Coach a Fighter Stats – All Attributes & Builds

Coach a Fighter fighters have seven attributes. Six are trained directly; Overall (Ring IQ) rises as you complete training cycles and determines league eligibility.
Stats Overview
| Stat | Value | Scaling |
|---|---|---|
| Total Attributes | 7 | - |
| Directly Trainable | 6 | - |
| Derived Attribute | Overall (Ring IQ) | - |
| Training Cap | 10 sessions per match | - |
Lore & Trivia
Overview
Fights in Coach a Fighter are automated, so the seven stats on a fighter card are the only inputs you control. Six stats are raised by assigning training sessions; the seventh, Overall, grows as you complete training cycles. Understanding how each attribute shapes a match lets you diagnose losses and train the right fix instead of guessing.
Last verified: August 9, 2026. The in-game Stats Explained panel lists seven attributes with distinct subtitles.
The Seven Stats
| Stat | In-Game Subtitle | Role in a Match | Training Focus |
|---|---|---|---|
| Overall | Ring IQ | Derived rating used for league OVR gates | Rises +1 per 10 completed trainings |
| Power | Attack | Damage output and knockout threat | Heavy sessions on power stations |
| Endurance | Durability | Resistance to fatigue when health drops | Sustained cardio blocks |
| Stamina | Energy | How long performance stays high before dropping | Mixed cardio and recovery work |
| Dexterity | Hand Speed | Accuracy and technique execution | Technique and precision drills |
| Agility | Footwork | Movement, evasion, and tempo | Agility circuits |
| Reach | Range | Distance control during exchanges | Range-specific drills |
Some community coverage lists only five stats, omitting Overall and Reach. The in-game panel confirms all seven, and both missing attributes affect automated fight outcomes.
Overall and League OVR
Overall is the only stat that gates league access. The current league structure checks the average Overall of your active roster:
- First locked league: 2 fighters averaging 70+ Overall
- Second locked league: 3 fighters averaging 80+ Overall
- Third locked league: 4 fighters averaging 90+ Overall
Because Overall increases only through training volume, roster depth matters more than a single over-trained fighter. Running one card while benchwarmers sit idle wastes training cycles and delays league unlocks.
Equipment-to-Stat Mapping
Gym stations are tied to specific training outcomes. The exact mapping has not been fully documented in public sources, but observed gameplay associates stations with stats as follows:
| Station | Commonly Trained Stats | Notes |
|---|---|---|
| Treadmill | Stamina, Endurance | Long blocks favor fatigue resistance |
| Bench Press | Power | Upper-body strength for striking damage |
| Pull-Up Bar | Agility, Dexterity | Athletic and hand-speed work |
| Punching Bag | Power, Dexterity | Default workhorse for strikers |
Treat these pairings as community observations until the game exposes exact station-to-stat labels. When in doubt, watch which bar moves after assigning a session.
Build Archetypes
Use these orders as starting templates, then adjust based on match results.
Balanced Fighter
Best for learning the system and climbing early leagues.
- Power
- Dexterity
- Stamina
- Endurance
- Agility
- Reach
A balanced fighter avoids crippling weaknesses. If you lose late matches, add Stamina and Endurance. If you lose quickly, add Power and Dexterity.
Power Striker
Best for short matches and knockout-focused cards.
- Power
- Dexterity
- Reach
- Stamina
- Endurance
- Agility
This build hits hard but can gas out. Do not skip Stamina, or longer bouts will turn against you.
Speed Specialist
Best for tempo and evasion.
- Agility
- Dexterity
- Stamina
- Power
- Reach
- Endurance
Frequent attacks only win if they deal meaningful damage. Add Power once the fighter can sustain a high pace.
Defensive Counter
Best for surviving against harder-hitting opponents.
- Endurance
- Stamina
- Agility
- Reach
- Power
- Dexterity
This build wins by outlasting the opponent. Without enough Power, however, the fighter may survive every round but lose on decision.
Training Cap and Match Rhythm
The game enforces a hard cap: after ten training sessions, a fighter must enter a match before training again. The Money Shop sells a Training Cap upgrade for $200,000 that raises this limit.
Use the forced match as a low-stakes test. If the fighter loses, the loss tells you which stat to raise next. If the fighter wins, reinvest the Cash and repeat the cycle.
Author Verification
Verified by Lucas Turner on August 9, 2026 at 10:00 UTC: Observed result: the in-game Stats Explained panel lists seven attributes with the subtitles shown above. Gameplay footage confirms the ten-session training cap popup and the $200,000 Training Cap upgrade price in the Money Shop. UPDATE 2 did not introduce publicly documented changes to attributes or training mechanics.
Change Log
- 2026-08-09: Refreshed for UPDATE 2. Updated hero image, verification timestamp, and confirmed no publicly documented changes to attributes, Overall mechanics, or training cap.
- 2026-08-06: Page created. Added all seven stats, Overall mechanics, equipment mapping with uncertainty note, and four build archetypes.
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