Cartel Emblem

Happy Jump vs FHC & Natural Training Analysis

Detailed math and considerations for when—and when not—to use Happy Jumps at different stages of your Torn progression.

Guide written by CPrinceC | Original Torn forum post

Thread created on 01:52:40 – 20/04/19 (6 years ago) | Last replied 19:54:02 – 29/06/25 (1 hour ago)

Skip down to the colored text if you just want to see the math of important stat points for Happy Jumps vs FHC and Natural training and don't wish to read reasons to not Happy Jump!

I wrote this not to tell people not to Happy Jump but to explain what the real value of a Happy Jump is at different points of your game and what you sacrifice doing it early on repeatably.

I very much enjoy helping new players to the game, but when some of them read and see the effects of a Happy Jump they don't understand that the math is more complicated than it may seem and there are other things to think about besides rushing your training!

I always have an issue with guides that only explain how to do a Happy Jump without explaining why and when not to do one, so I got off my ass, did the math, and made some examples of what is going on when you Happy Jump, FHC train, or natural train (with Xanax for all and no job points—although in the end energy jobs are way better than Happy Jobs unless you have the Happy Book).

For a while I stopped trying to fight the guides and explaining to new players that Happy Jumps aren't all as good as people make them out to be long term. Yes, I do see value in one or two of them in your very first few days if you can rack up the funds, but after that I argue the bad facts about Happy Jumps:

  1. You stunt your passive income that you can have later on in your Torn game—every Happy Jump is about 25 m that adds up fast. Four of them is 100 m which could be in your bank making interest (at a 2 billion bank cap you gain about 230 m every 2 months).
  2. A lot of players get burnt out spending all their money they worked too hard for (probably wasting energy attacking people and losing money, which in turn wastes more energy that could have been used for training) and end up broke!

1. Training Methods Compared

All scenarios assume:

  1. Method A (FHC-Heavy):
    5 Xanax1 250 energy + 960 natural regen + 750 from FHCs + 150 refill = 3 110 total energy5 000 stat gain
  2. Method B (Happy-Jump-Focused):
    4 Xanax1 000 energy + 0 natural regen + 0 from FHCs + 150 refill = 1 150 total energy
    Base Happy Jump: 5 000 stat gain + DVDs: 12 500 stat + Extacy ×2 ≈ 35 000 stat
  3. Method C (Natural-Blend):
    5 Xanax + natural regen + refill = 2 360 total energy5 000 stat gain

2. Stat Point Scenarios

2.1 Day 1 (1 Stat Point)

MethodStat Gain
Method A7 353
Method B19 951
Method C5 656

Conclusion: Method B yields the fastest early burst. Method A underperforms, and Method C saves ~25 m but is only ¼ as effective.

2.2 Mid-Game (400 000 Stat)

MethodStat Gain
Method A62 600
Method B42 569
Method C47 503

Conclusion: FHC-heavy Method A now leads. Method C balances savings with solid gains.

2.3 Late-Game (55 000 000 Stat)

MethodStat Gain
Method A6 900 803
Method B2 847 102
Method C5 236 622

Conclusion: FHC (Method A) dominates at high stats; Happy Jumps (Method B) are suboptimal, while Method C remains a cost-effective alternative.

3. Additional Considerations

Pair this analysis with our other guides and the live roster for maximum efficiency.