> For the complete documentation index, see [llms.txt](https://captain-tsubasa-rivals.gitbook.io/en/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://captain-tsubasa-rivals.gitbook.io/en/player-nft-and-training-functions/parameter-vs-parameter.md).

# Parameter / VS Parameter

Each Player has two types of Game Parameters:

## [Parameter ](#parameter)

This is a parameter used in the RIVAL mode. It affects the efficiency of gaining $TSUBASAUTs and item drops in the game.&#x20;

## [VS Parameters ](#vs-parameter)

This is a parameter used in PvP mode and ARENA mode. It affects the game commands.&#x20;

This section describes the types and effects of the two parameters.

## ========

## Parameter

There are three types of Player Parameters. The initial Parameter values vary for each player.

<table><thead><tr><th width="177" align="center">Type</th><th align="center">Details</th></tr></thead><tbody><tr><td align="center">Efficiency</td><td align="center">Affects the amount of $TSUBASAUT earned in RIVAL mode</td></tr><tr><td align="center">Resilience</td><td align="center">Affects the Physical Condition in RIVAL/PvP mode</td></tr><tr><td align="center">Luck</td><td align="center">Affects the drop rate of Treasure Boxes in the RIVAL mode</td></tr></tbody></table>

#### Parameter Up&#x20;

* Users can enhance each Parameter by using Points.
* Users get Points by leveling up their Player.
* 1 Status Point adds 1 to Parameters

### Efficiency&#x20;

This parameter affects the amount of $TSUBASAUT that could be earned in RIVAL mode.

In RIVAL mode, the reward amount of $TSUBASAUT is determined by a combination of Efficiency, RP (Rival Point), Physical Condition, and game results.

### Resilience&#x20;

This parameter affects the Physical Condition after each RIVAL/PvP mode match.

Every time a Player is used in a match, the Physical Condition of the player gets worse.

The higher the Fatigue, the less $TSUBASAUT to be earned.

The more Resilience you develop, the Physical Conditions are less likely to deteriorate.

\*Please refer to [this page](/en/player-nft-and-training-functions/physical-condition-refresh.md) for more information on physical condition and Fatigability.

### Luck&#x20;

This parameter affects the drop probability of Treasure Boxes.

In RIVAL mode, the Treasure Box drop rate depends on this parameter. 　 　\ <mark style="color:purple;">\*Luck value and drop probability per stage are related.</mark>

## ========

## VS Parameter&#x20;

VS Parameter is a player's ability value used in the PvP mode.

There are three types of VS parameters for each player. Initial values vary for each player.

|                     Type                    |                      Details                     |
| :-----------------------------------------: | :----------------------------------------------: |
|  <mark style="color:red;">**Power**</mark>  |   Shoot/block commands are affected in PvP mode  |
|  <mark style="color:blue;">**Speed**</mark> | Dribble/Tackle commands are affected in PvP mode |
| <mark style="color:green;">**Skill**</mark> |       All commands are affected in PvP mode      |

The value of any VS parameter can be increased by distributing the Proficiency Level that can be obtained from RIVAL mode, Treasure Boxes, and Gachas. This is called "VS Parameter-Up."&#x20;

***For commands in PvP:***

・Shoot/Block: (Power + Skill) / 2

・Dribble/Tackle: (Speed + Skill) / 2

## Proficiency&#x20;

Proficiency can be gained in Rival Mode, Treasure Box, and Gacha.&#x20;

Proficiency is used to level up "VS parameters". By consuming proficiency, you can increase the value of any "VS parameter".&#x20;

<mark style="color:purple;">The ratio of proficiency used to those gained is 1:1.</mark>\
The value that can be increased by proficiency has a maximum value for each rarity.
