Coach a Fighter Wiki

Core system

Coach a Fighter Stats Explained

Seven stats, each with the subtitle the game gives it. Quoted from the in-game Stats Explained panel.

Updated

Coach a Fighter Stats Explained panel showing Overall Ring IQ, Power Attack and Endurance Durability
The in-game Stats Explained panel (DOv10j80OSM@04:50).

There are seven stats, not five

Most write-ups of this game list five stats. The in-game Stats Explained panel lists seven, and gives each one a subtitle that tells you what it actually governs. Two of them — Overall and Reach — are missing from every other written source we checked.

This matters because the missing two are the ones that decide progression. Overall is the number leagues gate on, and Reach quietly determines what kind of fight your card wants to have.

StatGame's subtitleWhat it governs
OverallRing IQBoxing intelligence and experience. Improves decision-making, awareness, reactions and the ability to recognise openings, plus a small all-round bonus.
PowerAttackPunch damage, especially on hooks and uppercuts. Also raises Guard Damage, so you wear down blockers and crack their guard.
EnduranceDurabilityAbility to withstand damage. Strengthens the chin and guard, reduces incoming damage, makes the fighter harder to daze, knock down or finish.
StaminaEnergyHow long the fighter can keep working before output drops off.
DexterityHand SpeedAttack speed, guard switching, weaving, and reacting to incoming shots before they land.
AgilityFootworkMovement speed, turning speed and distance management — circling, retreating, closing, staying square.
ReachRangePreferred fighting distance. High Reach fighters control space from outside; low Reach fighters work at close range.

Overall is not a stat you train

The panel is explicit: Overall "goes up +1 every 10 trainings". You cannot assign a fighter to an Overall station because there isn't one. It is a running total of work done.

That single line explains the whole pacing of the game. Because the training cap is also ten sessions, one full training block equals exactly one point of Overall. If you want a 70 OVR fighter for the second league, you are counting training blocks, not looking for a shortcut.

Why other sites disagree about the stat names

Three different stat lists circulate for this game: the seven above, a five-item list of Power/Speed/Stamina/Defense/Health, and a three-item Strength/Dexterity/Range. At least two of those are wrong.

The official Roblox description cannot settle it — it only says "train their stats" and names none of them. The only thing that settles it is the panel itself, which is why we screenshot it rather than paraphrase somebody else's paraphrase.

Coach a Fighter Stats Explained panel showing Agility Footwork and Reach Range
Agility — Footwork and Reach — Range, the two entries missing from every other written source (DOv10j80OSM@05:24).

FAQ

Coach a Fighter Stats Explained FAQ

How many stats does a fighter have in Coach a Fighter?

Seven: Overall (Ring IQ), Power (Attack), Endurance (Durability), Stamina (Energy), Dexterity (Hand Speed), Agility (Footwork) and Reach (Range).

How do I raise Overall?

You don't, directly. The game states Overall goes up +1 every 10 trainings, so it rises as a by-product of completing training blocks.

What is Reach used for?

It sets the fighter's preferred fighting distance. Higher Reach means the fighter is comfortable staying farther out and controlling space; lower Reach pushes them into close range.