Typing Battle Strategy

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

How Damage Is Determined

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 lengthDamageWords needed to deplete 1000 HP
2 units50 + 25 × 2 = 10010 words
3 units50 + 25 × 3 = 1258 words
4 units50 + 25 × 4 = 1507 words
5 units50 + 25 × 5 = 1756 words
6 units50 + 25 × 6 = 2005 words
7 units50 + 25 × 7 = 2255 words
8 units or more50 + 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.

PromptUnitsDamageShortest way to typeDamage per key
あい2100ai (2 keys)50.0
きょう2100kyou (4 keys)25.0
でんしゃ3125densha (6 keys)20.8
たいよう4150taiyou (6 keys)25.0
がっこう4150gakkou (6 keys)25.0
こんぴゅーた5175konpyuuta (9 keys)19.4
ぜんしゅうちゅう6200zenshuuchuu (11 keys)18.2
いんたーねっと7225intaanetto (10 keys)22.5
かいぞくおうにおれはなる12250kaizokuouniorehanaru (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.

How Heavy a Mistake Is

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 mistakesLoss of your own HPRemaining from 1000 HP
1 mistake-25975
2 mistakes-50950
4 mistakes-100900
6 mistakes-150850
10 mistakes-250750
20 mistakes-500500
40 mistakes-10000

The table shows how many mistakes cost you while you finish a 4-unit prompt (150 damage).

Mistakes per 4-unit promptHP you loseNet (the part of the 150 dealt that remains)
0 mistakes0150 (about 100%)
0.5 mistakes12.5137.5 (about 92%)
1 mistake25125 (about 83%)
2 mistakes50100 (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.

The Arithmetic of a 1000 HP Match

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 speedOne 4-unit prompt (6 keys)Time to deplete 1000 HP in 7 words
3 keys per second2.0 sec14.0 sec
4 keys per second1.5 sec10.5 sec
5 keys per second1.2 sec8.4 sec
6 keys per second1.0 sec7.0 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.

Rank Points and Tiers

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 HPPoints gained by the winnerPoints 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.

TierTotal 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.

Tips for Real Matches

Examples of how many keys you can save with a shorter spelling.

PromptAs in the sampleShortestKeys 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.

How to Practice

Trying to change everything at once only increases your mistakes. We recommend trying one thing at a time, in the following order.

  1. First, type as in the sample without mistakes: in Casual Match, which requires no login, you can try without worrying about rank points. Count your mistakes in a match and reduce them little by little.
  2. Switch only "し, ち, つ" to the shorter spellings: change to si, ti, and tu. At this stage it is fine to leave longer spellings, such as those for contracted sounds, as in the sample.
  3. Check the keys you miss most: if you log in and play matches, you can review your most-missed keys on the match history page. You may find habits with "ん" or "っ."
  4. Settle your contracted and loanword sounds: decide how to type the sounds you use often (such as "しゃ," "ちゃ," and "ふぁ") using the chart (in Japanese), so you can type them without hesitation.

Speed comes naturally once your mistakes decrease. Knowing the damage formula lets you calmly judge whether it is worth rushing at any given moment.

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