Training & Pull-Up Bars
Training is where your Throw Power comes from. You do pull-ups on a bar, every rep gives XP, XP fills levels, and every level adds power. Better bars give more XP per rep. This is the slowest part of the game and the one you will spend the most time on.
How training works
- Stand at your pull-up bar and start repping. Each rep gives XP (1 XP on the Wooden Bar, 2 on the Steel Bar, and it scales up to tens of trillions per rep on the final bars).
- XP fills your level bar. Each level adds Throw Power – about 5 power per level early on.
- Your Throw Power is shown on the throw meter. Add +20 for a Perfect throw.
- Buy the next bar in the bar shop as soon as you can; bars are sequential, so you unlock them one at a time.
Bonus clicks
While you train, a bonus button pops up at random with a multiplier such as ×2 or ×5. Clicking it multiplies your reps for a short time. There is also a double-click button that speeds up reps. Actively training with these is much faster than idling.
Level cap
The level stops at 1,592. The XP bar keeps moving, but nothing is added and a better bar does not lift the cap. At that level your perfect-throw power is around 7,000, which reaches past the end of the Nuclear Wasteland.
Pull-up bars in unlock order
There are more than thirty bars. They follow the same themes as the zones: metals and gems first, then neon and elemental bars, cosmic bars, and finally Halloween and Wasteland bars. This is the order I unlocked them in:
| # | Bar | Price | Notes |
|---|---|---|---|
| 1 | Wooden Bar | $1 | Tutorial purchase. 1 XP per rep. |
| 2 | Steel Bar | — | 2 XP per rep. |
| 3 | Gold Bar | — | |
| 4 | Diamond Bar | — | Around 5 power per level at this point. |
| 5 | Violet Bar | — | |
| 6 | Ruby Bar | $600K | |
| 7 | Amber Bar | — | |
| 8 | Chrome Bar | — | |
| 9 | Obsidian Bar | $320M | |
| 10 | Pink Neon Bar | — | |
| 11 | Aqua Neon Bar | $2B | |
| 12 | Lime Neon Bar | $90B | |
| 13 | Solar Bar | $680B | |
| 14 | Frost Bar | — | |
| 15 | Magenta Bar | — | |
| 16 | Crimson Bar | — | |
| 17 | Emerald Bar | 1.2 Qa | |
| 18 | Amethyst Bar | 50 Qa | |
| 19 | Blue Flame Bar | — | |
| 20 | Prometheus Bar | — | |
| 21 | Holy Bar | 12 Qi | |
| 22 | Void Bar | 500 Qi | |
| 23 | Galaxy Bar | 120 Sx | |
| 24 | Infinity Bar | — | |
| 25 | Eclipse Bar | ~3 Sp | |
| 26 | Omega Bar | 300 Sp | |
| 27 | Nightfall Bar | — | |
| 28 | Eternal Bar | — | |
| 29 | Abyss Bar | — | |
| 30 | Scarecrow Bar | — | Harvest Fields themed. |
| 31 | Pumpkin Bar | 1.8 Dc | Harvest Fields themed. |
| 32 | Siren Bar | — | Phantom Harbor themed. |
| 33 | Lighthouse Bar | 450 Ud | |
| 34 | Hazard Bar | — | Nuclear Wasteland themed. |
| 35 | Toxic Barrel Bar | — | |
| 36 | Scaffold Bar | — | |
| 37 | Final (max) Bar | — | About 70 trillion XP per rep; takes you to the level cap of 1,592. |
Bar prices climb steeply: around 2B after the Obsidian Bar, 1.2 Qa for the Emerald Bar, 500 Qi for the Void Bar and 300 Sp for the Omega Bar.
How much training do I need?
Rough level and power checkpoints: level 20 sends a perfect toast into the Savannah, level 100 into the Jungle and Ocean, around level 205 gives about 1,050 power (Taiga), level 600 gives roughly 3,000 power (Mythical Paradise), level 833 is enough for Harvest Fields, level 1,050 opens Phantom Harbor, and around level 1,350 (6,700+ power) reaches the Nuclear Wasteland.
See the zone table for the exact power each zone needs.