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Type Proficiency and orbs

From the Polandball Go Wiki

Every ball has a Type Proficiency section on its screen with three tracks: Attack, Multiattack and Ultimate. Each runs from level 1 to 10 and is upgraded with orbs of the ball's own type. A Cosmic ball's tracks say "Uses Cosmic Orbs", and a Fire ball's take Fire Orbs.

Each level changes three things at once: a battle stat, a raid stat and CP. The track names describe the raid side, which is why they can be confusing in PvP.

1 Attack#

In PvP and war duels, Attack gives Type Boost: how much more damage the ball's hits do when the type chart is in its favor. In raids it gives Basic Attack, a straight bonus to the ball's normal raid hit.

Type Boost by level:

  • Level 1: 10%
  • Level 2: 11%
  • Level 3: 12%
  • Level 4: 14%
  • Level 5: 16%
  • Level 6: 18%
  • Level 7: 21%
  • Level 8: 24%
  • Level 9: 27%
  • Level 10: 30%

Type Boost applies once per point of advantage. A +1 hit at level 10 does 30% more; a +2 hit, into a ball weak to it on both types, does 60% more. It works on Weapon hits too, using the item's resonance type. A ball whose hits are neutral gets nothing from it.

Basic Attack in raids rises by 5% a level, to 50% at level 10. At level 10 the game's screen reads "Fully mastered", with Basic Attack (Raids) 50% and Type Boost (Battle) 30%.

2 Multiattack#

In duels, Multiattack gives Resistance: how much less damage the ball takes from hits the chart says it resists. In raids it sets the penalty on the ball's Multi, the special that hits three Mymics at once.

Resistance by level:

  • Level 1: 5%
  • Level 2: 6%
  • Level 3: 7%
  • Level 4: 8%
  • Level 5: 10%
  • Level 6: 12%
  • Level 7: 15%
  • Level 8: 18%
  • Level 9: 21%
  • Level 10: 25%

Like Type Boost, it applies per point: a −2 hit into a ball at level 10 loses half its damage. It does nothing against neutral hits or hits the ball is weak to.

In raids, the Multi penalty shrinks as the track rises. The game's screen for going from level 6 to 7 shows the Multi penalty going from −22% to −17%, Resistance from 12% to 15%, and the track's CP from +50 to +60.

3 Ultimate#

In duels, Ultimate gives Speed, which decides who acts first when both balls Attack:

  • Level 1: no bonus
  • Levels 2 to 7: +2% a level, reaching +12%
  • Level 8: +15%
  • Level 9: +18%
  • Level 10: +20%

Speed only sets turn order. Going first adds no damage, so the track matters when two balls would each land a KO in the same round, and the faster one swings first. The United Nations, with Diplomacy 100 and Ultimate at 10, reached a Speed of 235 in one recorded duel, ahead of a British Empire form at 205 with Ultimate at 7. See How a duel works.

In raids, what the Ultimate track does for a ball's Ult, the heavy hit on one Mymic, if anything, isn't published.

4 CP#

Every level above 1 on any track adds 10 CP. A track at 10 adds 90, and all three at 10 add 270. That's small next to prestige, which adds 500 to 1,000 a level, so orbs are worth upgrading for what they do in fights rather than for the number on the card. See Levels, stars and CP.

5 Where orbs come from#

Orbs are type-specific items. The game says they're used for elemental upgrades and crafting.

  • The Alliance Shop sells elemental orbs of every type for the shop's own currency, 135 each, with some types on sale. Fire and Water were once seen at 122. A level 4 alliance gets a Shop Discount bonus that lowers orb prices. See Alliances.
  • The Glory Shop sells orbs for 50 Glory and 500 Clay each. One week's screen offered Energy and Ice Orbs, with 20 of each left in the weekly stock.
  • Raids and other rewards hand out orbs too.

How many orbs each level takes isn't published. One screen gives a single data point: taking a Cosmic ball's Multiattack from 6 to 7 called for 9 Cosmic Orbs. Which type of orb a dual-typed ball's tracks use isn't recorded either.

6 Which track first#

The tracks reward different things, so the right first pick depends on where the ball fights:

  • Attack pays off whenever the ball hits into a type it's strong against, in duels and in raids. It's the only track that adds raid damage on every normal hit.
  • Multiattack pays off on defense, when the ball takes hits it resists. At level 10 it takes a quarter off every hit the ball resists by one point.
  • Ultimate pays off only in close races, and never adds damage.

Both battle curves climb faster at the top. Going from level 9 to 10 adds 3 points of Type Boost and 4 of Resistance, while going from 1 to 2 adds 1 of each.

7 Orbs in wars#

An alliance war uses each player's roster as it stood when sign-up closed, and that includes orb levels. An upgrade made after the lock doesn't count until the next week's war. See Alliance wars.

8 On polbielytics#

The type chart has a Type Proficiency panel with every level of all three tracks, next to the orb level settings its matchup tool uses.

9 See also#

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