Coach a Fighter Power, Dexterity, Endurance, Stamina, Agility
Understand the five training pillars before you spend Cash or Rerolls.
Every serious decision in Coach a Fighter eventually returns to five numbers: Power, Dexterity, Endurance, Stamina, and Agility. You never combo punches yourself. You raise these traits on gym equipment, then watch automated matches reveal whether the training block was balanced. LockLoaded keeps the experience in Early Beta, so absolute weights can shift after patches, but the coaching vocabulary stays stable. This page explains what each stat means in practical terms, how stations map to growth, and how to build a ten-session block before you risk promo Cash from Update1! and Release!.
Pair this article with How to train fighters for session pacing and the Training planner for a printable checklist.
Power
Power is offense pressure. Punching bag work and strength-oriented stations feed it. A Power-heavy fighter finishes soft NPC lines faster and creates knockout threat in shorter exchanges. Without Endurance and Stamina, the same fighter fades when rounds stretch or when player-pool opponents refuse to fold early. Raise Power, then protect it with recovery stats before you scale bets on How to bet.
Power is also the easiest trap for beginners: dumping every Cash session into bag work looks productive until your fighter gasps out mid-fight. Treat Power as one fifth of a complete plan, not the whole plan.
Dexterity
Dexterity covers hand speed, timing feel, and technical sharpness in the simulation. Neglect it and your fighter looks strong on paper but clumsy in exchanges. Mix Dexterity sessions into every ten-session block rather than stacking Power alone. Pull-up style athletic work often supports this pillar alongside control traits.
When match replays feel like your card is always a half-step late, Dexterity is the first audit after Stamina. How to win matches covers reading those late-exchange collapses.
Endurance
Endurance is structural toughness across the fight. Treadmill and longer conditioning blocks matter here. Climbing leagues without Endurance is how glass-jaw legends are born: high Power, pretty rarity tag, zero ability to absorb pressure. If you plan promotions, read How to climb leagues before you push a brittle build into harder brackets.
Endurance also cushions Early Beta variance. Opponent pools change; durable fighters forgive one bad matchup read better than glass cannons do.
Stamina
Stamina is fuel. Even high Power output collapses when Stamina hits empty in later exchanges. If your fighter starts strong and disappears, check Stamina before you blame rarity or “bad RNG.” Treadmill and conditioning stations keep this bar honest.
Many coaches confuse Endurance and Stamina. Endurance is how much punishment the card absorbs; Stamina is how long the card can keep working at a competitive pace. Train both.
Agility
Agility is movement and positioning in the automated ring. It helps against slower or heavier looks and reduces the statue-boxer problem where your fighter eats clean shots while standing still. Footwork-style drills belong in every complete plan on the Training planner.
Agility also matters when you move from NPC farms into player-owned fighter pools, where scouting is weaker and positioning edges decide close bets.
Equipment map
| Station | Primary contribution |
|---|---|
| Punching bag | Power emphasis |
| Bench press | Strength / Power support |
| Pull-up bar | Athletic mix for Dexterity and control |
| Treadmill | Endurance and conditioning / Stamina support |
Exact contributions can shift with Early Beta balance, so re-test after patches listed on Updates. Upgrading stations changes how far each Cash session goes ? see How to upgrade your gym before you buy random tiers.
Building a ten-session block
Community guidance still recommends roughly ten completed sessions before serious league bets. A balanced starter block touches all five stats instead of maxing one bar. Example rhythm:
- Power
- Dexterity
- Endurance
- Stamina
- Agility
- Power
- Endurance
- Dexterity
- Stamina
- Agility or weakest remaining stat
Then enter a modest match and adjust the next block based on what failed. How to earn Cash explains why that test fight should stay small until win rates stabilize.
Specialty builds vs balanced starters
Once one fighter is reliable, you can bias a second card: Power/Endurance slugger for soft NPC farms, or Agility/Dexterity packages for awkward matchups. Do not invent five specialty builds on day one. Build your roster and Beginner mistakes cover the sprawl trap.
Stats vs rarity
Legend and Real cards raise ceiling, but stats are the floor. An untrained Legend can lose to a trained Real. Read Fighter rarities, Legend fighters, and Best starters together so you do not confuse collection flex with fight readiness. Rerolls from the Codes hub should wait until you know which stat plan you can finish.
Cash efficiency and Early Beta caveats
Each session costs Cash. Better gym tiers multiply gains per visit. Codes refill the wallet, but wasted sessions on five unfinished fighters remain a leak. After every patch, re-check whether your favorite station still feeds the same pillar ? Early Beta balance notes on Updates matter more than frozen screenshots on Best fighters.
If income feels fine but fights still feel random, audit one missing stat at a time rather than burning Legend Rerolls. Stats explain most “unlucky” nights.
Related pages
Master the five stats and the rest of the wiki becomes easier to use: training plans make sense, bets have a thesis, and gym upgrades stop feeling cosmetic.
Frequently Asked Questions
Quick answers to the most common Coach a Fighter questions.
Which Coach a Fighter stat should I train first?
Raise a balanced mix. If you must bias early, touch Power plus Endurance and Stamina so the fighter can hit and last.
Do Legend fighters ignore stats?
No. Rarity raises ceiling, but untrained Legends still lose to trained lower cards. Finish a ten-session block either way.
Which gym station trains which stat?
Punching bag and bench lean Power; treadmill supports Endurance and conditioning; pull-ups help athletic Dexterity and control. Re-test after Early Beta patches.
Why does my fighter start strong then lose late?
That pattern usually points to Stamina or Endurance gaps, not pure Power. Add conditioning sessions before raising bet size.
How many sessions before serious bets?
Community guidance recommends about ten completed sessions across the five stats before staking large Cash.