Parallel XP is the progress system that turns a Diamond Dynasty card into a Parallel 5 version of itself, and it is also the most poorly documented number in MLB The Show. San Diego Studio confirms that parallels exist, that each level adds an attribute boost, that progress follows the player rather than the copy, and that harder difficulty and online play both pay more. It has never published a threshold, a per-action value or a multiplier. Everything else in circulation was measured by players, and two pages on the same community site disagree on four of those values. These guides work with the community figures because they are the best available, say plainly where each one came from, and show you how to measure your own rate instead.PXP
PXP
San Diego Studio documents the system. It does not document the numbers.
Every PXP guide on the internet, this site included, runs on a set of figures: 500 XP for Parallel 1, 40 PXP for a home run, a 1.8 multiplier on All-Star. Those numbers are useful and they are probably close to right. They are also not published by anyone at San Diego Studio, and two of the largest community sources disagree with each other about four of them.
These 29 guides cover the grind itself: how PXP is earned, which difficulty and game length pay best per hour, how to plan a Parallel 5 run, which cards deserve the time, and what to do when a card looks stuck. Below the post list is the sourcing layer, which almost nobody publishes. What the developer has actually said in writing, which figures are community estimates, why two PXP calculators can give you different answers, and the one method for planning a grind that does not depend on any unverified table.
To forecast games needed from your own numbers, the Diamond Dynasty PXP calculator does the arithmetic. This page is about how much confidence to place in the inputs.
Everything the developer has said about Parallel XP, in its own words
San Diego Studio publishes the shape of the system clearly enough. Five levels, a stat boost at each one, and progress that survives selling the card. Here is the complete set of official statements, quoted from the publisher's own pages.
Parallel XP (PXP) unlocks parallel tiers, which can boost specific attributes for hitters and pitchers by +1 as you reach new parallels. You can earn +1 boosts in Parallel I (one) all the way to +5 boosts in Parallel V (five).
theshow.com, official news postEarn Parallel XP for each card you own as you use them: when a card is boosted five times, it'll secure a +5-stat boost for all that player's attributes! Parallel numbers are forever in The Show. Even if you sell a copy of that card and buy a new one, your Parallel XP and boost levels carry over.
Official MLB The Show 24 in-game manual, Diamond DynastyThat second quote is the one worth internalizing before you spend a weekend grinding. PXP is attached to the player, not to the copy of the card in your inventory. Sell the card, buy it back later, and the parallel level is still there. It is the reason parallel progress is worth treating as a long-term investment rather than something tied to a roster slot.
The more you challenge yourself with higher difficulty settings or by playing online, the faster your players will progress on their journey to Parallel 5.
theshow.com, MLB The Show 26 Diamond Dynasty post, 4 March 2026That is the entire official basis for the difficulty and online multipliers that every calculator applies. It confirms the direction and says nothing about the size. No official source names Rookie, Veteran, All-Star, Hall of Fame, Legend or G.O.A.T. in a PXP context, and none attaches a number to any of them.
What the publisher documents against what it leaves out
| Aspect of the system | Officially documented? | Where |
|---|---|---|
| Five parallel levels, P1 to P5 | Yes | theshow.com news post |
| Each level gives +1, cumulative to +5 | Yes | theshow.com and the official manual |
| Progress persists if you sell and rebuy the card | Yes | Official MLB The Show 24 manual |
| Higher difficulty and online play earn faster | Yes, directionally | theshow.com, March 2026 |
| Parallel Mods and the '26 rework | Yes | Official MLB The Show 26 manual |
| PXP required for each parallel level | No | Not published anywhere |
| PXP value of a home run, single, strikeout or inning | No | Not published anywhere |
| Difficulty multiplier values | No | Not published anywhere |
| Online multiplier value | No | Not published anywhere |
| Whether quitting early forfeits PXP | No | No developer statement exists |
| Per-mode PXP rules for Conquest, Mini Seasons, Battle Royale | No | The manual sections for those modes do not mention PXP |
There is no official glossary either. The Sony San Diego Studio support site has a Diamond Dynasty section, and its articles cover Stubs purchases, duplicate players, missing cards and selling equipped cards. It has no Parallel XP article. The official in-game manual runs to 28 pages, six of them Diamond Dynasty, and PXP appears on exactly one of them as a feature description. What Is PXP in MLB The Show? and Parallel Levels Explained start from what is actually confirmed.
The figures every calculator uses are estimates, and one source contradicts itself
Nobody at San Diego Studio has published a PXP table. The numbers in circulation were derived by players recording their PXP before and after games, then solving for the per-action values. That is legitimate reverse engineering and it produces figures that are probably close. It is not the same thing as a documented specification, and the difference shows up when you compare sources.
| Hitter action | ShowZone guide | ShowZone calculator | Agreement |
|---|---|---|---|
| Plate appearance | 40 | 30 | Disagree |
| Triple | 30 | 20 | Disagree |
| Stolen base | 20 | 15 | Disagree |
| Double | 15 | 10 | Disagree |
| Home run | 40 | 40 | Agree |
| Single, walk, RBI, run scored | 10 | 10 | Agree |
Comparison of two pages published by the same community site, checked 17 August 2026. A third community source matches the guide column. Neither site states where its figures came from, and both carry disclaimers that they are not affiliated with Sony San Diego Studio.
One community source disagreeing with itself is the clearest possible evidence that nobody has the real table. If a specification existed, a site would not publish two different values for a triple on two different pages. What that tells you is not that the numbers are useless. It tells you they are measurements with error bars, and you should treat them as estimates rather than as rules. How PXP Is Earned and The PXP Math both work with the community values, which are the best available.
The thresholds have the same problem
The widely used ladder is 500, 1,500, 3,000, 6,000 and 10,000 PXP for Parallel 1 through 5. The only one of those five with any developer provenance is the last: 10,000 for Parallel 5 was reportedly stated aloud during an official San Diego Studio Feature Premiere livestream. It does not appear in writing on any publisher page. The other four have no official trace at all, in any form.
Two multiplier figures have the same status. All-Star giving roughly an 80 percent bonus over Rookie, and online play giving roughly 50 percent over offline, were both mentioned on the official stream and appear in writing only in community recaps of it. You cannot link a reader to an official page carrying either one. PXP Thresholds and PXP Difficulty Multipliers use these values because there is nothing better, and now you know their provenance.
Why two PXP calculators disagree, and how to stop caring
Feed the same game into two PXP tools and you can get different answers, because they are using different estimates for the same actions. On a single game the gap is small. Across a Parallel 5 run it compounds into a materially different forecast, which is why people finish a grind hundreds of PXP away from where a planner said they would be.
There is a way around this, and it is more accurate than any published table because it measures your actual account, your actual difficulty, your actual mode and your actual playing style all at once.
- Write down the card's exact current PXP from the Parallel tab on the player card. Not an estimate, the number.
- Play five games in the mode, difficulty and game length you actually intend to grind in. Five is enough to smooth out one enormous game or one where you went 0 for 4.
- Write down the PXP again and subtract. Divide by five. That is your real average PXP per game, for you, under those conditions.
- Feed that average into the forecast rather than a per-action table. Remaining PXP divided by your measured average gives games needed, and it carries no assumptions about what a triple is worth.
- Re-measure when you change anything. A different difficulty, a different mode, a switch from 3-inning to 9-inning games, or a card moving from the top of the order to the bottom all change the rate. So does a Double PXP event.
This is why average PXP per game is the input that matters. Every other number in a forecast is either fixed arithmetic or an estimate somebody else made. Your measured average is the only figure in the whole chain that is actually about you. PXP Per Hour extends the same method to time rather than games, which is the more useful denominator if what you are short of is hours rather than patience.
What the method also tells you
Running it twice under different conditions answers most of the strategy questions in this collection without needing anyone's multiplier table. Measure five games on All-Star and five on Hall of Fame and you have your own difficulty multiplier. Measure five 3-inning Conquest games and five 9-inning games and you have your own answer on game length, in PXP per hour rather than PXP per game, which is the comparison that actually matters.
Those two experiments are the empirical versions of Which Difficulty Should You Grind PXP On?, 3-Inning vs. 9-Inning Games and Offline vs. Online PXP Grinding. The guides give you the community consensus and the reasoning; the measurement gives you the answer for your own hands on your own controller.
Parallel XP 2.0, and the parts of it that are officially confirmed
MLB The Show 26 released on 17 March 2026 for PS5, Xbox Series and Switch, and the parallel system was rebuilt rather than tuned. The official manual is unusually direct about the scale of the change.
Parallel XP 2.0 - Putting the "Super" in Superfractor! With more ways than ever to prestige up your cards, and personalized attribute boosts to make those Superfractor cards match your play style, we've completely retooled the way you level up your cards in MLB THE SHOW '26. Parallel levels are more than just a number and a cool border - they're unique card customizations, meaning the more you use a card the more you'll be able to tailor its stats and in-game presentation to your own play style!
Official MLB The Show 26 in-game manual, Diamond DynastyThe PlayStation store page describes the same change from the player's side: level up your stars with an upgraded PXP system, customize their skills with Parallel Mods, and hit Parallel V faster through special challenges. The official Diamond Dynasty post adds that an all-new PXP gives you more control and lets you Parallel 5 your players faster than ever, and that you can customize preferred attribute boosts with Parallel Mods to improve weaknesses or double down on strengths.
| '26 change | Status | Detail |
|---|---|---|
| PXP system retooled | Official | Stated in the manual and the Diamond Dynasty post |
| Parallel Mods introduced | Official | Targeted, customizable attribute boosts rather than a flat +1 across the board |
| Faster route to Parallel 5 | Official | Via special challenges, per the PlayStation store page |
| Mod tiers by parallel level | Stream only | Silver at P1, Gold at P3, Diamond at P5, reported from the Feature Premiere |
| 57 total Parallel Mods | Stream only | Community recap of the Feature Premiere, not in writing anywhere official |
| Hitter PXP rates raised toward pitcher rates | Stream only | Same source. Worth knowing, since it changes older advice about pitchers leveling faster |
The system has not been patched since launch. Game Updates 3, 7, 12, 15 and 16, covering March through August 2026, mention PXP, Parallel XP, parallels and mods zero times between them. Whatever the launch behavior was, it is still the behavior. That is useful because it means a rate you measured in April is probably still valid in August, and it also means any remaining oddity is intended rather than pending a fix. Silver vs. Gold vs. Diamond Parallel Mods and Parallel Mods Planning cover the new layer.
The strategy questions worth thinking about, and what actually decides each one
Most PXP advice reduces to a multiplier table, which is the least interesting part of the decision. The multiplier is one term in a product, and the other terms are usually larger. Here are the four choices that determine how long a grind takes, and what genuinely settles each one.
Difficulty against your own win rate
Raising the difficulty raises the multiplier and lowers everything it multiplies. On a harder setting you get fewer hits, fewer extra base hits, fewer RBIs and fewer runs, and a pitcher who was going seven innings starts going four. The multiplier is applied to a smaller base, and above some point the product falls rather than rises.
That crossover is personal. A player who hits comfortably on Hall of Fame gains from moving up. A player who moves up and starts losing 2 to 1 with four hits a game has traded a bigger multiplier for a much smaller stat line and made the grind longer. The right test is not what the multiplier table says, it is five games at each of two settings with the PXP recorded before and after. Whichever produces more PXP per hour wins, and it is not always the harder one. Which Difficulty Should You Grind PXP On? works through where the crossover usually sits.
Game length, where per game and per hour give opposite answers
A 9-inning game produces more PXP than a 3-inning game. It also takes three times as long, plus the same fixed overhead at each end. If you compare per game, longer wins every time and the comparison is useless. The denominator that matters is time, and once you switch to it the short game usually pulls ahead, because the overhead per game is roughly constant while the earnings scale with innings played.
The overhead is the part people forget. Menu navigation, lineup setup, loading, the walk to the mound, and the post-game screens all cost the same on a 3-inning game as a 9-inning one. That is why Conquest with 3-inning games became the standard recommendation, and why the honest version of the advice is not that short games earn more but that they earn more per hour once the overhead is counted. 3-Inning vs. 9-Inning Games and The Hidden Time Cost of Parallel 5 both put numbers on the overhead.
One card against the whole lineup
This is really a question about plate appearances, which are the scarce resource in any baseball game. A nine-inning game gives you roughly 38 to 40 plate appearances to distribute across nine hitters. Concentrating them means batting your target card leadoff, keeping it in the game, and accepting that eight other cards earn slowly. Spreading them means everybody improves a little and nothing reaches a threshold soon.
The answer depends on what you want at the end. A single Parallel 5 card is a meaningful upgrade you will feel in every game. Nine cards at Parallel 1 is a +1 across the lineup, which is close to invisible. For most players the concentrated approach finishes something, and finishing something is what makes the grind feel worthwhile. Theme team builders are the exception, because their reward structure depends on the whole squad. Grind One Card or Spread PXP Across Your Lineup? and PXP for Theme Team Builders take the two sides.
Grinding against just buying the better card
The one nobody wants to hear. A Parallel 5 card is the base card plus five points across its attributes. If a card that already has those attributes is available on the market for a price you can reach in an evening of Stubs, the grind is buying you very little for a great many hours.
The calculation is straightforward once you frame it as an exchange rate. Estimate the hours to Parallel 5 from your measured rate, price the equivalent card in Stubs, and ask what your time is worth. The grind wins when the card is one you specifically want to use, when the market price is high, or when the parallel itself is the goal rather than the stat line. It loses when you are grinding a replaceable card because a guide said it was efficient. Buy a Better Card or Parallel Yours? runs the exchange rate properly.
What connects all four. Every one of them turns on a quantity you can measure in half an hour and nobody else can measure for you: your PXP per hour under your conditions. That is a better use of an evening than reading four more guides, and it is the input every forecast on this site actually depends on.
PXP, account XP and program progress are not the same thing
A large share of the confusion in this collection comes from one place. Diamond Dynasty runs three separate progress tracks that all look like experience points, all tick up while you play, and all appear on screen during the same game. Mixing them up produces the single most common complaint, which is a card that seems to earn nothing while a bar somewhere else fills steadily.
| Track | Attached to | What it unlocks | Carries over? |
|---|---|---|---|
| Parallel XP (PXP) | The individual player | Parallel tiers P1 to P5, and the attribute boosts that come with them | Yes, across selling and rebuying the card |
| Account XP | Your account | Season reward path levels and the rewards along them | Within the season |
| Program progress | A specific program | That program's cards, packs and milestones | Only until the program ends |
Two practical consequences follow. First, playing a game with a card in your lineup earns that card PXP even if the game contributes nothing to a program you care about, so a card can be progressing while nothing visible changes. Second, and more often the actual problem, PXP is tracked against the player rather than the card, so if you own two copies of the same player they are both feeding one total, not two. The Parallel tab on the player card is the only place that shows the truth.
The threshold gaps get wider as you climb. On the community ladder, Parallel 1 is 500 PXP away and Parallel 5 is 4,000 PXP past Parallel 4. A card that felt like it was flying up the early tiers will appear to stall in the same number of games later, and nothing has changed except the size of the step. That is the second most common reason a card looks stuck. Why Your Card Isn't Leveling Up covers both.
Four things the community argues about that the developer has never answered
Some of the most repeated PXP advice sits on top of nothing at all. Not community estimates, which at least come from measurement, but pure assertion. These four have no developer statement of any kind.
- Does quitting a game early cost you the PXP you earned? There is no statement from San Diego Studio in any patch note, manual page or support article. The only related material anywhere official is a thread on the company's own forum where players report that a home run and its XP do not register if the opponent quits while the ball is still in the air. No developer replied to it. That is a player report about a specific edge case, not documentation. Does Quitting Games Early Hurt Your PXP? tests it rather than assuming.
- Do Conquest, Mini Seasons and Battle Royale award PXP differently? The official manual sections covering Conquest, Battle Royale, Showdown, Moments and Diamond Quest do not mention PXP once. Mini Seasons appears in patch notes only as a bug fix. There is no per-mode guidance from the publisher, so every claim about which mode is the meta is a community measurement. Conquest PXP Farming, Mini Seasons PXP Strategy and Earning PXP Online each set out what the community has found.
- How big is Diamond Dynasty? Sony, San Diego Studio and MLB have published no player count, no mode share and no engagement figure. If you see a number for how many people play Diamond Dynasty, it has no publisher behind it. We are not repeating one here.
- Is there a Double PXP event running? Double PXP promotions are officially documented, but only for MLB The Show 25, where theshow.com described enjoying 2x XP and 2x PXP during Double XP and PXP Days. No equivalent '26 post has appeared. Check the in-game news feed rather than a guide, because a promotion doubles your rate and invalidates any average you measured before it started.
Why a card can look stuck. The most common support question in this collection is a card that is not leveling, and it is usually one of three things: PXP is tracked per player rather than per card so a second copy is adding to the same total, the card is earning but the threshold for the next tier is further away than the previous one, or the player is confusing PXP with account XP and program progress, which are three separate currencies. Why Your Card Isn't Leveling Up and PXP vs. XP vs. Program Progress disentangle them.
All 29 PXP guides, grouped by where you are in the grind
The archive above runs newest first. These groups follow a grind from understanding the system through to troubleshooting it. Forecasting hands off to the Diamond Dynasty PXP calculator, and the rest of the game tools sit in gaming calculators.
Start here: the system
Five guides covering what PXP is, what parallels do, and the three currencies people mix up.
- What Is PXP in MLB The Show? A Beginner's Guide to Parallel XPThe system from zero, built on what the developer has actually confirmed.
- Parallel Levels Explained: What P1 Through P5 Actually DoThe +1 per level boost, cumulative to +5, and why progress survives selling the card.
- How PXP Is Earned: Every Stat Action and What It's WorthThe community value table, with its provenance stated openly.
- PXP Thresholds: How Much XP Each Parallel Level RequiresThe 500 to 10,000 ladder, and which single figure has any developer provenance.
- PXP vs. XP vs. Program Progress: Don't Mix Them UpThree separate currencies that all look like experience points.
The math behind it
Four guides on the formulas, the multipliers and the rate.
- The PXP Math: Formulas Behind Stat Values and MultipliersBase value times difficulty times online, and where each factor comes from.
- PXP Difficulty Multipliers: How Rookie to G.O.A.T. Changes Your EarningsThe community multiplier table, and the one official line that supports its direction.
- Hitter PXP vs. Pitcher PXP: How Each Position Earns DifferentlyWhy pitchers historically leveled faster, and what '26 reportedly changed.
- PXP Per Hour: Measuring and Maximizing Your Grind EfficiencyRate per hour rather than per game, which is the denominator that matters.
Where to grind
Six guides comparing modes, difficulties and game lengths. None of this is officially documented, so all of it is measurement.
- Which Difficulty Should You Grind PXP On? A Real Decision GuideThe multiplier against your own win rate, which is the trade nobody models.
- 3-Inning vs. 9-Inning Games: Which Earns More PXP Per Hour?Per game against per hour, and why the answer flips between them.
- Offline vs. Online PXP Grinding: Which Is Actually Faster?The online bonus against longer queues and harder opponents.
- Conquest PXP Farming: Why 3-Inning Games Are the MetaThe most recommended farm in the game, and the reasoning behind it.
- Mini Seasons PXP Strategy: Game Length, Settings and Lineup TipsSettings that change the rate, and how to hold a lineup together across a season.
- Earning PXP Online: Ranked, Events and Battle Royale ComparedThree online modes with three different risk profiles.
Planning a grind
Five guides for turning a target into a schedule you will actually finish.
- Pre-Grind Checklist: Everything to Set Up Before a PXP SessionLineup, settings and baseline PXP recorded before the first pitch.
- How to Estimate Games Needed to Reach Any Parallel LevelRemaining PXP divided by your measured average, not by a published table.
- Parallel 5 Your Favorite Card: A Step-by-Step Grind RoadmapThe full run, broken into stages with checkpoints.
- The Hidden Time Cost of Parallel 5: What Grinders UnderestimateMenus, load times and lost games, which never appear in a per-game estimate.
- Parallel Mods Planning: Mapping Stat Milestones Before You GrindDeciding which attributes you want boosted before you start earning them.
What to grind, and whether to
Four guides on the decision that comes before any of the arithmetic.
- Grind One Card or Spread PXP Across Your Lineup?Concentrated progress against a lineup that improves slightly everywhere.
- Buy a Better Card or Parallel Yours? The Value MathStubs against hours, which is the real currency conversion in Diamond Dynasty.
- Silver vs. Gold vs. Diamond Parallel Mods: Which to Chase FirstThe '26 mod tiers and which ones justify the grind to reach them.
- PXP for Theme Team Builders: Leveling an Entire SquadSquad-wide progress, where the one-card strategy stops applying.
Lineups and pitchers
Two guides on squeezing more PXP out of the same nine innings.
- Lineup Optimization for PXP: Batting Order, Positions and SubstitutionsPlate appearances are the scarce resource. This is how you allocate them.
- Leveling Pitchers Fast: Strikeouts, Innings and Rotation TacticsInnings, strikeouts, holds and saves, and how to engineer more of each.
Problems and myths
Three guides for when it is not working, or when the advice sounds too neat.
- Why Your Card Isn't Leveling Up: Common PXP Tracking ConfusionsPer-player tracking, rising thresholds and the three-currency mixup.
- Does Quitting Games Early Hurt Your PXP? Myths TestedA question the developer has never answered, tested rather than assumed.
- 9 PXP Grinding Mistakes That Waste Hours of Your TimeThe expensive ones, ranked by how much time each actually costs.
PXP questions, with the sourcing stated
How much PXP do you need for Parallel 5?
The figure everyone uses is 10,000. It was reportedly stated during an official San Diego Studio Feature Premiere stream but does not appear in writing on any publisher page. The thresholds below it, 500, 1,500, 3,000 and 6,000, have no official trace at all.
What does each parallel level actually give a card?
A +1 attribute boost per level, cumulative to +5 at Parallel 5. That is officially documented. In MLB The Show 26 the boosts became targeted rather than flat, through Parallel Mods that let you choose which attributes improve.
Does San Diego Studio publish PXP values for each stat?
No. There is no official table of what a home run, single, strikeout or inning pitched is worth. Every value in circulation was derived by players measuring PXP before and after games. Two pages on the same community site disagree on four hitter values.
Does difficulty really increase PXP?
Yes, and this is confirmed. The official Diamond Dynasty post says the more you challenge yourself with higher difficulty settings or by playing online, the faster your players will progress. No official source gives the size of either bonus.
Do you lose PXP if you quit a game early?
There is no statement from the developer either way, in any patch note, manual page or support article. The only related official-site material is a player forum thread with no developer reply. Treat any confident answer as untested community lore.
Does parallel progress carry over if I sell the card?
Yes, and this is officially documented. The manual states that parallel numbers are forever, and that even if you sell a copy of a card and buy a new one, your Parallel XP and boost levels carry over. Progress attaches to the player, not the copy.
What is the most accurate way to forecast a grind?
Measure rather than look up. Record a card's PXP, play five games in the mode and difficulty you intend to grind, record it again and divide by five. That average reflects your own play and carries no assumptions about anyone's per-action table.
Has the PXP system been patched since MLB The Show 26 launched?
No. Game Updates 3, 7, 12, 15 and 16, spanning March to August 2026, do not mention PXP, Parallel XP, parallels or mods at all. A rate you measured earlier in the cycle should still hold.
What was checked, and what it said
Official sources here means San Diego Studio, Sony Interactive Entertainment or PlayStation. Community sources are named as such, because on this topic the distinction is the whole point.
- Official, the '26 system. MLB The Show 26 in-game manual, Diamond Dynasty, for Parallel XP 2.0 and Parallel Mods, and the New Features page.
- Official, the definition and the rate statement. theshow.com, What's New in MLB The Show 26: Diamond Dynasty, 4 March 2026, and All-New Double PXP Days for the parallel tier description.
- Official, persistence across sell and rebuy. MLB The Show 24 in-game manual, Diamond Dynasty.
- Official, release and platform detail. PlayStation, MLB The Show 26 game page.
- Checked and found silent. The Sony San Diego Studio support site's Diamond Dynasty section, the full 28-page official manual table of contents, the manual sections for Conquest, Battle Royale, Showdown, Moments and Diamond Quest, and Game Updates 3, 7, 12, 15 and 16. None documents a PXP threshold, a per-action value or a multiplier.
- Community, for the value tables. ShowZone's PXP guide and its separate PXP calculator, which disagree on four hitter values, and showdd.io's PXP page, which matches the guide. All three carry disclaimers that they are not affiliated with Sony San Diego Studio, and none states a methodology.
Where to go next
Forecast a specific grind with the Diamond Dynasty PXP calculator, using your own measured average rather than a table where you can. The gaming calculators collection holds the tools for other games, and everything else on the site is on the Waldev homepage.
Scope note. This page separates what San Diego Studio has published from what the player community has measured, as of August 2026. The community figures are the best available and are used throughout this collection, but they are estimates derived from play testing rather than a documented specification, and they can change with any patch. Waldev is not affiliated with, endorsed by or connected to Sony Interactive Entertainment, San Diego Studio, MLB or MLB Advanced Media. MLB The Show is their trademark.
