What is the best stat to train in Coach a Fighter?
There isn't one — it depends on how your fighter is losing. Gassing out means Stamina, getting hit clean means Dexterity, getting knocked down means Endurance, landing without hurting means Power.
Training
Watch the fight, diagnose the failure, train the fix. A lookup table instead of a stat list.
Updated

Most advice for this game amounts to "train everything evenly". That is fine for your first block and useless after it, because by then your fighter is losing in a specific way.
Since fights resolve automatically, the bout is the diagnostic. Watch how your fighter loses, then spend the next ten sessions fixing exactly that. This is the whole skill of the game.
Match what you saw in the ring to the stat that governs it. The stat descriptions are the game's own, from the Stats Explained panel.
| What you saw in the fight | Train this | Why |
|---|---|---|
| Stopped throwing after a few exchanges; faded late | Stamina | Stamina is energy — it decides how long output holds up before it collapses |
| Kept getting hit clean; too slow to block or react | Dexterity | Hand speed governs guard switching, weaving and reacting before shots land |
| Spent time on the canvas; got dazed or dropped | Endurance | Durability strengthens the chin and guard and makes the fighter harder to daze, drop or finish |
| Landed plenty but could not hurt them | Power | Power raises punch damage and Guard Damage, so blockers get worn down and cracked open |
| Opponent wobbled but your fighter could not close in | Agility | Footwork controls movement speed, turning and closing distance |
| Kept getting outboxed from the outside | Reach | Range sets preferred fighting distance — low Reach fighters have to work inside |
There is no Overall station and you cannot train it directly. The panel states it rises +1 every 10 trainings — one full block, one point.
That is worth internalising when you are eyeing the second league, which needs two fighters averaging 70+ Overall. That target is a count of training blocks, and no amount of clever stat allocation shortcuts it.
Do not stockpile sessions or split them across three fighters hoping to be efficient. The cap resets per fighter after a match, so an unspent session is simply wasted time.
The loop that works: fight, note the failure, spend all ten sessions on the fix, fight again. Two or three cycles of that will take a starter card further than any rarity chase.
FAQ
There isn't one — it depends on how your fighter is losing. Gassing out means Stamina, getting hit clean means Dexterity, getting knocked down means Endurance, landing without hurting means Power.
No. There is no Overall station. It goes up +1 every 10 trainings as a by-product of completing blocks.