be ready to train again in twice the length of the training they just completed. (This is basic training advice. For an advanced method that uses fatigue to limit the effectiveness of training and not get unwanted stats, see this page.)

What is the training cap?

After a lot of training points have been invested into one attribute, future trainings in that attribute are less effective (see training debuffs). The higher the potential stat gain from a single training or item, the higher total training in that stat can be reached. So for reaching high training percentages, legendary consumables are better than Military (gold) training, which are better than Professional training, which are better that DIY training. This has been verified by Kildare, a dev on Pixel Starships, in this thread. Generally 50% is the “soft cap”, after which point you won’t be able to get any more increase through the highest level of gym training. Note that from 30-40% you will have fewer points per training, and at 40-50% even less points per training. Legendary items that give a massive stat gain can be used even after gym or academy training has become ineffective. However, because the training penalty is accessed at your current training level when you start the training, you have the opportunity for the best possible outcome when you use legendary items on crew with no training. You have a small (~10%) chance of using all the crew’s training points on your desired ability. Using legendary consumables is an end-game activity, don’t worry about them until you’re level 11.

P.S. Savy has hinted at training changes in the future to make it more deterministic, but there’s no announced timeline for this.

Crew Items 

SUIT UP!

The dolores bot (on discord) can be used to find out the best items that crew can equip. Type “/help” to come up with a list of commands. 

You can use “/best [Slot] [Stat]” to see the best equippable items in each slot that give you the stat that you want. 

What items should you equip?

This is extremely similar to crew training, so please refer to the list above. The only difference is that most items give a flat bonus, not a percentage, so you can use items to boost weak stats on your crew. For example, a crew with low HP can be buffed through items. The formula for the improved stat with training and items is the Crew Stat Buff Formula. Fire Resist cannot be trained, so if you need fire resist it will have to come through items.

100% Rush Crew

Items are the only way to boost your rush crew to 100%. Plan out which items you can get and how much training you’ll need to get to 100%, since everything over that will be wasted. Leg gear is really expensive post-2019 because ability gear no longer drops in tournament rewards, so it’s much cheaper to equip rushers who have hand, head, and accessory slots. Decide on the gear you can get and add up the ability bonuses from that gear. You can use this handy link (created by Bril) to figure out how much training you’ll need. There’s also a helpful tool on the Pixel-Prestige site for putting in your crew and gear to see how much training you’ll need. Crew with 45% rush can reach 100% rush with great training and expensive gear, while crew with 50% rush only need good training and gear. The few crew with 55% rush are pretty easy to get to 100% and may have training points left over to boost other stats.
O is the target ability score. You’ll want 100 for 100 rush.
B is the base stat of your crew. Crew like Huge Hellaloya start with 50 and are good candidates to get to 100 rush. You can find the best rushers here.
G is the gear bonus given by items. Usually you can equip two items, so add up the percentages they give and put them in G.
T, the output, is the required training percentage you’ll need. You should round up if there is a decimal.

Leave a Reply

Your email address will not be published. Required fields are marked *

Scroll to top