Build A Blue Lock Squad Database

Squad system

Chemistry

Fielding players from the same category appears to lift their effective OVR far above the base card value.

Updated

Official Chemistry update art for Build A Blue Lock Squad showing two Manshine City cards
Official Chemistry update art. Both cards are Manshine City, shown at 105 and 102 — well above their base values of 91 and 86.

What Chemistry is

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 evidence for the boost

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.

PlayerBase card OVRShown in official artDifference
Nagi Seishiro (Manshine City)91105+14
Reo Mikage (Manshine City)86102+16
Oliver Aiku (highest base card)88105+17

Chemistry-boosted OVR: what your squad actually displays

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 OVRProjected at full chemistryRarity band you'd read as
7589 – 92Blue
8094 – 97Orange
8599 – 102Above the highest base card
87101 – 104Above the highest base card
90104 – 107Matches the 105s in official art
94108 – 111Beyond anything yet seen

Why this is a range and not a single number

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.

Which categories can actually fill a lineup

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.

CategoryCardsOVR rangeVerdict
Japan U-20 Squad2376–94Best endgame target — deep and high
Japan vs U-20 Match2559–91Largest, but a long tail of low cards
Second Selection2355–81Deep but caps at 81 — a stepping stone
B Munchen / Manshine City15 each63–94 / 69–91Higher ceilings, expect gaps
Pros / Master Strikers994–102Too small to build around

The trade-off nobody mentions

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.

What is still unconfirmed

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

Chemistry FAQ

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.

Is Chemistry worth more than raw OVR?

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.

How much OVR does Chemistry actually add?

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.

What is my squad's chemistry-boosted OVR?

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.