How to play Fight Me?

Gameplay Overview

Fight Me is an online game in the fighter club manager genre. You collect unique fighters, send them into automated battles, and climb the rankings. Every fight is unpredictable as your lineup changes every time.

Fighters

Every fighter in Fight Me is unique. Each one is randomly generated, has their own stats, perks, and rarity, and belongs to a specific faction.

Getting New Fighters

You can get new fighters by:

  • earning them through activities,
  • buying them in the shop,
  • assembling them from shards.

Fighter Evolution

Each fighter can be evolved up to level 40 using Boost Cola. The amount of Boost Cola required increases with the fighter’s level.


Each Evolve gives:

  • +1 level,
  • a new random perk or an upgrade to an existing one,
  • stat and health boosts.

Selling Fighters

Not every fighter belongs in your main lineup. You can sell weaker ones and get resources back:

  • 50% of the Boost Cola spent on evolution,
  • 25 shards of a higher rarity,
  • 5 shards for each Epic perk and higher.

PvP Battles

PvP matches your fighters against players with a similar rating. Victory earns rating points, defeat lowers them. Every fight is a chance to use tactics and climb the leaderboard.

PvE Mode

PvE features story chapters with pre-selected enemies. Each chapter tells a faction’s story and requires at least one fighter from that faction to complete it.

Events

Events are limited-time activities. During these events, event currency becomes available, which can be obtained in various ways. Event currency can be spent in the LAB to receive random rewards of varying rarity.

Ratings

There are two types of rating:

  • Fighter Rating — increases with wins and decreases with losses.
  • Club Rating — is determined by your top 5 fighters.

Sometimes a fighter gains bonus rating for defeating a weaker opponent.

Leaderboards & Seasons

A new season starts every month. Players compete in two leaderboards: personal and club. Rewards are given only to clubs that make it into the top of the leaderboard.

Perks

Perks are fighters’ special abilities. Each perk has a rarity and can be upgraded up to level 3. Perk slots are divided into:

  • melee and ranged weapons,
  • pets (ground and flying),
  • items (up to 3 slots),
  • passive abilities (up to 6 slots).

A fully evolved fighter has 13 level 3 perks.

Fighter Stats

Every fighter has four main stats:

  • Strength — increases melee damage (+1 damage per 1 strength).
  • Endurance — increases health (+8 HP per 1 point).
  • IQ — boosts the damage of most perks (+5% per point).
  • Luck — affects crit and dodge chance (+0.5% per 1 point).

Fighter Rarities

Rarity Bonuses

  • COMMON — No bonuses
  • RARE — +2 to all stats
  • EPIC — +3 to all stats, first perk ≥ EPIC
  • LEGENDARY — +4 to all stats, first perk ≥ LEGENDARY
  • MYTHIC — +5 to all stats, first two perks ≥ LEGENDARY

Factions

Factions define the fighter’s appearance and provide a unique bonus:

  • Urban Brutes (humans) — +50% critical damage.
  • Hamstormers (hamsters) — Deal more damage the higher their current HP (up to +50% at full health).
  • Crimson Cartel (vampires) — 40% of melee damage dealt is restored as health. This attack cannot be dodged.
  • Shadows (shadows) — passively increase dodge chance by 5%. Apply Dark Mark on melee attack.
  • Night Beasts (cats) — gain 1 regeneration stack each turn.

Fights

Fights are 1 on 1. Turn order is random. The fighter who goes second receives a one-turn shield (-50% damage).


Each turn includes a melee attack, charging perks, and activating them in order. The fight lasts until one fighter’s health drops to zero.

Status Effects

During battle, fighters can apply effects:

  • Poison — deals damage (based on IQ and number of stacks) each turn and reduces stacks by 1. Stacks accumulate.
  • Bleeding — deals damage equal to 10% of the target’s max health each turn.
  • Vulnerability — increases incoming damage by 50% and reduces stacks by 1. Stacks accumulate.
  • Weakening — reduces melee damage by 50%.
  • Stun — blocks all active actions of the target, except pet activations, for 1 turn.
  • Strength/IQ/Luck stacks — each stack increases the stat by 1. Stacks accumulate.
  • Armor — each stack reduces incoming damage, but with decreasing effectiveness. Stacks accumulate. Maximum 100 stacks.
  • Fear — blocks all passive perks of the enemy until the end of their turn.
  • Dark Mark — upon accumulating two stacks, explodes, dealing damage to the target equal to 10% of their maximum health and healing the hero who applied the mark by the amount of damage dealt. After the explosion, stacks are reset to zero.
  • Regeneration — at the start of the turn, heals for 10% of the damage taken for each stack. After healing, the effect resets. Stacks accumulate.
  • Shock — blocks the active perk (pets, ranged weapons, or items) until the end of the turn for each stack. Stacks accumulate.
  • Focus — for each stack, increases the chance to deal critical damage by 1%. After dealing a critical hit, the effect resets. Stacks accumulate.

Rage

Fighters accumulate Rage during battle. When the bar is full, their damage is doubled.

Dodges & Crits

Base chances: dodge — 3%, crit — 8% (damage ×1.5). These values increase with Luck (+0.5% chance per 1 Luck), perks, and effects.

Synergies & Anti-Synergies

The strength of perks depends on their combinations. Some strengthen each other (for example, poison), while others interfere (for example, bleeding effects do not stack).

Perk Clarifications

  • Fire-based perks (Dragon, BBQ, Flaming Spider, Molotov Cocktail) — always deal damage based on the opponent’s max health. This damage cannot be dodged, reduced, or increased in any way (exception: the shield at the start of the fight).
  • Cheerful Djinn — applies one random positive effect: strength stacks, luck stacks, armor, or regeneration.
  • Magic Wand — applies one random negative effect: poison, bleeding, vulnerability, weakening, or stun.
  • Beholder — applies one random negative effect: poison, bleeding, vulnerability or weakening.