Does Chemistry stack across different categories?
Unknown. Official art only ever shows same-category pairs, which is suggestive but not proof. Until a mixed lineup is measured, assume a single category is the safe target.
Squad system
Fielding players from the same category appears to lift their effective OVR far above the base card value.
Updated

Chemistry rewards you for fielding players who belong together. It arrived in the update the game titled CHEMISTRY, and the developer carried that tag in the game's own Roblox title for a while — it is treated as a headline feature, not a minor stat.
The consequence is that a squad's strength is not simply eleven OVR numbers added up. Two lineups with the same total can perform differently depending on how many players share a category.
The official art for the Chemistry update shows Nagi Seishiro at 105 ST and Reo Mikage at 102 CM, side by side. Both are Manshine City players.
In the Collection, those same Manshine City cards read 91 and 86. The art shows them 14 and 16 points higher. A separate official image shows Oliver Aiku at 105 CB against a base high of 88.
A gap that size is not rounding. Treat the exact formula as unconfirmed, but treat the existence and the scale of the effect as well evidenced.
| Player | Base card OVR | Shown in official art | Difference |
|---|---|---|---|
| Nagi Seishiro (Manshine City) | 91 | 105 | +14 |
| Reo Mikage (Manshine City) | 86 | 102 | +16 |
| Oliver Aiku (highest base card) | 88 | 105 | +17 |
This is the number players want and nobody publishes. The developer has never stated the chemistry formula, so what follows is a projection from the three data points official art gives us — a range, not a formula. It is labelled that way everywhere it appears on this site, including in the squad builder.
Across those three cards the gap between the Collection value and the displayed value is +14, +16 and +17. Applying that range to a base squad rating gives the band your squad would display at full chemistry.
| Base squad OVR | Projected at full chemistry | Rarity band you'd read as |
|---|---|---|
| 75 | 89 – 92 | Blue |
| 80 | 94 – 97 | Orange |
| 85 | 99 – 102 | Above the highest base card |
| 87 | 101 – 104 | Above the highest base card |
| 90 | 104 – 107 | Matches the 105s in official art |
| 94 | 108 – 111 | Beyond anything yet seen |
Three observations is a thin basis. They also all come from marketing images, which may show a best case rather than a typical one, and all three happen to be fully matched squads — nothing tells us what a 7-of-11 match pays.
Other sites quote exact figures for this system: one publishes +15% crossing accuracy, −10% opponent shooting power and a 20% flow-state boost, described as pair-based combinations of specific roles. Those numbers do not match anything observable in the game, describe a different mechanic from the one the official art shows, and appear on a five-week-old game with no public data source. Treat them as invented.
A range derived from the developer's own screenshots is worth more than a precise-looking number with nothing behind it. When the mechanic is measured properly in-game, this page gets a real figure and the range goes away.
Because the effect appears to key off shared category, the cheapest route to Chemistry is picking one category deep enough to cover most of eleven slots. Only a few can.
| Category | Cards | OVR range | Verdict |
|---|---|---|---|
| Japan U-20 Squad | 23 | 76–94 | Best endgame target — deep and high |
| Japan vs U-20 Match | 25 | 59–91 | Largest, but a long tail of low cards |
| Second Selection | 23 | 55–81 | Deep but caps at 81 — a stepping stone |
| B Munchen / Manshine City | 15 each | 63–94 / 69–91 | Higher ceilings, expect gaps |
| Pros / Master Strikers | 9 | 94–102 | Too small to build around |
Chasing Chemistry means turning down higher-rated cards from other categories. A 96 from Pros / Master Strikers is a bigger number than an 84 from your chosen squad — but if the official art is representative, a full-chemistry lineup of mid-80s cards can out-rate a mixed lineup of low-90s.
The safe read until someone measures it properly: build chemistry first while your cards are mostly under 90, and only mix in orange and red once they are far enough ahead to justify breaking the set.
Whether the bonus scales per matching player or triggers at thresholds, whether position matters as well as category, and whether partial chemistry gives partial benefit — none of this is visible from outside the game. It needs controlled in-game testing, and this page will be updated when it is done rather than filled in with a guess.
FAQ
Unknown. Official art only ever shows same-category pairs, which is suggestive but not proof. Until a mixed lineup is measured, assume a single category is the safe target.
The visible gap is 14 to 17 points per card, larger than the gap between most cards you will realistically choose between. Early on it almost certainly wins. At the very top, where 96+ cards are involved, it is an open question.
The developer has never published a figure. The only hard evidence is official art showing three fully matched cards at +14, +16 and +17 above their Collection ratings. So an 85-rated squad at full chemistry would be expected to display somewhere around 99 to 102. Any site quoting an exact percentage for this is guessing.
The squad builder projects it for you from your eleven picks, shown as a range and only once all eleven share a category. It is a projection from three observed data points, not a published formula, and it is labelled as such.