PSS2

CREW

FILTERS

ONLY SHOW

COLUMNS

VALUES

Values

FOCUS shows all four value modes at once.

FOCUS

ALLHPDMGSTAENGWPNPLTSCI

EQUIPMENT · SLOTS 0/3 USED

None without a weapon slot.

Points per item.

Slots, not points.

HP
DMG
STA
ENG
WPN
PLT
SCI
NAME RARITY EQUIP ABIL COLL TRN BASETRAINEDEQUIPMENTTRAINED + EQUIPMENT
Aquarius Hero ARMPNTWEAACS Cryo Blast Critters 90 35.40911.40
Celestial Sprite Legendary WEADRNPETACS Cryo Blast Critters 110 36.0036.00
Daft Kittus Special WEA Cryo Blast Cats 100 35.7335.73
Nolan Unique HELARM Cryo Blast 70 34.92910.92
Sub-tyrant Minor Third Special ARMPNTWEA Cryo Blast 100 23.8289.82
Xiahou Dun Hero HELPNTWEA Cryo Blast Sango 90 47.201013.20

6 of 194 crew match the filters.

HOW THIS WORKSStats, equipment, training and what we refuse to guess

01 Where the numbers and the caps come from

Every number here comes from the game's own data: all 194 crew, nothing invented and nothing hand-typed. Stat caps are MaximumRange / ValuePerPoint from CharacterStatDesigns: 10 for HP on the radar (12 on the card, see 08), 12 for DMG and STA, 30 for ENG, WPN, PLT and SCI.

02 What the four VALUES modes show

VALUES picks what the stat cells show. BASE is the level-1 design stat; TRAINED is Max Result, the whole training pool spent on that one stat, with no equipment and no weapon, so it is what the crew reaches on its own; EQUIPMENT adds the best helmet, armor and pants you allow for that stat (ITEM sets how good that is) and multiplies DMG by the weapon, capped; TRAINED + EQUIPMENT is both, with equipment added on top of training. An amber cell is one that has hit its cap. The pool that training spends is the TRN column of the list: a crew with 0 there cannot be trained at all, and its TRAINED reads the same as its BASE.

03 Narrowing the table with FOCUS and COLUMNS

FOCUS narrows the table to a single stat and shows all four modes side by side, so you can read what training gives, what equipment gives, and what the two give together. A stat at 0 cannot be trained at all: training multiplies zero, and equipment is added after the multiplier. COLUMNS chooses which of the three blocks (CORE, SKILL, RESISTANCE) the wide table shows. Every heading sorts the list, stats included: numbers start from the best, names from the alphabet, and a third click on the same heading returns to the default order by name.

04 Why ITEM defaults to 3 and not 4

Equipment points come from helmet, armor and pants, and ITEM decides how good a single item may be. Three points is the ceiling for every stat we model; the only 4-point equipment in the game is three Dark Matter items for DMG and three Rainbow items for LUC, 14 of each in circulation, so the default is 3 and 4 is yours to ask for. Drone and pet items grant no stats, and no accessory items exist in the game at all: the EQUIP column lists the slots a crew has and dims the ones that bring no points. Only 7 of the 194 crew have all three slots; 50 have none.

05 Why stat columns cannot all be true at once

On a crew card, and on the list while the EQUIPMENT slots are empty, each stat column is its own build: every slot the crew has is given to that one stat. A crew has at most 3 slots, so the columns cannot all be true at the same time. Set EQUIPMENT on the list to spend the slots once and read one coherent build instead. Ask for more slots than the crew has and they go down the stat order, DMG first.

06 Reading a crew card

A crew name opens its card: the same four modes stand there as columns, with the weapon and the ITEM tier you chose on the list, and every stat column again its own build (see 05). Next to the numbers stands the stat's cap, drawn full width. Cyan is BASE, magenta is what training adds without equipment, yellow is what equipment adds on top, and the grey tail is the part of the cap nothing reaches. Each segment ends where its own column's number stands, so the bar reads as the row it sits in. Diagonal hatching over that tail means the whole training pool is already spent and the cap is still out of reach. The game marks what you cannot have the same way. The plan link on a row opens the training planner on that stat alone, at Max Result and with the same build, so it lands on the number the card was showing; the line under the name says whether the game still hands this crew out, which is what the draw pool filter on the list goes by.

07 What a weapon does to DMG

Weapon: crew with a weapon slot can equip a weapon whose PhysicalDamageMultiplier is 1.1–1.4 in the game data. The multiplier is a field in the game data; reading it as a multiplier of the DMG stat, applied after Training and before the cap, and not to equipment points, is community knowledge and our reading, not documented by the game. 9.25 DMG points with a ×1.3 weapon reach the 12 cap. Weapons with points instead of a multiplier (Laser Rifle) are not modelled: a slot holds one item.

08 What training multiplies, and when it is wasted

Training multiplies the base stat only, and equipment is added afterwards: a +3 SCI helmet on SCI 5 with +3% Training reads 16.3% in game, not 16.5%. Equipment never raises what Training gives, it only takes room under the cap, and the cap applies last. Equipment alone caps DMG for 18 crew at 3-point items, 68 at 4: training that stat is wasted pool for them. Every crew also has 2 hidden HP, BaseValue in the data: the card shows radar 3 as 5, and Training multiplies the sum. This site shows radar points everywhere, so the HP cap is 10 here and 12 on the card. That the hidden 2 are multiplied is our reading of one capped crew; a trained HP below the cap would settle it.

09 The stats nothing here can raise

ACC, LUC, DOD and the four resistances are not trainable: they are shown as level-1 design stats in every mode, and neither equipment nor training moves them. Equipment for them exists in the data, but which item a crew would wear is a choice we do not make for you, so it is not modelled.

10 Why your crew will be higher than shown

Level-up picks are not modelled. From level 1 and then every fifth level the game offers three random stats and you pick one, nine times in total. Neither the offer nor the pick is in the data, so your crew will be higher than shown, and by how much is not knowable.

11 What Σ PTS counts and what it does not

Σ PTS is the sum of the 14 design stat points. Points are not comparable across stats (one HP point is 1 hp, one DMG point is 0.2 damage): this is a count, not a score. It is shown in BASE, and in EQUIPMENT only once you have picked the equipment yourself: summing columns that exclude each other would be a made-up number.

12 No roles, and what the score bars measure

We publish no roles. A stat is tied to rooms by the game's own data: WPN boosts the 41 weapon rooms, PLT the bridge and hangars, SCI shields and teleports, ENG engines and life support. Which of those matters to you is your call, not a score we invented. Score bars, when you turn them on, are the same idea: a full bar is the best value in the game for that column in that mode, across all 194 crew: filtering the list does not move it, though the equipment you set does, because it moves every crew at once. In FOCUS the bar stands on TRAINED + EQUIPMENT alone, because that is the column the other three build up to.