Select two fighters from the roster and drop them into the fight picker on the right — or use Book Event to pair everyone up at once. Choose which fights to watch, skip the rest, and run the event.
Between fights, use +1 Week / +4 Weeks to let injured fighters recover. Time also ages fighters and triggers training bonuses.
⚡ Auto Fight matches the top two available fighters instantly. ⏩ Sim fast-forwards weeks until at least two fighters are ready, then auto-fights. + Bulk Recruit generates multiple random fighters at once.
Use the search box at the top of the roster to quickly find a specific fighter by name, nickname, nationality, or style.
| Power | Striking damage and KO power |
| Accuracy | Chance to land clean strikes |
| Defense | Reduces incoming strike damage |
| TD Off | Takedown success rate |
| TD Def | Takedown defense |
| Control | Ground and pound, positional control |
| Sub Off | Submission attack strength |
| Sub Def | Submission defense |
| Cardio | Stamina — affects performance late in fights |
| Chin | Resistance to KOs |
| Speed | Initiative and movement |
Fights use a d20-based system with stat modifiers. Each fight lasts up to 3 rounds of 14–21 exchanges. Position matters — Standing, Clinch, and Ground each change what moves are available.
Between rounds, a 🪑 Corner break appears in the fight log — the cutman works on cuts, the doctor checks for stoppages, and both trainers shout instructions. The boxing bell rings once to start a round, once to end it, and three times when the fight is over.
Fighters take injuries after every fight. Severity ranges from minor to severe. A KO/TKO loss always gives a concussion (12 weeks recovery) plus mandatory camp time.
Severe injuries can leave permanent damage to base stats when they heal. KO losses erode Chin permanently over time.
If a fighter's Chin drops too low from repeated KO losses, the ringside doctor forces them to retire — marked 🏥 Forced Medical Retirement. This protects fighters before the damage becomes fatal.
Every fighter has a personal trainer whose style matches their own — a Brawler gets a pressure-fighting Head Coach, a BJJ specialist gets a BJJ Coach, and so on. Trainers have three stats:
| Coaching | Boosts XP earned after every fight — better coach = faster development |
| Cutman | Corner care between rounds; manages cuts and bleeding |
| Motivation | Keeps the fighter mentally sharp through adversity |
Trainers are assigned automatically and stay with their fighter for life. View them in the fighter detail panel (📋).
While in camp or recovery, fighters automatically train each week. They earn XP (feeds into level-ups) and have a 10% weekly chance of a direct stat boost based on their fighting style. Training events appear in the Event Log.
Fighters earn XP every fight (~70–90 for winners, ~30–45 for losers) and level up to a max of level 20. Each style has its own level-up bonus:
| Striker | +Accuracy, +Power |
| Wrestler | +TD Off, +Control |
| BJJ | +Sub Off, +Control |
| Judo | +TD Off, +Sub Off |
| Brawler | +Power ×2, +Chin |
| Well-Rounded | +2 to weakest stat |
Recruited fighters start at 18–25 years old (75% chance) or 26–32 (25% chance). Peak age is 27–30 depending on the fighter — stats start declining after that. Speed and Cardio drop fastest. Fighters retire around 38–40 or when their overall drops too low.
Every fighter has a weight that places them in one of three divisions:
| LW | Lightweight — up to 70 kg · faster, better cardio |
| MW | Middleweight — 71–84 kg · balanced |
| HW | Heavyweight — 85+ kg · more power, more chin, less speed |
Weight drifts naturally over time based on each fighter's hidden genetic weight tendency — some fighters slowly bulk up, others gradually cut down. A fighter who crosses a division boundary loses any belt they hold.
Cross-class fights are allowed but carry no title implications (shown with a purple banner).
Each weight class has its own champion — the top-ranked fighter with at least one fight in that division. Any fight where one fighter holds their class belt is a Title Fight. If the challenger wins, they take the belt.
Title defenses and championship reigns are tracked on each fighter's profile and appear in the Records tab. A champion who retires or dies keeps the legacy permanently.
When a champion retires, dies, or moves to another weight class, the belt becomes vacant. A new champion can be crowned through a title fight or a Cup tournament.
The 🏆 Cup button runs an open-weight 16-fighter single-elimination tournament, seeded by ranking (1 vs 16, 2 vs 15, etc.). You need at least 16 available fighters to start one.
Choose which fights to watch in each round — the rest are simulated. Injured winners still compete in subsequent rounds. The cup winner earns a permanent 🥇 Cup badge on their card and is crowned champion of their own weight class.
Each week has an 18% chance of generating a random event for one of your fighters. These range from training breakthroughs (a stat goes up) and training injuries (a short layoff) to weight-cut drama, media appearances, and retirement rumours for older fighters. Keep an eye on the Recent Events feed on the right and the full Event Log tab.
Rivalries emerge automatically — no management needed. When two fighters meet for the first time again, the fight is flagged as a REMATCH. After a third meeting it becomes a full RIVALRY with a running series score shown in the pre-fight screen.
Active rivalries appear on fighter cards (⚔️ Rival tag) and in the fighter's profile with a full series breakdown.
Rankings use the Wilson score lower bound — a statistical method that balances win percentage with number of fights. A fighter who is 1-0 cannot outrank someone who is 99-1. Fighters with no fights are ranked by overall rating only. Each division's champion is always #1 in their class.
Divisions are displayed Heavyweight → Middleweight → Lightweight. Retired fighters appear in a Hall of Fame section below the active rankings, also sorted by Wilson score.
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