In Typing Battle, finishing a prompt deals damage to your opponent, and mistyping deals damage to you. This page explains, with actual numbers and worked examples, the formulas that determine damage and points. The controls and how to read the screen are in the how-to guide; here we focus on how to type to your advantage.
Contents: How damage is determined ・ How heavy a mistake is ・ The arithmetic of a 1000 HP match ・ Rank points and tiers ・ Tips for real matches ・ How to practice
The damage you deal to your opponent when you finish a prompt is 50 + 25 × units, capped at 250. For units, one hiragana character counts as one unit; a combination such as "きゃ" or "ふぁ" counts as one unit even though it is two characters; and "っ," "ん," and "ー" each count as one unit as well. It depends only on the length of the prompt, not on how many times you press keys.
| Prompt length | Damage | Words needed to deplete 1000 HP |
|---|---|---|
| 2 units | 50 + 25 × 2 = 100 | 10 words |
| 3 units | 50 + 25 × 3 = 125 | 8 words |
| 4 units | 50 + 25 × 4 = 150 | 7 words |
| 5 units | 50 + 25 × 5 = 175 | 6 words |
| 6 units | 50 + 25 × 6 = 200 | 5 words |
| 7 units | 50 + 25 × 7 = 225 | 5 words |
| 8 units or more | 50 + 25 × 8 = 250 (cap) | 4 words |
At 8 units you reach the cap of 250, so a prompt longer than that stays at 250 no matter how many units it has. Counting with actual prompts gives the following. "Damage per key" is a guideline for when you type with the shortest spelling.
| Prompt | Units | Damage | Shortest way to type | Damage per key |
|---|---|---|---|---|
| あい | 2 | 100 | ai (2 keys) | 50.0 |
| きょう | 2 | 100 | kyou (4 keys) | 25.0 |
| でんしゃ | 3 | 125 | densha (6 keys) | 20.8 |
| たいよう | 4 | 150 | taiyou (6 keys) | 25.0 |
| がっこう | 4 | 150 | gakkou (6 keys) | 25.0 |
| こんぴゅーた | 5 | 175 | konpyuuta (9 keys) | 19.4 |
| ぜんしゅうちゅう | 6 | 200 | zenshuuchuu (11 keys) | 18.2 |
| いんたーねっと | 7 | 225 | intaanetto (10 keys) | 22.5 |
| かいぞくおうにおれはなる | 12 | 250 | kaizokuouniorehanaru (20 keys) | 12.5 |
The shorter the prompt, the more damage each unit deals (50 per unit for 2 units, about 21 per unit for 12 units). Finishing one long prompt does not earn as much as finishing short prompts many times. Conversely, piling up mistakes in a panic when a long prompt appears is a loss.
When you mistype, you take 25 damage per mistake, regardless of the prompt's length. The wrong key is ignored and your position in the prompt does not advance, so you can continue by typing the correct key again. However, you lose the time it takes to retype.
| Number of mistakes | Loss of your own HP | Remaining from 1000 HP |
|---|---|---|
| 1 mistake | -25 | 975 |
| 2 mistakes | -50 | 950 |
| 4 mistakes | -100 | 900 |
| 6 mistakes | -150 | 850 |
| 10 mistakes | -250 | 750 |
| 20 mistakes | -500 | 500 |
| 40 mistakes | -1000 | 0 |
The table shows how many mistakes cost you while you finish a 4-unit prompt (150 damage).
| Mistakes per 4-unit prompt | HP you lose | Net (the part of the 150 dealt that remains) |
|---|---|---|
| 0 mistakes | 0 | 150 (about 100%) |
| 0.5 mistakes | 12.5 | 137.5 (about 92%) |
| 1 mistake | 25 | 125 (about 83%) |
| 2 mistakes | 50 | 100 (about 67%) |
Just one mistake per word cancels out about 17% of the damage you deal. For example, if two players trade 6 four-unit prompts each at the same pace, both take 900 damage. If one of them has made 4 mistakes (100 damage), their HP lands exactly on 0, and they lose even though their typing speed is the same.
Both players start at 1000 HP. With only 4-unit prompts, each deals 150 damage, so it takes 7 words to deplete the bar (1000 ÷ 150 = 6.67). With only 2-unit prompts it takes 10 words, and with prompts at the cap of 250, 4 words are enough. Each match has 50 prompts prepared, so you will almost never run out. Taking your typing speed as keys per second, the guideline times are as follows (the time for switching between prompts is not included).
| Typing speed | One 4-unit prompt (6 keys) | Time to deplete 1000 HP in 7 words |
|---|---|---|
| 3 keys per second | 2.0 sec | 14.0 sec |
| 4 keys per second | 1.5 sec | 10.5 sec |
| 5 keys per second | 1.2 sec | 8.4 sec |
| 6 keys per second | 1.0 sec | 7.0 sec |
In an actual match, both players' damage builds up at the same time. The first to bring the other's HP to 0 wins, so both typing fast and not letting mistakes reduce your own HP matter. The lower the HP, the more directly a single mistake (25) or the damage of one word (100 to 250) decides the result.
In Ranked Match, points rise and fall according to wins and losses (they do not change in Casual Match or matches against friends). The amount is determined by the winner's remaining HP. The formula is the value of 10 + 190 × (winner's remaining HP ÷ 1000), rounded to the nearest whole number; it is added to the winner, and the same value is subtracted from the loser.
| Winner's remaining HP | Points gained by the winner | Points lost by the loser |
|---|---|---|
| 1000 | +200 | -200 |
| 750 | +153 | -153 |
| 500 | +105 | -105 |
| 250 | +58 | -58 |
| 100 | +29 | -29 |
| 10 | +12 | -12 |
| 0 | +10 | -10 |
The bigger your margin of victory, the more points you gain, and even a close win earns at least 10. A draw leaves points unchanged, and points never fall below 0. If a player does not press Ready within 10 seconds, the change is a fixed 50 points regardless of remaining HP (−50 for the player who did not press it, and +50 for the opponent).
Points start at 0, and you move up one tier for every 1000 points. Because the tier is determined by points alone, if your points drop you go back to a lower tier.
| Tier | Total points |
|---|---|
| アルミⅠ (Aluminum I) | 0 〜 999 |
| アルミⅡ (Aluminum II) | 1000 〜 1999 |
| ブロンズⅠ (Bronze I) | 2000 〜 2999 |
| ブロンズⅡ (Bronze II) | 3000 〜 3999 |
| シルバーⅠ (Silver I) | 4000 〜 4999 |
| シルバーⅡ (Silver II) | 5000 〜 5999 |
| ゴールドⅠ (Gold I) | 6000 〜 6999 |
| ゴールドⅡ (Gold II) | 7000 〜 7999 |
| プラチナⅠ (Platinum I) | 8000 〜 8999 |
| プラチナⅡ (Platinum II) | 9000 〜 9999 |
| エメラルドⅠ (Emerald I) | 10000 〜 10999 |
| エメラルドⅡ (Emerald II) | 11000 〜 11999 |
| ダイヤⅠ (Diamond I) | 12000 〜 12999 |
| ダイヤⅡ (Diamond II) | 13000 〜 13999 |
| マスター (Master) | 14000 〜 14999 |
| グランドマスター (Grandmaster) | 15000 and up |
If you can keep winning with 500 HP remaining, that is 105 points per win, so you move up a tier in about 10 wins. Each mistake takes 25 off your own HP, so the points you earn for a win also drop by about 5 (25 × 190 ÷ 1000 = 4.75). Typing accurately translates directly into rank growth.
si, "ち" can be ti, and "つ" can be tu, each saving one key. "を" also needs just one key, o. The romaji below the prompt is only a sample, and the shorter way of typing is accepted too.kya). "じゃ・じゅ・じょ" can be typed in 2 keys: ja, ju, and jo. You can check the shortest number of keys for each sound in the list in the romaji input chart (in Japanese).n. If you type nn, the second n moves on to the next prompt and causes a mistake. For "っ," you simply double the next consonant; xtu cannot be used. The detailed rules are in the "ん" and "っ" section of the chart (in Japanese).Examples of how many keys you can save with a shorter spelling.
| Prompt | As in the sample | Shortest | Keys saved |
|---|---|---|---|
| ちから | chikara (7 keys) | tikara (6 keys) | 1 |
| つばさ | tsubasa (7 keys) | tubasa (6 keys) | 1 |
| しんじつ | shinjitsu (9 keys) | sinjitu (7 keys) | 2 |
| ちいさいつくえ | chiisaitsukue (13 keys) | tiisaitukue (11 keys) | 2 |
Considering that you type around 7 words in a match, a difference of 1 to 2 keys per word adds up to a large difference. To begin with, we recommend switching only "し, ち, つ" to the shorter spellings. Before Ranked Match, try it out in Casual Match, which requires no login.
Trying to change everything at once only increases your mistakes. We recommend trying one thing at a time, in the following order.
si, ti, and tu. At this stage it is fine to leave longer spellings, such as those for contracted sounds, as in the sample.Speed comes naturally once your mistakes decrease. Knowing the damage formula lets you calmly judge whether it is worth rushing at any given moment.