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Your fighter: stats, bonuses and builds

There are no fixed classes: six stats and your gear decide who your fighter becomes. Every level gives 5 points, and every 25 points in a stat open its bonus.

Six stats

  • Strength — damage and guard piercing.
  • Agility — dodge, anti-crit, counters.
  • Constitution — health and armour.
  • Instinct — crits, reading the guard, against dodge.
  • Presence — stand support, composure, power on match day.
  • Mind — football IQ: XP, stamina, abilities, crafting quality, accuracy.
Your fighter’s stats: invested points, the gear bonus and the bonuses unlocked.
Your fighter’s stats: invested points, the gear bonus and the bonuses unlocked.

24 stat bonuses

At 25, 50, 75 and 100 points every stat opens its own bonus — 24 in all. Strength, for example: “Heavy Hitter” (+5% damage), “Guard Break”, “Breakthrough” and “Power Move”. Constitution at 100 gives “Second Wind”: once a fight, dropping below 25% health restores 30%. Presence at 100 is “Stand Leader”: the team starts with +30 morale.

Only invested points count: gear boosts a stat but does not unlock bonuses — and taking an item off won’t take a bonus away either.

Archetypes

From your two highest stats the game names your style: Powerhouse, Wall, Runner, Reader, Capo, Playmaker, Tactician or All-rounder. It is a hint, not a limit — you can change the build.

Gear: 11 slots

Head, face, neck, torso, legs, feet, hand, wrist, belt, talisman and flag — plus a background. Gear is sold in the shop, crafted in the workshop and traded on the market. An item’s colour hints which stat it boosts. Gear can be sharpened in the crew forge.

A fighter in full gear: 11 slots around the portrait and the inventory.
A fighter in full gear: 11 slots around the portrait and the inventory.
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