Active and Inactive Quirks

Inactive quirks are the quirks that are given to cards that meet a statistical threshold. One example is the Hitting Machine quirk if a card has a rating of 85+ in either of the contact attributes. Inactive quirks do not have an impact on game play in Diamond Dynasty due to no changes to the PCI.

Active quirks are given to cards for excelling in a specific situation or in an attribute. Active quirks have an impact on game play by affecting the size of the PCI, pitch speeds, or catcher’s throw downs during attempted steals. The following is a list of active quirks…

  • For Pitchers only:
    • Stopper – When team is behind, greatly reduces the size of batter’s PCI.
    • Outlier I – Increased velocity to primary pitch over the standard cap for the specific pitch (i.e. 4SFB velocity from 99 mph to 102 mph).
    • Outlier II – Increased velocity to secondary pitch over the standard cap for the specific pitch.
  • For Pitchers and Hitters:
    • Fighter – In the 9th or later innings, greatly increases/reduces the size of batter’s PCI.
    • Day Player – When playing day games, moderately increases/reduces the size of batter’s PCI.
    • Night Player – When playing night games, moderately increases/reduces the size of batter’s PCI.
    • Home Body – When playing home games, moderately increases/reduces the size of batter’s PCI.
    • Road Warrior – When playing away games, moderately increases/reduces the size of batter’s PCI.
  • For Hitters only:
    • First Pitch HitterGreatly increases PCI size during 0-0 counts.
    • Unfazed Greatly increases PCI size during two strike counts.
    • Dead RedGreatly increases PCI size when swinging at fastballs.
    • Breaking Ball HitterGreatly increases PCI size when swinging at breaking balls.
    • Pinch HitterGreatly increases PCI size when coming off the bench to pinch hit.
    • Rally MonkeyGreatly increases PCI size when team is trailing.
    • Situational HitterGreatly increases PCI size with runner on third with less than two outs.
    • Pop TimeGreatly decreases the time it takes for the catcher to throw out a runner during an attempted steal.