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Grand Prix Story 2 gamenav iconGrand Prix Story 2 Guide

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IAPs Endgame / Replay Bugs & Cheats Manual Tips / Walkthrough
< Prequel


Stats[]

When you enter staff training interface, you can see a "Hint" button on the bottom left of the screen. The listed is not just what the in-game list mentions, but also includes how it can impact the overall gameplay.

Staff with high Growth will gain more stats when leveled up (a random amount). To determine which is their most dominant stats, or the stats that can grow the most, just look at their initial stats. For example, Jackie Tan (A), who starts with low Agility and Analysis, will remain to have them as his 2 lowest stats even upon training. Strength is the only stat that does not benefit mechanics unless they are picked as a Test Run candidate.  This is because it takes away from potential to increase the speed stat of the vehicle being developed, which is the least important.

  • Strength: Speed UP, Test Run (Main)
  • Agility: Acceleration UP, Repairs UP (Does not affect research speed, see Bugs)
  • Tech: Handling UP, Development Capacity (Stats gain outside the 3 stages), Design (Secondary), Aero Test (Secondary)
  • IQ: Exp gain, Design (Main)
  • Analysis: Dismantling, Vehicle analysis rate, Aero Test (Main), Test Run (Secondary)
  • Appeal: Fan gain, Advertisement

Stats will be capped after it reaches a certain amount via training.

Any stat can reach 4 digits without the need for purchasing or researching anything. Getting new licenses will unlock new training methods which will generally consume more energy and G but have a higher stat cap. Using better aura will also help in going further above the stat cap, which is essential in developing a good team.

Stats can also be increased regardless of the cap using seeds. There are 6 different seeds, each increasing one specific stat by a fixed 1~3 points. Seeds can only be obtained from races and as a common treasure raffle reward.

Besides racing and the training center, staff can gain exp using manuals. Manuals are items that increase a staff's experience upon consumption. There are 7 manual items that vary in their experience value. Manuals can be obtained alongside acquiring a new license or from challenge races.

Through playtesting in the newest version (2.6.3, Dec 2023), the average level up stat growth of all stats combined is listed in the table below (sample size > 120). There is not much difference between "B", "C" and "D" growths, while "A" is somewhat higher, and "E" has awful stat ups. This means that between "A", "B", "C", "D" staff, the abilities and stat up allocation will make more of a difference than 1 step of growth rating.

Growth A B C D E
Average Combined Level Up Stat 24.5 22.5 20.9 19.3 8.0

Form[]

Form have a big impact on all of the staff's actions including qualification races, overall race performance, developing stages and training. As such, Form plays a great role in the game and should not be left ignored if possible. The Form can be affected by the following:

  • Time: The form changes every hour.
  • Milk: A consumable item gained from the "Dry Springs" sponsor. Storing more than 2 Milk bottles in the inventory is not possible.
  • Musician Special Ability: The Musician character type that can be picked when first starting the game has an effect that increases the form of all the staff.

Drivers[]

The Driver's contract has to be renewed every week, and the renewal cost is half the hiring price. Pay Drivers (May Crashley and Bo Bumper) increase your total funds for the duration they are in your team. Note that the following stats are just an approximation and are not 100% accurate; since staff might appear on the hiring list at varying starting levels, as such, the hiring stats may be completely random, but the stat distribution per level isn't. Expect to encounter the staff in the approximate level order. The hiring list updates every hour.

Name Str Agi Tech IQ Anlys Appl Growth Lv. First Skill Second Skill
Deb Steppe 26 8 16 37 22 29 D 1 Test Driver
Tak Goto 12 15 22 14 10 8 E 1 Feedback
May Crashley 16 7 13 7 42 12 E 2 Slipstream
Iggy Suzuki 57 7 13 59 7 44 C 3 Car Designer
Bo Bumper 12 38 13 20 8 42 D 3 Nocturnal
Pat Posh 18 47 40 23 8 52 D 3 Slipstream
Ukyo Pajama 63 75 31 23 41 24 B 5 Tackle
Polly Pan 78 38 97 50 23 22 C 7 Boost Racer
Kathy 95 13 116 78 96 25 B 10 Aero-dynamite
Tom Booze 74 56 167 29 29 13 D 11 Aero-dynamite Tough
Max Muffler 51 60 47 96 84 59 D 11 Boost Racer
Bonny Barko 151 149 76 122 72 72 C 20 Home Straight
Huck Norris 164 74 97 132 86 220 B 22 Adrenaline Heat-Hater
Eva Eng 44 122 98 77 105 124 E 23 Aero-dynamite Test Driver
Serena Sun 172 113 139 87 172 180 A 25 Quick Start Chaser
Jo Aldente 116 57 109 175 143 155 C 26 Time Trial
King Ackbar 171 179 223 170 102 164 B 30 GP Maniac
Koala Lamper 213 177 175 127 134 106 C 31 Feedback
Becky Blue 158 259 77 133 278 203 C 36 Aero-Dynamite Feedback
Oby Bun 265 135 129 194 129 161 D 37 Chaser
F. Alfonso 322 185 90 430 131 125 B 43 Late Bloomer Chaser
Kimi Kone 176 285 181 375 290 139 A 43 Aero-dynamite Nocturnal
Mike Shoe 233 189 180 174 144 369 B 43 Quick Start Home Straight
Ben Jutton 345 199 310 350 145 92 B 47 Drift Expert Boost Racer
Dee Doria 156 353 343 193 188 157 B 50 Drift Expert Nocturnal
Ireton Cena 466 178 227 294 203 368 A 53 Drift Expert Slipstream
Nic Nosberg 273 267 347 43 483 46 C 56 Slipstream Home Straight
Mick Tesla 222 375 300 294 379 366 A 56 Late Bloomer Chaser
Maria Sharp 361 229 304 232 307 374 A 57 Aero-Dynamite Drift Expert
Lou Hamton 588 400 116 196 222 229 B 60 Adrenaline Feedback
Sep Pang 247 394 390 123 193 526 B 62 GP Maniac Heat-Hater
Ginny Cotton 208 252 241 537 407 326 A 64 Chaser Nocturnal
S. Bettel 346 468 254 417 212 438 A 67 Boost Racer Late Bloomer
Shipping Agency (Basketball Club Story)

I WILL IMPROVE

Mechanics[]

Mechanic's contract is a one-time payment. Note that the following stats are just an approximation and are not 100% accurate; since staff might appear on the hiring list at varying starting levels, as such, the hiring stats may be completely random, but the stat distribution per level isn't. Expect to encounter the staff in the approximate level order. The hiring list updates every hour.

Name Str Agi Tech IQ Anlys Appl Growth Lv. First Skill Second Skill
Ty Flats 6 10 42 36 14 11 E 1 Race Analysis
Clay Plower 15 15 38 24 43 22 D 1 Car Designer
Speed Smith 25 25 69 40 18 7 C 2 Cheer Squad
Axle Rows 7 30 54 32 37 54 E 2 Race Analysis
Cruz Turner 50 23 67 44 57 16 D 2 Car Designer Race Analysis
Anne Spark 10 22 30 79 12 16 B 3 Aromatherapy
Cat Kitty 54 36 82 27 19 7 C 4 Aero-dynamite Aromatherapy
Panica D. 22 168 100 54 50 12 A 7 Hype
Will Wheels 21 76 150 42 10 63 D 8 Test Driver
Mia Mile 45 47 150 91 9 8 E 9 Race Analysis
Bae Bee 80 61 80 120 54 47 C 10 Aero-dynamite Self-Taught
Sneezy Choo 76 48 194 80 52 58 B 12 Car Designer Test Driver
Skid McGee 56 16 203 70 64 38 D 14 Hype Cheer Squad
Emmy Greats 248 62 217 74 18 65 A 15 Car Designer Race Analysis
Gus O'Leen 74 147 112 89 46 133 C 16 Cheer Squad
Shea Shift 77 153 95 146 124 44 C 17 Test Driver
Sakura Igazo 164 248 87 133 72 78 B 17 Aero-dynamite Self-Taught
Han Polo 135 74 128 97 130 22 E 18 Race Analysis
Crash Taylor 127 123 222 161 70 90 D 20 Car Designer Aero-dynamite
Pup E. Luv 153 111 148 118 94 134 C 20 Car Designer Aero-Dynamite
Hub Capp 151 146 191 90 114 95 C 21 Test Driver
Alice Alison 167 212 138 120 131 125 B 23 Race Analysis Self-Taught
Leo D Vin 61 167 163 201 258 130 A 24 Test Driver Self-Taught
Tony Deff 78 156 295 143 73 221 C 25 Test Driver Cheer Squad
Tom Edson 118 177 223 220 175 103 B 26 Aromatherapy Self-taught
Mick Myson 196 148 273 232 201 119 A 28 Test Driver Self-Taught
Diana Ride 74 143 343 143 191 192 B 29 Test Driver Self-Taught
Lynda Seleb 244 123 268 261 256 167 A 33 Hype Self-Taught
Alf Lobel 360 170 218 173 132 208 B 35 Cheer Squad Aromatherapy
Jackie Tan 290 74 290 295 91 305 A 37 Cheer Squad Self-Taught
Boba Fatt 238 170 329 236 203 302 A 39 Aero-dynamite Hype
Lucky Millyan 283 160 383 220 266 165 B 43 Hype Cheer Squad
Mo Andretti 362 161 315 377 267 95 A 45 Aero-dynamite Cheer Squad

Special Skills[]

Drivers and Mechanics all share 7 skills by default that generally improve the driving or stat gain during vehicle development. One for each of the 4 Car Types, and one for each of the main stats: Speed, Acceleration, and Handling. However, staff can have one or two special skills, some of which are exclusive to one type of staff.

Some staff who only have one special skill (possibly all such staff) do have a 2nd "hidden" special skill, although the exact requirements to unlock them are still unknown. It's also unknown whether the hidden special skills are fixed or totally random.

All skills use the same amount of RP to level up, up to a maximum level of 9. Special skills only affect the user's team, with the only exception being Race Analysis.

LVL 1 2 3 4 5 6 7 8 9
RP 15 30 65 120 190 290 400 540 690
Skill Description (In-game) Type Note
Drift Expert Fast drifting on turns Driver Leveling up increases the trigger chance.
Nocturnal Optimized for night-time races Driver General performance increase.
Late Bloomer Gets faster towards the end of the race Driver
Self-Taught Gains EXP without help Mechanic
Adrenaline Chance of boost when overtaking Driver Leveling up increases the trigger chance.
GP Maniac Hyped at GP races Driver General performance increase.
Quick Start Accel. UP at start Driver
Slipstream Speed UP when behind a rival Driver
Cold-Hater Weak to cold, resistant to heat Driver General performance increase/decrease.
Heat-Hater Weak to heat, resistant to cold Driver General performance increase/decrease.
Boost Racer Nitro/aura effect UP Driver
Tackle Rams into rivals Driver
Chaser Chance of boost when overtaken Driver Leveling up increases the trigger chance.
Feedback More mechanics get race EXP Driver Level one will allow 2 mechanics to gain race EXP guaranteed. Leveling up increases the chance of additional grantee mechanics.
Race Analysis Triples EXP from racing Mechanic Leveling up increases the trigger chance. Affects all teams participating in the race.
Aromatherapy Restores driver's stamina Mechanic Leveling up increases the trigger chance.
Test Driver Great at Test Drives All Unique dialogue at very high levels.
Aero-dynamite Excels at wind tunnel tests All Unique dialogue at very high levels.
Cheer Squad Makes training more successful Mechanic Functions the same way as auras in training. Can trigger with all members of the team except the user. Leveling up increases the trigger chance.
Time Trial Better qualification race time Driver
Hype Creates hype, triggering aura Mechanic Leveling up increases the trigger chance.
Car Designer More skill at vehicle design All Unique dialogue at very high levels.
Home Straight Speeds up near the finish line Driver Activates at the straight line at the end of the track. Final lap only.

Training[]

Training is another main approach to increasing the staff stats alongside leveling up. Notes to consider regarding training:

  • All training methods cost G and consume a certain amount of stamina in order to give bonuses to some stats. Training costs increase additively as the level of the staff increase.
  • Some training methods are more effective than others at increasing certain stats, however, they're usually more costly stamina and G wise.
  • Unlike leveling up, there's a limit to stat gains from training; as the effectiveness of training methods will keep decreasing as you train the staff until it becomes totally ineffective at increasing stats when reaching a certain point.
  • The only ways to increase the training stat cap is by training using an active aura or having a mechanic with the Cheer Squad chance based special skill on the same team.
  • The form affects the chance of getting a successful training session.

The following table lists all training methods in the game and the stats that they affect, sorting them from highest price to the lowest:

Training Method Strength Agility Tech IQ Analysis Appeal Stamina Cost
Lunar Training* Yes Yes Yes Yes Yes Yes 28
Space Training Yes Yes Yes Yes Yes 20
Pilot Training Yes Yes Yes 15
Reflex Drill Yes Yes Yes Yes 14
Sauna Session Yes Yes 12
Car Restoration Yes Yes Yes Yes 12
Tightrobe Yes Yes 13
Boot Camp Yes Yes Yes 12
Meditation Yes Yes 11
Chicken Appraisal Yes Yes Yes 10
Hi-Speed Drill Yes Yes 8
Traction Drill Yes Yes Yes 9
Army Car Study Yes 8
Cycling Yes Yes Yes Yes 8
Weight Transfer Yes Yes Yes 7
Video Research Yes 7
Shaping Up Yes Yes 6
Hiking Yes Yes Yes Yes 6
Uphill Drill Yes Yes 4
Car Study Yes Yes 4
Running Yes Yes 5
Dancing Yes Yes 3

*Unlocked upon reaching rank 120 by buying it in the item shop for 5,000,000G.

Aura[]

Auras are consumed whenever they are used. Actions that are affected by an aura include:

  • Building a new vehicle. Aura is consumed once the Design stage is finished, and will give higher stats during the development outside of the 3 stages.
  • Getting better Qualifying Race results by tapping during qualification.
  • Getting an instant speed boost during a race, similar to how nitro functions.
  • Getting better results during training while increasing the stat cap (e.g. if the highlighted training method is not effective anymore, having an active aura might still make it give large stat bonuses nevertheless).

Auras can be obtained by:

  • Winning a certain track for the first time.
  • Finishing or quitting GP events provided the player has finished at least 1 race.
  • Randomly generated after a certain time has passed.
  • The mechanic skill: "Hype." Initial aura level with this skill seems to be affected by driver stats. [Confirm]

There are five different levels of aura, sorted from weakest to strongest: Blue-->Pink-->Silver-->Gold-->Rainbow. Aura is stack-able, however, only 1 level of aura will be added if the driver already possesses a non-Rainbow aura.

Team and Management[]

The player can have up to a maximum of 3 teams, but only a maximum of 2 teams can be used to participate in a race at a time.

To unlock a new team, the player must relocate to a new location by accepting an offer from special guests. The first relocation option is given when the player reaches rank 9, and the second relocation option is given when the player reaches rank 50. Relocating will consume G, with 20,000G for moving to the 2nd location and 3,000,000G for moving to the 3rd location.

The second relocation will open the third mechanic team, as well as expand your mechanic slots per team to 6, up from 4.

There are only 2 ways to move your staff to another team. One method is by paying 600 GP Medals to purchase a Conch. Another method is by simply firing your staff, and waiting for them to reappear at the hiring list again. They do not appear in the hiring list instantly and might take some time, so keep that in mind before attempting this method.

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