Gym Training and Battle Stats
Vladar gym gains, happy drain, happy vs energy eras, whoring ratios, Xanax baselines, and interactive calculators - without treating the old 50m soft cap as current.
By Weav3r
Overview
Battle stats come from the gym. Early on, happy multiplies gains hard. Later, raw energy (Xanax, refill, cans) matters more. Use the widgets below to compare choices rather than audit exact ticks.
Soft cap is gone
The old ~50 million per-stat soft cap was removed in August 2022 (Patch #250 / Chedburn). Gains keep rising at a steadily decreasing rate. That change matters most once a trained stat is in the multiple billions; below that, treat older “hard stop at 50m” posts as outdated on the cap only.
What multiplies gains
The live coded formula is unpublished. The community / wiki estimator that still tracks midgame training is Vladar (Training Gains Explained). Levers that show up in every useful model:
- Gym dots - always train in the highest-dot gym you qualify for on that stat. Dots multiply per energy.
- Happy - huge when the trained stat is small; still helps later, but less relatively.
- Current stat size - training a big stat gains more absolute points (compounding).
- Energy in - more e spent = more gains. Train all at once or piece-wise; totals match if happy were fixed.
- Modifiers - education gym %, steadfast, job perks, books multiply. Stack them; do not treat them as tiny add-ons.
Happy drains while you train
Each train costs happy equal to about 40–60% of the energy used for that train (wiki). Source of the energy (natural, Xanax, cans, refill) does not change the drain. That is why jump kits bank energy first, then dump while happy is peaked - and why the explorer below does not step happy down mid-dump.
Interactive: gym gains explorer
Est. gains this dump
567
Assumes starting happy for the whole dump
Est. per energy
3.78
Relative comparisons matter most
Est. per train
94.5
Happy lost (≈ mid)
~75
Wiki: 40–60% of energy used; not applied to the gain estimate above
Vladar approximate model. Drag happy vs stat to feel the two eras. Happy drain mid-dump is not simulated - compare choices, do not audit exact ticks.
Happy matters more when stats are small
Normalized illustration: the same happy jump multiplies a tiny stat much harder than a multi-million stat.
Gains model (Vladar)
Wiki Gym Gains Formula (Vladar). Per train, with `h = Happy + 250`:
`gain ≈ Modifiers × GymDots × EnergyPerTrain × [ (a·ln(h) + c) × Stat + d·h + e ]`
For a dump of total energy `E` (ignoring happy falling each train), that is the same as `Modifiers × GymDots × E × [ … ]`. Our explorer uses that dump form, then shows per-train as the e-per-train slice.
| Constant | Estimate |
|---|---|
| a | 3.480061091 × 10⁻⁷ |
| b (inside h) | 250 |
| c | 3.091619094 × 10⁻⁶ |
| d | 6.82775184551527 × 10⁻⁵ |
| e | −0.0301431777 |
- Modifiers - product-style stack of education gym %, faction steadfast, company specials, books, and similar % boosts (enter the summed % in the widget).
- Gym dots - the highlighted bars for that stat in your active gym.
- Energy per train - 5 / 10 / 25 / 50 depending on the gym tier (specialists are the expensive clicks).
- Happy loss each train ≈ 40–60% of that train’s energy; not inside the gain formula above.
Darkkk formula is historical
Older guides (and a stale wiki “Historical Notes” line) quote Darkkk’s linear happy/stat fit from the soft-cap era. That model is not the current wiki estimator. Use Vladar for planning; confirm live gains after patches.
After the 50m soft cap
Chedburn’s August 2022 note: past 50m, gains keep increasing, but the monthly % growth falls as the trained stat climbs. Heavy SE use still outpaces pure gym in the billions; gym is relevant again for people who had abandoned it under the old hard stop.
| Trained stat | Heavy gym monthly growth (post-change) | Vs old capped path |
|---|---|---|
| 50m | 211.75% | Same as before |
| 100m | 108.05% | Was 103.35% |
| 1b | 12.87% | Was 10.33% |
| 5b | 4.47% | Was 2.07% |
| 10b | 3.37% | Was 1.03% |
| 50b | 2.40% | Was 0.21% |
| 100b | 2.24% | Was 0.10% |
Those rows assume heavy training (~1500e/day, full PI happy, George’s, no steadfast) from the staff examples. Your modifiers and gym change the absolute numbers; the shape is “still growing, slower percent.”
What the explorer is for
Vladar was fitted mainly around normal / soft-cap-era ranges. Treat billionaire outputs as relative happy/dots/energy tradeoffs, not an audit of live ticks.
Happy era, then energy era
There is no hard cutoff. Rough rule of thumb (approximate): while a trained stat is still under ~100k, full happy jumps are usually worth the kit. Once that trained stat is into a few hundred thousand, Xanax energy dumps in a high-happy house usually win on cost per gain. Switch when the kit stops paying for the extra points relative to just dumping energy.
| Era | Rough signal | What to do |
|---|---|---|
| Happy era | Trained stat still low (often under ~100k; approximate) | High-happy housing + candy / eDVD / Ecstasy jumps. Bank energy, then dump. Over-cap happy resets every 15 minutes. |
| Transition | Jumps feel expensive for the extra gains | Keep high-happy housing, but stop forcing full jump kits every day. |
| Energy era | Past a few hundred thousand per trained stat for most trainers | Natural regen + ~3 Xanax/day (+250e each, drug CD ~6-8h) + points refill in a high-happy PI. Optional cans/FHCs if impatient. |
Starter jump kit (cheap and enough to learn the loop):
- Live in high-happy housing (rent Castle / Private Island when you can; shack happy is terrible). See Properties.
- After a quarter-hour tick (:00 / :15 / :30 / :45), eat candy / sweets to push happy above your property max.
- Optional: use an eDVD (Erotic DVD) for another happy bump before the drug.
- Clear drug cooldown, then take Ecstasy last - it doubles your current happy. Never XTC before the candy / eDVD stack.
- Bank energy first (Xanax path or natural bar), then dump all energy in the highest-dot gym for the stat you are training before the next 15-minute reset. Happy falls ~40–60% of e as you train, so do not nibble the bar across the hour.
Richer kits
Bigger candy stacks, eggs, beer chains, and refill timing live in Get Started Strong and the 2026 training threads in Sources.
Happy jump timeline
- 1
T−18 to 36h
Stack Xanax while energy banks. Stay under max when possible. Community estimate ~2% OD chance per dose (not an official posted rate).
- 2
Quarter tick
Happy over your property max resets at :00 / :15 / :30 / :45. Start just after a tick.
- 3
Boost
EDVD / candy stack → Ecstasy (doubles happy) → dump all energy in the gym immediately.
- 4
Refill
Points refill → train again before the next 15-minute reset eats your happy.
- 5
After
Rough rule: full jump kits while a trained stat is still under ~100k; once it is into a few hundred thousand, Xanax energy in a high-happy house usually wins on cost per gain.
Use with the starter kit above. Richer budgets: Get Started Strong.
Interactive: daily energy budget
Drug cooldown track
Drug CD used
21h / 24h
Fits a normal day
Points refill (once / day)
Booster cooldown track
Booster CD used
0h / 24h
Base bar 24h; some drinks differ from 2h - check item text
Natural (approx)
720e
Xanax
750e
Refill
150e
FHC
0e
Drinks / cans
0e
Day total
1620e
~64 × 25e trains
Midgame baseline many guides cite: ~3 Xanax + refill + natural ≈ 1,400-1,600e/day before boosters. Four Xanax is a stack toward 1,000e stored - that usually spans more than one calendar day because of drug CD.
Drug effects and addiction: [Rehab](/guides/rehab).
- Housing - shack is awful for training. Rent Castle/PI when money allows (Properties).
- Refill - usually the cheapest extra energy once you have points.
- Cans / FHC vs SEs - buy speed if impatient; late game, saving for stat enhancers can win (Impatience).
- Addiction - rehab on a schedule so education/gym do not break (Rehab).
Example midgame energy mix
Assumes donator regen (~720e/day if you never waste a full bar), 3 Xanax (drug CD ~6-8h each), and one points refill (+150e). Optional cans are a spend choice, not free energy. Non-donators get less natural (~480e/day).
Whoring and set ratios
whoring means specializing into the stats your best unlocked gyms reward, instead of keeping a flat 1:1:1:1 spread. Unlock better gyms with energy spent (not drugs). Pay memberships once.
- Frontline / Balboas (25e) and later 50e specialist gyms (Isoyamas, etc.) define the midgame map - train the high-dot stat there.
- Example whor: push Defense as primary, keep Strength and Speed mid, soft-forget Dexterity if your specialist gyms ignore it. Target shape around 1.5 : 1.25 : 1.25 : ~0.2 (Def : Str : Spd : Dex) - or swap which stat is primary for your war role.
- Hank-style vs Baldr-style ratios trade specialized dots vs more balanced offense. Pick for your faction role, not a universal ideal.
| Idea | Why |
|---|---|
| Highest dots always | Dots multiply per energy |
| Sports Science edu early | +gym gain % forever (Education) |
| Books (+% to a stat) | Best value after that stat is already large |
| Faction steadfast / job perks | Free multiplier days on the stats you train |
SSL trap
Sports Science Lab looks best on paper (9.0 all dots) but requires a lifetime total under 150 Xanax + Ecstasy combined. Most 2026-oriented guides say do not live there if you run Xanax / Ecstasy for energy and jumps.
Spend energy with intent
Energy always has an opportunity cost. Early: jumps + leveling Leaves. After 15: mostly gym, funded by travel. Very late: sometimes earning for SEs beats another can in the gym.
- Under ~500 total stats: finish leveling with enough gym to win attacks.
- Happy era: jumps + Sports Science + better housing.
- Travel funds Xanax / refill / PI happy.
- Energy era: never idle with a full bar; stack modifiers.
- Revisit booster vs SE math as stats climb.
Do this
- Housing happy ≥ Castle/PI when affordable.
- Highest-dot gym unlocked for each trained stat.
- Education: Sports Science gym % online.
- Happy era → jumps with the starter kit; energy era → 3× Xanax + refill baseline.
- Bank energy, then dump while happy is peaked (happy drains ~40–60% of e).
- Pick a whor ratio that matches your specialist gyms / war role.
- Faction steadfast / job perks when available.
- Rehab before addiction bricks edu/gym.
- Skip SSL-as-lifestyle if you live on Xanax.
Sources
- Torn wiki - Gym (Vladar formula, happy loss, soft-cap removal)
- Training Gains Explained (Vladar)
- Gym & stats like a pro 2026
- Training Guide / gym gains
- (Re)Quantify Your Impatience
- Darkk-DemonSkye Gym Guide (historical linear model)
- Get Started Strong (richer jump kits)
- Attacking and Battle Stats
Related guides
Leveling · Travel
Leveling Guide (to 15 and Beyond)
Prep stats and gear, dump energy into Leave attacks on weak high-level targets, hit 15 for travel, then stop forcing levels.
Money · Travel · Trading
Making Money in Torn
Stage-by-stage income: pre-15 scrapes, travel after 15, then five midgame methods, bank, and stocks.
Gym · Money · Travel
Properties and Housing
Happy ladder for gym, rent vs buy, PI with airstrip (base travel capacity 10→15), vaults, and when buying an island makes sense.
Money · Education · Gym
Jobs and Companies
Employee path first: placeholder city job, job points and stars, early company picks by playstyle, how to apply, and directing as a later project.
Education · Medical · Points
Education Courses and Paths
How Torn education works, how to cut course time, a safe early path (Intravenous Therapy then Sports Science), playstyle branches, and degree lookups.
Medical · Travel · Education
Drugs, Addiction, and Rehab
One drug table with combat and energy effects, Xanax / Vicodin / Ecstasy playbooks, addiction cues, and when to rehab in Switzerland.
Points · Stocks · Crimes
Merits and Awards
How merits work, one default spend ladder, playstyle deltas, easy awards to farm, and an appendix catalog of upgrades.
Stocks
Stock Market Basics
Order of operations for passive wealth (bank → high-ROI blocks → Max PI), how to use TornW3B Stocks, trading rules, and the benefit table.
Gym · Leveling · Faction
Attacking and Battle Stats
How the four battle stats resolve fights, Leave/Mug/Hosp/Arrest outcomes, wiki matchup curves, approximate damage math, and how Fair Fight ties into chaining.
Faction · Ranked Wars
Faction Chaining
Chain timer and cooldown, bonus hits, unlock costs, respect multipliers (FF, war, retal, mug), stacking, and ranked-war chain rules.
Ranked Wars
Ranked Wars for Beginners
Enlistment, Lead Target scoring, decay, Xanax stacking, termed vs untermed fighting, and cache rewards for ranked wars.