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    Posted: 20 Nov 2016 at 7:55pm
This post will give an overview of the attributes held for each fighter and how they are used

Personal Details
  1. Warrior - wants to fight the best and weighs the competitiveness of a fight above everything else including money and titles.  A sought after fighter with warrior personality may sign for the promoter who gets his fighters the most competitive matchups.
  2. Greedy - wants money and will go wherever the money is.  is likely to try signing for the highest rep promoter available as this normally means there is more money to be made.  a nice fat signing fee might help him decide as well.
  3. Celebrity - wants to be in the spot light fighting on televised cards.  thinks he is a star and should be paid like one.
  4. Ambitious - just get him title shots.  he loves a bit of gold round his waist.  More likely to sign for promoters with a track record of getting title shots for their fighters.
  5. Cautious - woah..not so fast boss!  doesn't want to be thrust into difficult fights too early.  just keep him progressing carefully and slowly and he'll be happy.
  6. Neutral - no extra consideration required.  he'll just get on with it.
Rehydration:  This is the percentage of weight they will gain when rehydrating after the weigh-in.  A fighter with a high rehydration stat (max is 10%) will have a big size advantage in the ring than a fighter with lower rehydration.  However, such a fighter is also likely to start feeling tight at the weight earlier and may have difficulty making weight.  Fighters at their natural weight will have a rehydration score of at least 5%.  Moving up in weight before they have outgrown their current weightclass may result in a drop in rehydration to < 5%.

Class:  This is basically how "good" a fighter is and is an indication of his level.  The class stat does not have any bearing on the outcome of a fight, but is affected by fight outcome.  The AI promoters may reject offers from fighters with significantly lower class unless a lot of money is on offer (due to risk / reward).  Class is also used to determine which rankings the fighter can appear in.  A fighter with class exceeding 500 will not be ranked for regional titles.  750 is the limit for national and subcontinental titles.  There is no limit for continental and world.

Popularity:  This is how well known the fighter is.  High popularity does not necessarily mean everyone loves the man, but does mean that the fighter is well known and will sell more tickets than a lower popularity fighter.

Home pref: The higher this attribute is, the more the fighter wants to stay in his home region.  This is for fights and for training.  Relocating a fighter with a high home pref may result in the fighters morale plummeting and impact his performances.  Similiarly, a high home pref fighter may not do so well in away fights.  It is possible for this to be overcome with a high composure rating.

Media:  How well the fighter relates with the media.  The higher the media rating, the quicker the fighters popularity will rise.  Conversely, having a low media rating could hinder the fighters popularity rise.

Adaptability: This stat is partially tied in with homepref, and determines how well a fighter will adapt to a new location, particularly where there is a need to pick up a new language.  A fighter with high adaptability will settle pretty much anywhere fairly quickly.  A fighter with low adaptability may struggle and this could affect his happiness.

Loyalty: The higher this stat, the more forgiving the fighter will be with bad promoting, and the more open they will be to suggestions from the promoter such as changing weight. 

Confidence: This stat goes up or down with wins/losses.  A bad KO loss or consecutive defeats may result in confidence plummeting.

Happiness: overall happiness of the fighter.  may drop if not happy with his trainer, location, matchmaking, inactivity, losing.  Will increase with winning, achieving targets and successfully adapting to a new location.  Happiness has a small impact on the fighters attributes when fighting.

Morale: this summarises in words, the fighters relationship with the promoter.  New signings always start off with "Excited to be working with you", and then there are several other status's which indicate how well his career is going under your management.

Target: Indicates the fighters target which he will be expecting you to achieve.  There is always an activity target, which may be fight once a month for a novice through to fighting 2 / 3 times a year for seasoned professionals.  Then you will have fighters with targets such as targeting specific titles or a rival on the domestic or world scene.

Stance: Speaks for itself really - Orthodox, Southpaw or Switchhitter


  • all-round fighter with a tendency to be more technically correct than other styles.
  • more likely to use the jab
  • may struggle against a swarmer or in-fighter with much better footwork
  • key stats: accuracy, punching technique particularly the jab, footwork, blocking, composure
  • similar to the Boxer, but more likely to throw power shots
  • also more likely to be aggressive and may be less technically and defensively sound
  • may struggle against a brawler with great punch resistance and equal power
  • key stats: power, timing, aggression
  • relies on speed, reflexes and an excellent reading of the opponent to parry/slip an opponents shots and counter
  • less likely to be aggressive and happy to let the opponent come to him
  • may have a much lower work-rate than his opponents
  • two counter punchers could make for a snore-fest which will not impress the casual fans or tv companies
  • may struggle against an opponent with high work-rate, accuracy and timing
  • key stats: reflexes, hand speed, timing, blocking, head movement, ring iq, composure

  • high work rate, aggressive fighter who likes to operate and mid to short range and throw lots of combinations
  • likes to use offence as his defence
  • will often lack timing and accuracy but makes up for this with volume
  • may struggle against an exceptional counter puncher who can punish his lack of accuracy
  • key stats: hand speed, footwork, aggression, determination
  • fighter who almost exclusively likes to work on the inside and rough up his opponent
  • may lack technique apart from in hooks and uppercuts
  • may struggle against a long range fighter who has good enough footwork & ring iq to keep him at bay
  • key stats: clinch, footwork, head movement, in-fighting, strength, aggression, determination

  • skills and technique? pfft...just wants to beat his opponent up by whatever means necessary
  • what he lacks in technique may be made up in sheer power, determination and gigantic balls
  • has no problem fouling - could find himself in trouble with the ref unless he has enough composure & ring iq to comprehend a DQ will mean he will no longer be able to legally hurt his opponent
  • may struggle against anyone who can take his power and has enough composure to keep him under control round after round
  • key stats: aggression, fouling, composure, power, strength, determination, heart

All skill/physical/mental/punch attributes are used in fight simulation.  Below I summarise where each is used, although I won't be going into detail about the calcs themselves

Skill Attributes:
Accuracy - is a punch on target

Timing - factors into a punch landing and its impact.  important for counter punches.

Head Movement - fighters ability to slip punches

Blocking - fighters ability to block or parry

Footwork - used in a number of calcs including controlling distance, escaping the ropes, cutting down the ring, stepping out of range defensively

Clinch - how effective is the fighter in the clinch, either defensively to negate his opponents attack, or offensively to get in some illegal shots and wear down his opponent

Finishing - how good is the fighter at recognising a hurt opponent and trying to finish the show. works best with a high composure

In-fighting - used in numerous calcs when the two fighters are in close range 

Out-fighting - used in numerous calcs when the two fighters are at distance


Edited by administrator - 15 Jul 2020 at 1:22pm
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(continued after falling foul of forum post character limit!)

Physical Attributes:
Power - purely used to determine the impact of a punch, but most devastating in combination with timing and hand speed

Hand speed - partly determines impact of a punch, but also plays a part in the number of punches which can be thrown in a combination, ability to counter, and whether the punch penetrates the opponents defences

Reflexes - used in calcs to determine the success of a counter punch, and for reaction based defence

Stamina - how long a fighter can keep his energy levels up in a fight.  the trainer will advise how many rounds the fighter is ready for depending on stamina levels.  throw a fighter into a 12 rounder too early and he could gas and find himself getting stopped no matter how good his chin is.

Strength - used in calcs when clinching, escaping the corner or generally manhandling your opponent around the ring

Chin - how well your fighter can withstand head shots

Body Toughness - resistance to body shots

Skin Toughness - low stat may result in more cuts and swellings during a fight, longer recovery times and even cut TKO losses

Mental Attributes:
Ring IQ - this stat is used in many calcs used for working out who is controlling the distance, and ensuring they retain the upper hand.  Also works in conjunction with other stats - e.g high ring IQ along with high fouling might mean your fighter is Bernard Hopkins.

Composure - how composed does your fighter remain - will he get over excited in front of his home crowd or overwhelmed in front of a hostile away crowd?  Also, how well will he react to getting cut, or getting in a position where he can close the fight

Aggression - aggressive fighters will be looking to throw power shots throughout the fight and stay on the front foot.

Work rate - a high work rate fighter will be trying to get his shots off first and throwing in quantity throughout the fight, and not sit back

Determination - a determined fighter will try enforcing his will on the fight.  This plays a part in the calc to see who is on the front foot, trying to control the tempo etc

Heart - how your fighter copes with adversity - will he still try to get up after taking that 3rd killer bodyshot or will he just fold?

Fouling - how likely is your fighter to foul.  Can be at risk of getting DQd if this stat is high, and ring iq is low.

Training - how good a trainer is your fighter and how well he looks after himself.  A high stat means quicker improvement from training sessions, and potentially a longer career.

Gameplan - How well your fighter can follow the trainers gameplan.  A low score could mean your fighter just does his own thing and won't be as successful against certain styles

Edited by administrator - 15 Jul 2020 at 1:35pm
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