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 are handed out in this order, DMG, HP, STA, ENG, WPN, PLT, SCI,
then LUC, DOD and the resistances, and the rest get nothing. Slots given
to LUC, DOD or a resistance only take room here: training does not touch
those stats.
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, equipment included, and the cap applies last:
1.85 damage with a ×1.3 weapon reaches the 2.4 cap, and so does 1.45 damage with
a +2 helmet, because (1.45 + 0.4) × 1.3 is just over 2.4.
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.
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, and set exact run counts. A course opens its card with what it
needs: room level, research, the course before it and the ship level. Courses
your ship level cannot run yet stay at the end of the list, dimmed and marked with
the ship that opens them; one already in your plan is still counted. 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 October 23, 2026 game API data and contains 72 repeatable
courses, 62 of them open on ship level 10: the plan counts from the best
Laboratory, Gym and Academy that ship can build and treats every research that Laboratory allows as done.
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.