YOUR FIGHTER
Creating a fighter: weight classes, styles, attributes, techniques, and identity.
QUESTION 1
How do I get out of the amateurs and into the pros?
Everyone starts as an amateur. Once you have a body of work on the amateur book, your overall rating (OVR) decides when the pros call, and a gold strip on HQ tracks it.
- At OVR 52 the commissioner opens your farewell window: six more amateur fights to win the belt or sign.
- Title fights do not count against the six. Top 10 with a winning record lets you call out the amateur champion.
- Win the belt and you defend it two times, or until you lose it, then you go up.
- OVR 57 is the hard cap: you go up after your next fight, belt or not. The spend screen warns you before you cross either line.
Every call-up lands at a fight's settlement, never from a menu, and SIGN NOW is always one tap away. Regional Pro to the WFL works through offers you can accept or decline.
QUESTION 2
What is the difference between attributes, skills, and techniques, and what does OVR mean?
Your fighter has five physical attributes: Power, Speed, Cardio, Chin, and Strength. Chin is the glass jaw stat: how well you absorb strikes, and severe knockouts can lower it permanently.
There are 24 skills, each with one job, grouped under Boxing, Kicks, Clinch, Wrestling, Top Game, Guard and Submissions. Punching helps your punches land cleanly, Head Movement defends strikes to the head, Takedown Defense keeps you on your feet, and so on. Fight IQ is its own stat and reads the fight. Tap any skill on MY FIGHTER to read its job.
Techniques are the specific moves your fighter knows: a jab, a double leg, an armbar, a whizzer. Each is trained by one skill, may also need an attribute, and improves through three levels.
OVR is your overall rating, a single number summarizing your attributes and skills. Techniques do not count toward it. It drives your amateur call-up and matchmaking. You see your own OVR; opponents show a scouting label instead of their raw number.
QUESTION 3
Can I change my fighter's weight class?
Only in the World Fighting League. Below that, the WEIGHT CLASS card on MY FIGHTER shows a lock: weight moves unlock in the WFL. With a WFL contract the card offers MOVE UP or MOVE DOWN to a neighboring division.
A move is a real decision. Your attributes shift (the card shows the exact chips before you confirm), it costs condition, it withdraws your open offers and callouts, and you must fight at the new weight before the commission clears another move.
Moving down depends on your frame. The card rates the cut from NONE to SEVERE, and a tall fighter can be refused by the commission's height limit. A hard cut means smaller gains, lower condition every fight, more lasting damage, and a faster decline later on.
A champion who moves keeps the belt as a held belt. It waits on your return, but its defense clock keeps ticking.
QUESTION 4
Can I manage more than one fighter at a time?
Yes. Your account is a stable. It starts with two fighter slots, and each additional slot costs 300 gold from ADD FIGHTER SLOT on the STORE tab or from the Stable. Every fighter in the stable shares the account's gold, while cash purses belong to the fighter who earned them.
A few rules:
- A stable may have at most three active fighters in one weight class. Each active fighter also needs an account-wide fighter slot.
- Retired fighters do not take up a slot. Their legacy pages stay in the stable under RETIRED FIGHTERS.
- Each fighter trains, books, and fights on their own. Switch between them from the stable, and HQ shows the one you have active.
- A stable holds one camp deed, so your fighters can train under the same roof.
QUESTION 5
Can I change my fighter's name, ring name, or appearance later?
The ring name, yes. The RING NAME card on MY FIGHTER changes the nickname in quotes on your poster, the tale of the tape, and the rankings. Change it as often as you like, or leave it blank to fight under your name alone.
Your fighter's real name, hometown, build, and face are set at creation and stay. Stance is set once too.
What you can dress up is the look around the fighter. The Style Shop on the STORE tab sells banners, profile backgrounds, and name FX (animated color treatments for your name) for gold. They are cosmetic only and never touch a fight. Purchases go into an account-wide locker, so one buy dresses every fighter in your stable, while what each fighter wears is chosen per fighter. Some looks are earned, not sold, such as a border that shows only while your fighter holds a belt.
QUESTION 6
Did my fighter change when skills split into 24?
No. Your OVR and your style are the same as before the update, and every technique and every level you owned is still yours.
Every fighter converted at the same moment, retired fighters included. Each old skill split into its new skills, and the new ones start from what the old one was: a fighter with strong Boxing starts with strong Punching, Head Movement, Blocking, Footwork and Counter Striking. Where a technique you own needs more of its skill than the split gave, that skill was raised to match, so nothing you owned became locked.
A fighter who owned a throw also got Breakfall at Learned, because the Throws skill now needs it. A former secret technique stays at Learned.
What changes is how you grow from here. Skill points are cheaper per point, a technique's next level may need a few skill points first, and there is no limit on Mastered techniques. Five techniques have new names at the same level. Open MY FIGHTER to see your split.
QUESTION 7
How do I create a fighter?
Fighter creation is a five-step wizard: IDENTITY, FIGHTING STYLE, TECHNIQUES, APPEARANCE, and ATTRIBUTES. A live preview of your fighter sits above the steps the whole way.
- Identity: a name, an optional nickname (your ring name), a hometown, and a weight class. Leave the name blank or tap the dice for a random one.
- Fighting style: one of nine martial arts backgrounds. It sets your starting attributes and skills, the techniques you begin with, and how cheaply each stat trains for the rest of the career.
- Techniques: your background grants a few moves; you pick exactly two more.
- Appearance: haircut, skin tone, eyes, nose, facial hair, height, reach, stance, shoulder width, and tattoos.
- Attributes: 30 bonus points to spend across physical attributes and skills, with a cap of 60 per stat at creation. Unspent points stay available.
Tap BEGIN YOUR CAREER and your debut is booked.
QUESTION 8
Which techniques do I start with, and how do I pick the extra two?
Your background grants a handful of techniques at the Learned level. A Boxer starts with Jab, Cross, Lead Hook, and Slip & Roll; a Wrestler with Double Leg, Single Leg, Sprawl, and Hammerfists; a judoka with Osoto Gari, Foot Sweep, Grip Fighting, Breakfall, and Armbar. The TECHNIQUES step lists your grants and asks you to pick exactly two more.
Every technique is trained by one skill and needs a minimum level in it, and many also need an attribute. A move you do not qualify for shows a lock and what it needs, for example Punching 30. Your starting skills and attributes decide what is open, so a Boxer sees more punches open than submissions.
Pick for the fight you want to have. A defensive technique such as Sprawl or Check Kicks covers a weakness; a second weapon in your strongest lane makes you dangerous sooner. Everything else can be learned later with XP.
QUESTION 9
What are the fighting styles and how do they differ?
There are nine backgrounds. Each sets your starting attributes and skills, grants a few techniques, and decides which stats train cheaply and which train slowly for the whole career. Each style also has home skills, the skills of its own art: outside them, a skill point costs double from 70 up.
- Boxer: boxing, head movement, and knockout power. Kicks and grappling come slowly.
- Kickboxer: balanced punches and kicks. Weaker takedown defense.
- Muay Thai: kicks, clinch control, knees, and elbows. Weaker on the ground.
- Karate: fast movement and accurate kicks, weaker grappling.
- Wrestler: takedowns, top control, strength, and cardio. Weaker striking and guard.
- Brazilian Jiu-Jitsu: guard and submissions, weak striking.
- Sambo: balanced boxing, throws, wrestling, and submissions.
- Judo: clinch throws, top control, and armbars. Weak at range. Throws can hurt on landing.
- MMA (Well-Rounded): no holes, no standout weapon, slightly cheaper training everywhere.
A style is a head start and a discount, not a cage. Anyone can train any skill and learn any technique in the catalog once they meet its requirements.
QUESTION 10
What weight classes are there?
The League has eight weight classes: Flyweight, Bantamweight, Featherweight, Lightweight, Welterweight, Middleweight, Light Heavyweight, and Heavyweight. Each division has its own rankings, its own champion at every tier, and its own pool of opponents.
You pick the division at creation. It sets the height range your fighter can be built in, and the body you build affects how well you would make weight if you ever move divisions later in the career.
A stable may have at most three active fighters in one division. If you already have three there, choose another weight class, or move or retire one first.
QUESTION 11
What does stance do, and can I change it?
Every fighter is orthodox or southpaw. You choose it on the APPEARANCE step at creation, and it prints on the tale of the tape so you can scout an opponent's stance before a fight.
Stance matters in opposite-stance matchups. When an orthodox fighter meets a southpaw, the fight plays differently, and the fighter who prepared for that look wins the positional battle. Two trainable techniques cover it, both trained by Footwork: Mirror Sparring makes your fighter familiar with the opposite stance, and Hand Fighting helps in same-stance fights. Switch Hitter, a deeper Footwork technique, lets your fighter work out of both stances and takes more of the opposite-stance problem away at each level.
Stance is set once. Fighters created before stances existed get a one-time DECLARE YOUR STANCE choice on MY FIGHTER; after that it is on record and cannot be changed.
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