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Guide
Definitions for the ratings and quirks that appear on Diamond Dynasty card pages.
Hitter: Contact
Determines how well the hitter makes contact against right-handed pitchers.
In practice: In Zone hitting, Contact primarily affects the inner PCI size against that pitcher hand.
Determines how well the hitter makes contact against left-handed pitchers.
In practice: In Zone hitting, Contact primarily affects the inner PCI size against that pitcher hand.
Controls the size of the hitter's outer PCI.
In practice: Higher Vision gives more foul-ball margin and fewer swing-and-misses when timing or PCI placement is slightly off.
Affects the hitter's ability to check swings.
In practice: It also influences CPU chase and walk behavior more than user PCI size.
Replaces Contact in high-pressure at-bats with runners in scoring position.
In practice: A high Clutch rating can keep the inner PCI larger when runners are on second or third.
Hitter: Power
Determines how much power the hitter has against right-handed pitchers.
In practice: Higher Power increases exit velocity and carry when contact is made against that pitcher hand.
Determines how much power the hitter has against left-handed pitchers.
In practice: Higher Power increases exit velocity and carry when contact is made against that pitcher hand.
Hitter: Fielding
Determines how cleanly the player fields the ball.
In practice: Higher Fielding helps reduce errors and unlock cleaner defensive animations.
Determines how quickly the fielder reacts to balls in front of them.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls hit over them.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls to their right.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls to their left.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Hitter: Speed
Measures how fast the player runs.
In practice: Speed affects baserunning, fielding range, and beating out close plays.
Determines the quality of a runner's jump when stealing.
In practice: Higher Stealing also helps the runner avoid being picked off on bigger leads.
Affects how aggressively the player runs the bases.
In practice: In CPU or sim situations, higher Baserunning makes extra-base attempts and steal attempts more likely.
Hitter: Arm
Controls how hard and how far the player can throw.
In practice: This is especially visible on long infield throws and outfield throws to bases.
Affects how accurate the player's throws are.
In practice: With Button Accuracy throwing, higher Arm Accuracy gives a more forgiving green target area.
Hitter: Other
Determines how well the hitter lays down a standard bunt.
In practice: Higher Bunt improves placement and control on early bunt attempts.
Determines how well the hitter performs a drag bunt.
In practice: Higher Drag Bunt helps the batter bunt with late timing and get out of the box quickly.
Affects how likely the position player is to avoid injury.
In practice: This matters most in long-form modes; in Diamond Dynasty it is usually informational.
Represents how well a catcher keeps wild pitches in front.
In practice: Higher Blocking helps prevent passed balls and limits extra bases on pitches in the dirt.
Measures how quickly a catcher transfers and throws on steal attempts.
In practice: Lower real-world pop time is better, but this in-game rating is higher-is-better.
Pitcher: Per 9
Impacts the opposing left-handed hitter's inner PCI size.
In practice: Higher H/9 makes it harder for that hitter hand to square up the ball.
Impacts the opposing right-handed hitter's inner PCI size.
In practice: Higher H/9 makes it harder for that hitter hand to square up the ball.
Impacts the opposing left-handed hitter's outer PCI size.
In practice: Higher K/9 makes it harder to foul off borderline pitches and increases swing-and-miss potential.
Impacts the opposing right-handed hitter's outer PCI size.
In practice: Higher K/9 makes it harder to foul off borderline pitches and increases swing-and-miss potential.
Affects pitch accuracy and walk prevention.
In practice: Higher BB/9 generally tightens the pitcher's Perfect Accuracy Region on good inputs.
Affects how well the pitcher suppresses home runs in simulation.
In practice: In Diamond Dynasty, HR/9 has little or no direct impact on user-controlled gameplay.
Replaces H/9 in high-pressure spots with runners in scoring position.
In practice: Pitching Clutch works against the hitter's Clutch rating to affect PCI size in those spots.
Pitcher: Arsenal
Represents how many pitches a pitcher can throw before tiring.
In practice: Higher Stamina helps maintain velocity and control deeper into an outing.
Indicates how fast the pitcher can throw.
In practice: Higher Velocity raises pitch speed and makes timing windows tougher for hitters.
Measures how precisely the pitcher can locate pitches.
In practice: Control is pitch-specific in gameplay and helps reduce missed spots.
Determines how much movement the pitcher's pitches have.
In practice: Higher Break creates sharper movement on breaking and off-speed pitches.
Pitcher: Fielding
Determines how cleanly the player fields the ball.
In practice: Higher Fielding helps reduce errors and unlock cleaner defensive animations.
Determines how quickly the fielder reacts to balls in front of them.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls hit over them.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls to their right.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Determines how quickly the fielder reacts to balls to their left.
In practice: MLB The Show 26 Diamond Dynasty data splits Reaction by direction; higher values improve first-step reads in that direction.
Affects how likely the pitcher is to avoid injury.
In practice: For pitchers, Durability can also affect stamina recovery between appearances in long-form modes.
Pitcher: Arm
Controls how hard and how far the player can throw.
In practice: This is especially visible on long infield throws and outfield throws to bases.
Affects how accurate the player's throws are.
In practice: With Button Accuracy throwing, higher Arm Accuracy gives a more forgiving green target area.
Pitcher: Speed
Measures how fast the player runs.
In practice: Speed affects baserunning, fielding range, and beating out close plays.
Card ratings and aliases
The card's combined overall rating.
In practice: SDS weighs the card's role and position-specific ratings to assign this single number.
Composite Contact rating from source payloads.
In practice: Not a separate on-card gameplay rating; use Contact vs R and Contact vs L for matchups.
Composite Power rating from source payloads.
In practice: Not a separate on-card gameplay rating; use Power vs R and Power vs L for matchups.
Composite Speed rating from source payloads.
In practice: A summary value derived from speed-related attributes.
Composite Arm rating from source payloads.
In practice: A summary value derived from arm strength and arm accuracy.
Composite Fielding rating from source payloads.
In practice: A summary value derived from defensive attributes.
Composite Catcher Fielding rating from source payloads.
In practice: A summary value derived from catcher defense, including Blocking and Pop Time when present.
Composite Intangibles rating from source payloads.
In practice: A source-provided summary value that is not exposed as a standalone in-game card attribute.
Controls the size of the hitter's outer PCI.
In practice: Alias for Plate Vision in older roster-update data.
Replaces Contact in high-pressure at-bats with runners in scoring position.
In practice: Alias for Batting Clutch in older roster-update data.
Determines how cleanly the player fields the ball.
In practice: Alias for Fielding Ability in older roster-update data.
Replaces H/9 in high-pressure spots with runners in scoring position.
In practice: Alias for Pitching Clutch in older roster-update data.
Indicates how fast the pitcher can throw.
In practice: Alias for Pitch Velocity in older roster-update data.
Measures how precisely the pitcher can locate pitches.
In practice: Alias for Pitch Control in older roster-update data.
Determines how much movement the pitcher's pitches have.
In practice: Alias for Pitch Movement in older roster-update data.
Legacy baserunning rating from source payloads.
In practice: Current MLB The Show 26 card data primarily uses Baserunning for the baserunning aggression concept.
Affects how aggressively the player runs the bases.
In practice: Alias for Baserunning in older roster-update data.
All quirks
Excels at hitting balls out of the strike zone
Pitchers lose less break when tired
In practice: Helps pitch movement hold up as stamina drops.
Excels at hitting breaking balls
Performs better when playing day games
Excels at hitting fastballs
Performs better in the 9th inning or later
In practice: This is the late-game hitting quirk; two-strike hitting is covered by Unfazed.
Excels at hitting the first pitch of an at-bat
Performs better when playing at home
Performs better when playing night games
Primary pitch exceeds max velocity limit
Secondary pitch exceeds max velocity limit
Has an extremely effective pickoff move
Excels at pinch hitting
Performs better when team is behind
In practice: Hitting boost while the player's team is trailing.
Performs better when playing on the road
Excels at driving in a runner from third with less than 2 outs
Performs better when team is behind
In practice: Pitching boost while the pitcher's team is trailing.
Performs better when no runners are on
In practice: Useful for leadoff or empty-base plate appearances.
Excels at hitting with 2 strikes