For further reading in strategy, fighter abilities, tactics and types, check out
Strategy Help written by Nicholas Knuckles Marsolo and located in the Commentary section of TBG.
Related Help File Reading:
Getting Started
Fight Plan Help
EditFighters Rankings
Rankings shows the best Fighters in the game based on their current Rating.
If you want to find out how your fighters Rate in your region or in the game as a whole this is the place to find out
Click on the Fighters link from the main nav bar, the main frame will immediately show the Current World Heavyweight Rankings. From the drop down select the Weight class, Region and Class you want to view and then press List.
Click on any fighter name or manager name to bring up their page of further information.
Fighter Ranking Criteria:
Fighters in the boxing game are ranked by Rating. If multiple fighters are the same rating, they are then scheduled in order of the following:
- Reigning World Champ
- Wins - Losses
- Wins by KO - Losses by KO
- Former Regional Challenger
- Former Regional Champion
- Former World Challenger
- Former World Champion
- Title fight Wins-title fight Losses
- Title fight Wins by KO -title fight Losses by KO
- Fighter ID
Occasionally world and regional titles will be left vacant by the movement or retirement of fighters.
When this happens the game will till a few days before the fights and automatically designate the fight between the two highest ranked contenders as being for the world/regional title.
TopEditBonus Points System
Updated May 22, 2008
1) You can only get bonus points (BPs) if your rating = status. If that condition is met then move to rule 2.
2) You get 200 BPs for a win.
3) Add another 50 BPs if you are on a winning streak.
4) Add another 100 BPs if you win by KO. (Note this was increased from 50 effective March 17, 2003)
5) Add another 50 BPs if you win by KO in the 1st or 12th round.
6) Add another 25 BPs if you win by unanimous decision.
7) Add another 25 BPs if you win by a commanding unanimous decision (your winning margin is 10 or more points when the three judges scores are combined).
8) Add another 75 BPs if your opponent was rated higher than you entering the fight.
Once your BPs total 300 you will gain an AP and your BP total will begin accumulating again from zero.
Bonus point are reported at the end of each private fight report. It details how many BPs you gained from the fight; how many you had going into the fight and any ability changes which may result.
It is important to note that if condition one is not met (meaning rating is not equal to status) then 0 BPs will be earned regardless of what may be stated later in the report.
TopEditChanges In Abilities
Changes in Abilities occur when a fighter has gained enough bonus points to train an ability point or has suffered enough damage to suffer permanent harm, or loses a fight.
Upon gaining EACH 300 Bonus points the fighter gains in the chosen ability stat, if more than one mulitple of 300 bonus points is gained then the fighter will gain the extra points in a random ability. Upon taking 300 points of damage at the end of a fight the fighter will lose one random ability point per multiple of 300 points of damage. So it is possible to win a fight but take so much damage that the fighter loses bonus points. If a fighter loses a fight they lose 1 ability point. A rank 0 fighter cannot lose ability points from losing a fight only from injuries.
If a fighter accumulates 300 Injury Points (IP's) during the course of his career, he will lose one random ability point upon reaching the 300 IP mark after a fight. IP's can be tracked by viewing the IP box within the fighter's page. The loss of one random ability point from accumulating 300 IP's could be considered a career ending injury, though this may not be the case at all times.
The effect of ability point changes are pretty clear cut, they improve or degrade your fighter.
Other Notes:
As fighters age they lose the ability to train in various stats. This prevents fighters from dominating the regions forever.
TopEditBuild
The build of a fighter is selected when a fighter is created and can never change during his career. Build is used to determine a fighter's weight. Please refer to the description of weight in help for more information on determining a fighter's weight. No comparisons between fighter's builds are ever made, and no other effect comes from build.
A build of medium is considered normal, and is used in the calculation for determining a fighter's weight. Any variance from a medium build will add or subtract from a fighters weight according to the following chart.
- Barrel +15%
- Stocky +10%
- Broad +5%
- Medium 0%
- Lean -5%
- Lanky -10%
- Skinny -15%
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EditHeight
The height ability is used to simulate both the height of a fighter and his reach. Taller fighters will gain additional agility and speed during a match to simulate the effect of reach. Taller fighters will also weigh more than similarly built, but shorter fighters. The height of a fighter is determined when a fighter is created and can never change during his career.
Benefits of height:
Height has no direct effect on the outcome of a fight, but does directly affect a fighter's speed and agility. The taller fighter in a match will have 50% of the difference in height between the two fighters added to both his speed and his agility. For instance, if one fighter is a height 8 and his opponent is a height 3, then the taller fighter will gain 2.5 points to both agility and speed for the match.
Additional effects of height:
Height has a strong effect on the weight of a fighter. Taller fighters of similar build and ability will weigh significantly more than shorter fighters. Tall fighters may have a difficult time making the lower weight classes.
Effects of styles on height:
Height can never change, but the effect height has on speed and agility is affected by the styles used in a fight. If the shorter fighter uses the allout style, the taller fighter's benefit from height is added all to speed and none to agility. If the taller fighter uses the inside style, his benefit from height is 25% added to speed and agility instead of 50%. If the taller fighter uses the outside style, his benefit from height is 75% added to speed and agility instead of 50%. Please refer to the descriptions of each of these styles in help for more information.
Units of height:
Height is determined when a fighter is created by assigning points from the original 53 points that are used for all five abilities. One point of height is equivalent to 1", with a starting point of five foot, two inches tall. Thus a 5'2" tall fighter has a height of zero, and a 5'8" tall fighter has a height of 6. It is possible for a height to be negative. A negative height will add additional points to the original 53 points to be used for the other abilities.
The minimum height possible is 4'10" tall, a height of negative 4. The maximum height possible is 6'9" tall, a height of 19. There are still some old fighters in the game that may be somewhat shorter or taller than these limits, but all newly created fighters will follow this rule.
TopEditWeight
Every fighter can lose up to 5% of his body weight to make a weight limit without penalty. This is the fighter's minimum safe weight. For example, a 200 pound fighter has a minimum safe weight of 190 pounds, and a 150 pound fighter has a minimum safe weight of 142.5 pounds.
If a fighter must lose more then 5% of his body weight to make the limit for his division, then he is weakened by excessive dieting and loses a certain number of endurance points before the bout begins. (Note: This happens automatically, without any action by the manager.) The number of endurance points lost is given by the following formula:
(1 - R*R) * normal endurance
Where R is the ratio of the division's weight limit to the fighter's minimum safe weight.
For example, suppose a fighter with a toughness of 11 weighs 200 pounds and fights in the Light-Heavyweight division, where the weight limit is 175 pounds. The fighter's minimum safe weight is 190 pounds, so R is 175/190, which is approximately 0.92. The fighter normally starts a fight with 110 endurance points, but in this case he starts the fight with approximately
0.92*0.92 * 110 = 93.1
endurance points.
Note that due to the effects of fatigue, this would effectively reduce the fighter's STR, SPD, and AGL to 93/110 = 84.5% of their normal values at the start of the bout.
The effect of making weight is temporary and lasts only for one bout. The fighter immediately regains his full endurance if he moves to a higher weight division.
Also note that when a fighter loses weight to make a division, his weight for that bout (for purposes of modifying STR) is the maximum weight allowed in that division, not his usual weight. Thus, a fighter who weighs 200 pounds fighting in the Cruiserweight division would get no STR advantage from weight over a 190 pound fighter fighting in the Cruiserweight division.
TopEditToughness
The toughness ability is used to simulate both the ability of a fighter to take a punch, and his stamina. Tougher fighters will be able to throw more punches for more rounds, and will be able to sustain more damage before being knocked down.
Effects of toughness:
Endurance is calculated by multiplying toughness times ten. Since each aggressiveness used in a fight subtracts one point from your endurance, a high toughness is desirable for throwing a high punch count throughout a fight. Also, the damage your fighter receives is subtracted from your endurance each round, making a high toughness even more desirable. Please refer to the description of endurance in help for more information.
Toughness also directly affects the likelihood that your fighter will be knocked down. A change in toughness is directly proportional to the amount of damage required to knockdown your fighter. The exact amount of damage to be knocked down is also modified by whether your opponent is going to the head, going to the body, or fighting opportunistically. Please refer to the descriptions of the head, body, and opportunistic modifiers in help for more information.
Aging:
Toughness also factors into the ability of a fighter to age well. Injury Points(IPs) are determined according to the age of the fighter, but always based upon: (Damage Received)-(Tgh*X)= # of IPs. X is a numeric value based upon the number of fights that your fighter has been involved in and X will decrease over time to simulate fighter aging.(see help topic: The Effects of Aging)
Effects of styles on toughness:
Styles have no effect on toughness, and no comparison is made between fighters.
TopEditAgility
Agility is an important attribute of a successful fighter. The higher the agility, the less damage you will take and the fewer punches your opponent will land. There are many styles of fighting that you can utilize to gain additional agility. There are also styles of fighting your opponent can use to reduce your agility.
Benefits of agility:
The damage you receive is reduced according to your agility. The greater your agility, the less damage you will receive, the less your agility the more damage you will receive. This change in damage is directly proportional to a change in agility. If your agility increases 10%, you will receive 10% less damage.
This proportionality means that the lower your agility, the greater an effect adding additional agility will have on reducing the damage you receive. Changing from an agility of 10 to an agility of 11 represents the same reduction in damage received as changing from an agility of 20 to an agility of 22.
Your agility also affects the number of punches your opponent will land. The higher your agility the fewer punches your opponent will land, the less you agility the more punches your opponent will land. This change in punches landed is not in direct proportion to a change in agility.
Large changes in agility may correspond to a large or small change in punches landed. This relationship is affected not only by your agility, but also by your opponent's speed, both fighters' styles, and your defense. Additionally, the number of punches landed is limited by the aggressiveness used. Please refer to the descriptions of each item in help to find out more.
Effects of styles on agility:
Additional agility may be gained in the ring by using the outside, clinch, ring, or counter styles. Please refer to each of the style descriptions in help to find out more as the potential increase in agility is dependent on the particular match up in the ring.
Your agility may be reduced if your opponent uses the chase style or the counter style. It also may also be reduced while you are using the counter style. Your agility will be reduced while using the inside style. Please refer to each of the style descriptions in help to find out more as the potential decrease in agility is dependent on the particular match up in the ring.
Effects of height on agility:
Your height compared to your opponent's height also can affect agility. The taller fighter will gain a bonus to agility that varies according to the style of fighting used by each fighter. If your opponent uses the allout style, you will receive no bonus to your agility from height. If you use the inside style, then you will receive a reduced bonus from being taller. Please refer to the height description in help for more information.
Styles that benefit from agility:
The ring and chase styles benefit from having a higher agility than your opponent. The greater the difference in agilities, the greater the benefit from using either style. All other styles are unaffected by your agility.
TopEditStrength
Strength is one of the most important factors in the game. It can be used as an offensive weapon and factors heavily in the amount of damage you do to your opponent. It can also be used as a defensive weapon when using the "clinch" fighting style. Increases in strength make your weight go up and decreases in strength make your weight go down.
Best styles for very strong fighters:Top
EditSpeed
In real life boxing the ability to hit an opponent is determined by your hand speed, your reaction time, and your skill. All three of these are quantified in the speed ability in the boxing game. More speed equals more punches landed. Speed also adds to the power of a punch. Comparing two equally strong fighters, the speedier fighter's punches will do more damage.
Benefits of speed:
Speed is absolutely essential to winning. If your speed is too low, you will not be able to win the rounds on score, and if it is too low you will not be able to do enough damage. Even a super-slugger type needs some speed to be able to damage his opponent effectively. Dancers and boxers need even more speed to be able to effectively outland their opponents during a match. As the ranking of a fighter increases, the need for more speed becomes even greater.
More speed is not always a good thing though. There is a limit on the number of punches landed which is equal to the number of punches thrown. More speed than needed to reach this point is a waste. The greater the adjusted agility of your opponent, the fewer punches you will land, and thus the greater the speed needed to be able to land the same percentage of punches. The same holds true for when your opponent uses a higher defense. So a balance between your speed and your future opponent's agility is needed.
Effects of styles on speed:
The feint style will add to your speed. Please refer to the description of the feint style in help for more information, as the potential increase in agility is dependent on the particular match up in the ring.
There are no styles that can be used by you or your opponent that will reduce your speed.
Effects of height on speed:
Height also adds to your speed. The effects of height are modified by the styles of both fighters, but generally the taller fighter will gain a boost in speed from being taller. If your opponent uses the allout style, all the increase your agility normally receives from height is added to your speed instead. If you use the inside style, then you will receive a reduced bonus from being taller. Please refer to the height description in help for more information.
Styles that benefit from speed:
An advantage in speed increases the positive effects from using the counter style and the feint style. The greater the difference in speed, the greater the benefit from using either style. A disadvantage in speed increases the negative effects from using the counter style. Please refer to the descriptions of each of these styles in help for more information.
TopEditThe Effects Of Aging
Just like in real life, The Boxing Game fighters get old and their skills deteriorate. The effects of this aging process are described below.
After 40 or more fights - All bonus ability points will always go to strength or toughness, i.e., you won't gain agility or speed unless you train specifically for it. This also means that your fighter will probably start gaining a little weight.
After 50 or more fights - all abilities earned through training and bonuses will go to strength or toughness. At this point your fighter will definitely start packing on the pounds (if you are winning).
After 60 or more fights - All abilities gained from training and winning will go to strength or toughness. At this point in a fighters career he will have a very difficult time staying competitive.
Injury points will also be affected in both positive and negative ways. New fighters, youthful and healthy will be less affected and older fighters will deteriorate more rapidly as follows...
| 0-10 fights |
IP = Total Damage - (Toughness * 5) |
New fighters break |
| 11-40 fights |
IP = Total Damage - (Toughness * 4) |
bulk of career |
| 41-60 fights |
IP = Total Damage - (Toughness * 3) |
veteran |
| 61-70 fights |
IP = Total Damage - (Toughness * 2) |
cagey old fighter |
| 71+ fights |
IP = Total Damage - Toughness |
walking corpse |
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EditFighter Retirement
If you feel that your fighter has had a bad month or you're just sick of his constant complaining you can Retire him.
To do this simply open your fighter's page & click on the lovely silver button that has the word Retire on it (Makes sense huh...).
At this point you will be warned that it may take over a week before your fighter gets another fight once you Unretire him.
This is to prevent unscrupulous managers dodging fights that don't suit them.
Please note that if your fighter has a fight scheduled he will NOT be retired until after this fight has been run.
To Unretire your fighter at a later date simply open up his page & click on the other silver button called Unretire. Your fighter will then be scheduled a bout AFTER the next round of scheduled fights in your division has been run.
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EditAuto Retirement Of Fighters
Fighters will be retired automatically under the following circumstances:
- The fighter has lost at least once and he has no fight plan or an empty fight plan.
- The fighter lost his last fight, has a winning percentage of .500 or less and has a fight plan that is over 3 weeks old.
- The manager's account is suspended or closed.
- The managers status switches from member to guest. The manager will then be able to reactivate up to 5 fighters.
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EditMaking A Comeback
Your fighter can return to the game at any time in his career. There is a restriction on when exactly he can enter the rankings again.
In order to minimize fight picking fighters can only make a comeback after the scheduler for their weight division is finished running. Currently that is less than 3 days before the fights run.
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EditDumping A Fighter
If you have a fighter that just isn't doing well you can dump him. This puts him into a category of "Dumped" within your gym. You can retrieve him by selecting "Come Back" within the fighter's page.
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