PSS2

TRAINING PLANNER

SETUP

CURRENT STATS

Card radar, without equipment.

PRIORITY REMAINING 0%

Shares of Training, 100 in total.

PLAN STYLE

Result against TP cost.

Pick a crew to see a plan.

HOW THIS WORKSSetup, priorities, plans and data

01 Start with the crew you actually have

Pick a crew, then make Current Stats match the radar on its card in game. The fields are prefilled with base crew stats, so add your level-up picks, but leave equipment out: it goes in EQUIPMENT. The crew's name opens its card over the plan; the card reads the crew's own data, not the Current Stats you typed here. A stat at 0 cannot be trained because Training multiplies the current value; HP is the exception, see 03.

02 Set the equipment the crew will wear

EQUIPMENT is the same block as on the crew list: the weapon multiplier, ITEM for how good one item may be, and how many of the crew's helmet, armor and pants slots go to each stat; the points come from the best item in the game data. Ask for more slots than this crew has and the panel says so: the ones that fit go down the stat order, DMG first, and the rest get nothing. Equipment is added after Training: a +3 SCI helmet on a crew with SCI 5 and +3% Training reads 16.3% in game, not 16.5%. So equipment never raises what Training gives, it only takes room under the cap. The weapon multiplies DMG after Training and before the cap, and does not multiply equipment: 1.85 damage with a ×1.3 weapon reaches the 2.4 cap. That the weapon applies before the cap and skips equipment is community knowledge and our reading, not documented by the game.

03 HP has 2 hidden points

Every crew has 2 hidden HP, BaseValue in the game data: the card shows radar 3 as HP 5. Training multiplies the sum: 3 radar points with +20% Training is (3 + 2) × 1.2 = 6 on the card. This site shows radar points everywhere, so the same crew reads 4.0 here, and the HP cap, 12 on the card, is 10 on the radar. That the hidden 2 are multiplied is our reading of a crew at 12 HP with +21% Training; a trained HP below the cap would settle it.

04 Assign up to 100% of your priority

Priority divides the crew's available Training between the stats you care about; it is not an extra stat bonus. You may leave some priority unassigned to hold that share of Training back. Every course permanently spends all bonuses it lists: Kickbox gives DMG +4% and STA +1%, so one run uses 5 Training even when only DMG is your target. Opened from a crew card, the planner arrives with that one stat at 100% and Max Result, which is the number the card was showing.

05 Choose how the plan trades result for TP

Efficient, the default, keeps at least 90% of the best useful result for each priority share while favoring TP-efficient courses. Expert Grind repeats the most Training-efficient practical course costing no more than 150 TP for each stat, avoiding expensive advanced courses. Max Result takes every useful gain available regardless of TP cost.

06 Read the recommendation before committing

Training Plan lists every course with what one run of it gives, how many runs, the Training and TP they spend and the time they take; the last line totals them. Projection shows radar points with equipment and the weapon already applied: Now carries what went into it (×1.3 for the weapon, +3 for equipment points), After is what the plan reaches, and Training spent is where the pool went. Stats that reach their cap are marked directly in the table, and a stat Training cannot move at all gets no row. Training changes the stat on the card, not on the radar: 8 with +50% Training acts like 12 and the card shows it, but the radar still reads 8.

07 Build and compare an exact custom plan

Custom Plan lets you search and filter all repeatable courses by stat, room and duration, preview what one more run of a course would give, and set exact run counts. Start empty or copy the recommendation; the clear button empties the plan, and runs beyond the crew's Training are dropped with a line saying so. Your custom courses are kept for each crew in this browser. ADD SECOND PLAN puts a second plan beside the first, and Plan Comparison lines up Training, TP, time and every stat where the two differ. Run order never changes the result.

08 Know what the planner does not model

The catalog uses September 1, 2026 game API data and contains 72 repeatable courses. Consumable Instant trainings are excluded. Course time is summed, but fatigue recovery is not modelled. Level-up picks are not in the data, so add them to Current Stats yourself. Equipment comes from EQUIPMENT and the best item in the game data, not from what your crew wears: the planner does not know your items.