PROMAKER95 Guide to Max-Out: Fielder

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Hey guys it's '''PROMAKER95''' & here to tell you how to make a Maxed Out fielder. Everyones strategy is different so with this guide you may do it slightly different but I'm telling you this is what I used. First off some personal notes. I have made a totally maxed out which includes all abilities & maxed stats about five times. But three more that are close to being maxed out. I like to do this just because it makes that success mode fun going through & another experience to someone that's never done it. With me I have taken many different ways to get maxed out, & it didn't matter how I start, I can start with the lowest possible stats & pr sence & I still get it, it just takes more time. Lets get started!! These are in no order, just the order that I remember the important things.
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''How to Make a Maxed-Out Player in Success Mode''
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By PROMAKER95
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1. Off the start you may notice you can get different starting stats, if you have never gotten a maxed out before & this is your first time, try to aim a little higher. (TRJ>1,CON>2,PWR>65,RUN SPD>4,ARM STR>3,FLD>4,ERR RES>4) The higher the start is, the easier it will be
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Hey guys, it’s PROMAKER95, and I’m here to show you how to make a ''Maxed Out Player'' in Success Mode — whether you’re building a ''Fielder'' or a ''Pitcher''.
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2. Doing arcs is VERY good. Arcs can give you blue abilities & also points for upgrading. These arcs I would try to stick with.
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Everyone has their own strategy, so your path may differ a bit. But this is the system I’ve used to create ''multiple fully maxed-out players'' — all stats maxed, all abilities unlocked. I’ve done this with both fielders and pitchers (including dual players), and I keep doing it because it makes Success Mode even more fun — especially if you’ve never pulled it off before.
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'''Franks'''= Agressive STL, Baserunning 4, Consistency, Firstball Hitter, Table Setter, Rally Hitter, Throwing 4, Gd Morale, Gd Small Ball
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'''Pattys'''= Barehand Catch, Gd Pinch Hitter, Rally Hitter, Intimidator, Gold Glover, Gd Morale, Patient Hitter
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Trust me: once you build one, it’s a whole new experience.
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'''Siitch'''= Contact Hitter, Spray Hitter, Hot Hitter, Good B2B Hitter
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===<u>''Starting Out''</u>===
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'''Isabella'''= Big help on getting power up toward the end, when you have high power it takes a lot to get that up, so instead go with her and you can get your power +4/5
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Even with the ''lowest possible stats'' and ''Poor Sense'', I’ve still built maxed-out players. It just takes more time and smarter planning.
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& there are much more smaller arcs that you can do that will help you.
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3. Obtaining the gamblers ring is very important. I would do this by S/R for the Jaw event as early as possible. Gambling is HUGE for completing a maxed out player.
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''Ideal Starting Stats (Fielder Example):''
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4. Try not to buy your bats & gloves. You can get a nice bat from Jaw after completing a dog event,& get the best glove from siitch. You might have to buy spikes but save as much money as you can till the end for waxes.
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*TRJ > 1
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*CON > 2
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5. Once again Jaw, he is probably the biggest help to some people including me. When I go for Jaw which is about 5-6 times every maxed out player, I make sure I get a surprise bag (or a bat in some cases, which is only needed once) so I can get SoH to get abilities that arent buyable. After everytime helping him, he also gives you money, so he's really a win/win situation.
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*PWR > 65
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*RUN SPD > 4
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6. Carryover points. I didnt understand carryover points until my first maxed out player & what they can do. For those who dont get what those are, the more carrover points you have the more commands you can do without the weeks advancing, which makes more practice or arcs avaiable to do. But remember, random events happen only when week advances, so carryover points cant have a random event in the middle. You can see how many commands you have by looking toward the top right corner & it will say. "How do you get carryover points PROMAKER95?" Go to Bison & Buy 5 at a time, they are $50 each ($45 with a discount coupon) but that's not wastiing any type of money. Also some arcs give you some carryover points such as Toms.
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*ARM STR > 3
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*FLD > 4
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7. Practicing. Some people might not know this, but practicing during week 4 gives you more points, but another thing is important. Making sure everytime you practice your training gets more effiencent. This will help a lot. This will take some time but this whole thing will
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*ERR RES > 4
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Getting rid of ''Poor Sense'' is easy, and upgrading to ''Good Sense'' gives better odds and lowers upgrade costs by ~10%.
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8. Restoring Vitality is easier then people make it. Do not continue to buy food from that stupid resturaunt place, going for arcs and dates increase your Vitality but for any reason eat a Spicy Dog Special & NEVER BUY A POWERIN OR ANYTHING ELSE TO BOOST YOUR VITALITY, eat a Spicy Dog Special instead.
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===<u>''How to Get Good Sense or Remove Poor Sense''</u>===
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*''Start:'' Rare chance to begin with it
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9. S/R, ahh my least favorite but the most important part of all of this. The percentage around 15 is great for me, it isn''t too low, but it might take some time to complete. If any higher I would look to try to get something else first then go back and gamble which would make a lower percentage.
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*''Date - Patty (Lookout 1):'' Tea
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*''Date - Patty (Lookout 2):'' Night Lights (New York)
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10. Getting some $$$$cash money$$$$. NEVER go working at the stupid resturaunt. The only time you should ever work is at the steak place, & at the Ducks to help with the Patty arc. The money you get from Jaw, Isabela, & your salary is plenty for the waxes and spikes.
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*''Date - Patty (SC/Movies 1):'' Action
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*''Free Time - Siitch (Ninja 2):'' Check tree
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11. Some good random events that you may want
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*''Random:'' Dr. Goodjob – “Overcoming trouble areas”
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'''Dr.Goodjob'''= Everyone knows who he is & I prefer him later then early to polish off my guy, & if later then he takes care of some hard gambles.
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*''Random:'' Eat roast ball at Frank’s without burning tongue
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'''Isabela'''= Steak in AAA gets your power up & money up
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*''Free Time & Random:'' Final Frank scene in Lookout
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'''Jaw Events'''= Explanined up there but still very good, use him for Surprise Bags to get none-purchaseable abilities from Soh/SoP
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===<u>''Planning Blue Abilities''</u>===
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Then there are some smaller random events that are good, as in Tom, Cave Event & if you're a outfielder get the theif event, you get plenty of money & Cannon Arm.  
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Plan ''how'' and ''where'' you’ll get each blue ability.
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Many ''Hitting and Fielding abilities'' can be obtained from ''Jaw'' via Surprise Bags, which turn into Secrets of Hitting/Fielding.
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Abilities you will most likely need to gamble for include:
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12. Getting Coach & Scout points= Everygame I like to get at least 10 scout points. This will prepare you for the Majors & also if your getting this high of scout points, you're also getting coach points so you can start your AAA games.
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*Clutch Hit 4/5
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*Lefty 4/5
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13. Do not stress on one stat at a time. EX. Do not go for PWR for weeks after weeks, use a strategy like getting all stats to a 'D' first, then a 'C', etc. This will help you to maintain a well balenced guy & then you won't be stressing to get one thing up toward the end.
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*Contact Hitter
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*Power Hitter
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Remember S/R cannot be stressed enough, it's needed at low percentages to get abilties.
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*Poise 4
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This is my hints & suggestions for you guys. I will be posting my step-by-step guide in a doc soon. This will include EVERYTHING as in stats before every game, commands avaible, random events & much more.
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LINKS=
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*Fastball Life 4
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http://www.mlbppworld.com/wiki/index.php?title=Carryover_Points- Carryover Points Article
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*W/RISP 4
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http://www.mlbppworld.com/wiki/index.php?title=Jaw_Events_2008- Jaw Article
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Use Jaw early to get the ''Gambler’s Ring'' from a Surprise Bag. Save/load until you get a usable result.
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http://www.mlbppworld.com/wiki/index.php?title=Patty_Dating_Guide_2008- Patty Dating Guide
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===<u>''Arc Benefits Breakdown''</u>===
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http://www.mlbppworld.com/wiki/index.php?title=Success_Mode_2008_Quick_Reference:_Fielder_Abilities- Fielding Abilities Guide
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''Frank''
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[[Category:Success_Mode_2008]]
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[[Category:Success Mode Guides 2008]]
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*Energy boost
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*H: Baserunning 4, Table Setter, Rally Hitter, Firstball Hitter, Tough Out, Aggressive Steal, Throwing 4, Consistency 4, Good Morale
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*P: Release 4, Recovery 4, Consistency 4, Battler, Good Reflexes, Good Pickoff
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''Patty''
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*Surprise Bag at Christmas + Wax
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*End reward: Falcon Spikes (H) / Tri Fangs (P)
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*H: Intimidator, Barehand Catch, Aggressive Fielding, Good Block, Patient Hitter
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*P: Lucky, Gyroball, Good Delivery
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''Siitch''
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*Energy boost + Original Pitch
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*H: Contact Hitter, Firstball Hitter, Hot Hitter, Good B2B
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*P: Good Pickoff, Recovery
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''Isabella''
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*Money + major Power/Stamina boost
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*H: Power Hitter
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*P: Recovery, Safe Pitch, W/RISP
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''Dr. Goodjob''
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*Huge EXP boosts in all stats
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*Best used with pitchers or players skipping other arcs
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===<u>''Jaw Strategy (Street)''</u>===
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*Visit after meeting Bison for a chance at the ''Gambler’s Ring''
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*Every visit earns $250
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*Save/load for Surprise Bag → turn into Secrets or Wax
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*5 visits = 5 blue abilities + $1250
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*Use for wax if short on EXP for direct upgrades
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===<u>''Carryover Points''</u>===
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''Carryover Points = Bonus actions'' that don’t advance the week.
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*Buy ''Carryover Chocolate'' in bulk (10 at a time)
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*Use on Week 2 when Energy is high
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*Great for extra practice/arcs
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*Note: ''Random events only happen when the week advances'' — carryover won’t trigger them
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===<u>''Practicing Smart''</u>===
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*Week 4 = best EXP gain
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*Prioritize improving training efficiency over time
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*Save → Practice once → Gamble → Repeat (1 command per ability)
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===<u>''Vitality Management''</u>===
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*Arcs, dates, and resting increase Vitality
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*Use ''Dr. Goodjob'' for boosting Vitality, especially with pitchers
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===<u>''Smart S&L Gambling''</u>===
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*Gamble when ability odds are below ''15%''
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*If odds are too high (e.g. 50% for Power Hitter), raise related stat (e.g. Power)
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*Save, raise stat, retry → odds drop (~20%)
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*Now gamble for it with better success rate
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===<u>''Recommended Random Events to Save & Load For''</u>===
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*''Legendary Cave''
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*''Fountain Ghost''
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*''Mysterious Stone''
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*''TV Thief''
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*''Focus Stone''
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===<u>''Final Thoughts''</u>===
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Whether you’re making a ''fielder'', ''pitcher'', or a ''dual monster'', it’s all about ''planning'', ''saving/loading'', and ''maximizing each opportunity''.
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*Use arcs for key abilities
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*Use carryover for efficient training
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*Manage energy and EXP
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*Prioritize rare abilities through Surprise Bags and gambling
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Once you create your ''fully maxed player'', Success Mode becomes a whole new game.
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''– PROMAKER95 🧢''

Revision as of 20:59, 29 June 2025

How to Make a Maxed-Out Player in Success Mode By PROMAKER95

Hey guys, it’s PROMAKER95, and I’m here to show you how to make a Maxed Out Player in Success Mode — whether you’re building a Fielder or a Pitcher.

Everyone has their own strategy, so your path may differ a bit. But this is the system I’ve used to create multiple fully maxed-out players — all stats maxed, all abilities unlocked. I’ve done this with both fielders and pitchers (including dual players), and I keep doing it because it makes Success Mode even more fun — especially if you’ve never pulled it off before.

Trust me: once you build one, it’s a whole new experience.

Contents

Starting Out

Even with the lowest possible stats and Poor Sense, I’ve still built maxed-out players. It just takes more time and smarter planning.

Ideal Starting Stats (Fielder Example):

  • TRJ > 1
  • CON > 2
  • PWR > 65
  • RUN SPD > 4
  • ARM STR > 3
  • FLD > 4
  • ERR RES > 4

Getting rid of Poor Sense is easy, and upgrading to Good Sense gives better odds and lowers upgrade costs by ~10%.

How to Get Good Sense or Remove Poor Sense

  • Start: Rare chance to begin with it
  • Date - Patty (Lookout 1): Tea
  • Date - Patty (Lookout 2): Night Lights (New York)
  • Date - Patty (SC/Movies 1): Action
  • Free Time - Siitch (Ninja 2): Check tree
  • Random: Dr. Goodjob – “Overcoming trouble areas”
  • Random: Eat roast ball at Frank’s without burning tongue
  • Free Time & Random: Final Frank scene in Lookout

Planning Blue Abilities

Plan how and where you’ll get each blue ability. Many Hitting and Fielding abilities can be obtained from Jaw via Surprise Bags, which turn into Secrets of Hitting/Fielding.

Abilities you will most likely need to gamble for include:

  • Clutch Hit 4/5
  • Lefty 4/5
  • Contact Hitter
  • Power Hitter
  • Poise 4
  • Fastball Life 4
  • W/RISP 4

Use Jaw early to get the Gambler’s Ring from a Surprise Bag. Save/load until you get a usable result.

Arc Benefits Breakdown

Frank

  • Energy boost
  • H: Baserunning 4, Table Setter, Rally Hitter, Firstball Hitter, Tough Out, Aggressive Steal, Throwing 4, Consistency 4, Good Morale
  • P: Release 4, Recovery 4, Consistency 4, Battler, Good Reflexes, Good Pickoff

Patty

  • Surprise Bag at Christmas + Wax
  • End reward: Falcon Spikes (H) / Tri Fangs (P)
  • H: Intimidator, Barehand Catch, Aggressive Fielding, Good Block, Patient Hitter
  • P: Lucky, Gyroball, Good Delivery

Siitch

  • Energy boost + Original Pitch
  • H: Contact Hitter, Firstball Hitter, Hot Hitter, Good B2B
  • P: Good Pickoff, Recovery

Isabella

  • Money + major Power/Stamina boost
  • H: Power Hitter
  • P: Recovery, Safe Pitch, W/RISP

Dr. Goodjob

  • Huge EXP boosts in all stats
  • Best used with pitchers or players skipping other arcs

Jaw Strategy (Street)

  • Visit after meeting Bison for a chance at the Gambler’s Ring
  • Every visit earns $250
  • Save/load for Surprise Bag → turn into Secrets or Wax
  • 5 visits = 5 blue abilities + $1250
  • Use for wax if short on EXP for direct upgrades

Carryover Points

Carryover Points = Bonus actions that don’t advance the week.

  • Buy Carryover Chocolate in bulk (10 at a time)
  • Use on Week 2 when Energy is high
  • Great for extra practice/arcs
  • Note: Random events only happen when the week advances — carryover won’t trigger them

Practicing Smart

  • Week 4 = best EXP gain
  • Prioritize improving training efficiency over time
  • Save → Practice once → Gamble → Repeat (1 command per ability)

Vitality Management

  • Arcs, dates, and resting increase Vitality
  • Use Dr. Goodjob for boosting Vitality, especially with pitchers

Smart S&L Gambling

  • Gamble when ability odds are below 15%
  • If odds are too high (e.g. 50% for Power Hitter), raise related stat (e.g. Power)
  • Save, raise stat, retry → odds drop (~20%)
  • Now gamble for it with better success rate

Recommended Random Events to Save & Load For

  • Legendary Cave
  • Fountain Ghost
  • Mysterious Stone
  • TV Thief
  • Focus Stone

Final Thoughts

Whether you’re making a fielder, pitcher, or a dual monster, it’s all about planning, saving/loading, and maximizing each opportunity.

  • Use arcs for key abilities
  • Use carryover for efficient training
  • Manage energy and EXP
  • Prioritize rare abilities through Surprise Bags and gambling

Once you create your fully maxed player, Success Mode becomes a whole new game.

– PROMAKER95 🧢

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