Daily Pick
One deeply researched guide worth reading today.
A practical route through the systems that matter most, written to help new players make confident decisions quickly.
Overview
Gym Arena Clash, developed by Ardanas and released in June 2026, is a wave-survival roguelite fighter set inside a gym that has been converted into a battle arena. You pick a fighter, collect dumbbells for XP, level up to choose upgrades, and survive increasingly dangerous enemy waves. The build layer runs on two systems: three upgrades from the same family trigger a synergy, and three copies of the same upgrade unlock an evolution.
The game is free, runs in the browser (HTML5), and also ships for Windows, macOS, Linux, and Android. It is installable as a PWA with a service worker, so it keeps working where offline play is supported. The interface is French, but every mechanic is communicated through color, position, and numbers, so you never need the language. A translation table at the end of this guide covers every French term the game throws at you.
Game type: free-to-play browser/desktop wave-survival roguelite fighter Platform: itch.io (HTML5, Windows, macOS, Linux, Android) Difficulty curve: easy to learn, very hard to master Typical run length: 5-20 minutes depending on contract and skill Status: in active development, updated regularly by the solo developer
The core loop: survive waves → collect yellow dumbbells (XP) → level up → pick an upgrade → stack upgrades into synergies and evolutions → face champions → beat your best score. There is no ending. Your high score is the goal, and the records screen tracks your best per fighter and per contract.
Getting Started
The First 30 Minutes
Start with Rookie on Open Gym (the standard contract). Do not touch the harder contracts until you have seen the upgrade pool at least twice.
- Learn movement first. WASD, ZQSD, and arrow keys all work at the same time, so QWERTY and AZERTY keyboards are both covered. Mouse aims. Attack with Space, Enter, or click. Shift dashes. The dash has 0.16 seconds of invulnerability — your panic button and your offensive tool.
- Collect every yellow dumbbell. Dumbbells are XP. XP is levels. Levels are power. The most common beginner mistake is hugging a corner while dumbbells pile up out of reach.
- Read every upgrade card. The names are French but the numbers are universal. "Poings lourds" (+1 damage) is never a bad pick. "Mental sigma" (combo score bonus) does nothing for survival.
- Watch the radar. The bottom-right circle shows enemies, projectiles, and pickups. Glance at it every few seconds; it is the difference between being flanked and flanking.
- Learn when to press the shockwave (ULT). Press E. It pushes enemies back and erases every projectile on screen. It is a reset button for a bad situation first, a damage tool second. Use it the moment you are surrounded or a bullet wall is incoming.
- Know the survive timer. Enemies unlock by the clock, not by wave count. Runners appear at 12 seconds, tanks at 26, bombers at 44, shooters at 52, chargers at 68, coaches at 92. The arena escalates fast — survive the first minute cleanly and the later unlocks stop being a surprise.
Controls Reference
| Action | Keyboard | Mouse / Touch |
|---|---|---|
| Move | WASD / ZQSD / Arrows | Drag on touch (virtual stick) |
| Aim | — | Mouse cursor position |
| Attack (punch) | Space / Enter | Click / FRAPPE button |
| Dash | Shift | DASH button |
| Ultimate (shockwave) | E | ULT button |
| Pause | P / Escape | Pause button |
| Fullscreen | F | Fullscreen button |
| Sound | SON: ON/OFF button in menu | — |
Your punch always travels toward the cursor, even while you run the opposite direction. Kiting away from a pack while punching into it is the fundamental movement-attack skill of this game.
Beginner Mistakes to Avoid
Tunneling on one enemy. Enemies swarm from all sides. Killing one BULK while three SPRINTs flank you costs more than it earns. Clear fast threats first.
Tank a hit to finish a kill. A hit costs you 0.46 seconds of invulnerability, triggers slow motion, and while the game does not directly wipe your combo, the time you spend staggered lets the 2.2-second combo timer lapse. At high combo, disengaging is worth more than the kill.
Ignoring the daily challenge. The first completion each day pays 12-16 credits and keeps your streak alive. Even a failed run progresses most daily objectives because they check your best stat for the day.
Hoarding the ULT. It charges from hits, kills, dodges, and pickups. Dying with a full bar is the worst trade in the game. Spend it the moment you are in danger.
Standing still. This is a movement game. A stationary player dies past wave 10. If you are attacking without moving, you are playing it wrong.
Trusting the walls. The arena edges clamp your dash. Dashing into a wall when a charger lines you up is a self-inflicted death. Keep a body-width off every wall.
Core Mechanics Explained
Experience and Leveling
Enemies drop yellow dumbbells when they die (32% chance per kill), and dumbbells also rain from arena events. Grab them for XP.
- XP to next level:
ceil(5 + level × 3.4). Level 2 needs 9, level 10 needs 39, level 20 needs 73. - Every level grants +4 max HP, an instant +18 heal, and an upgrade choice.
- XP pickups persist 20 seconds, heal pickups 14, crates 18. Collect during combat, not after.
- Magnet base is 72. "Aimant à haltères" adds +45 per pick and the Casier magnétique Workshop upgrade adds +16 per level.
- Each dumbbell also charges the ULT slightly (+1.2).
The Upgrade Pool
There are 18 upgrades across five families. Rarity roll: common 72%, rare 23%, epic 5%, and contract/Workshop rare bonuses stack on top (Verre pilé's +8% pushes the epic roll to 13% and the rare roll to 34%).
| Family | Upgrades | Synergy (3 same family) — real effect |
|---|---|---|
| Force | Poings lourds, Bras élastiques, Uppercut précis, Mode verre pilé | Frappe large — +1 damage |
| Agilité | Cardio, Pas explosif, Épaule bélier | Dash nerveux — +16 speed |
| Survie | Bulk propre, Repas protéiné, Pare-chocs, Récup active, Aura de coach | Dernier souffle — +12 max HP |
| Technique | Punch rapide, Haltère orbitante, Mental sigma | Focus critique — +8% crit (cap 62%) |
| Énergie | Aimant à haltères, Batterie nerveuse, Shaker explosif | Tempête ULT — shockwave leaves a damaging friendly zone, +18% ULT charge |
One honesty note that most players discover the hard way: in the current build, only the Énergie synergy changes how the game plays. The other four are pure stat boosts (the old cleave and chain-dash behaviors are not active in this version). This matters for build planning — never take a third Force card for the "cleave" itself; take it for the +1 damage.
Three copies of the same upgrade unlock an evolution. Evolutions are the strongest effects in the game and each pays +500 score:
| Evolution | Requires | Effect |
|---|---|---|
| Gants sismiques | Poings lourds ×3 | +2 damage, quake fists — every punch that connects spawns a burning zone (radius 48+, 0.7s, damage = 1.2× your damage) |
| Cardio infini | Cardio ×3 | +28 speed, dash cooldown −0.18s (min 0.8) |
| Allonge royale | Bras élastiques ×3 | +30 range |
| Mitraillette de poings | Punch rapide ×3 | attack cooldown −0.07s (min 0.15), +6% crit |
| Double orbite | Haltère orbitante ×3 | +1 orbit (max 5), +2 orbit damage |
| Shaker volcanique | Shaker explosif ×3 | +4 shaker damage, fires much faster (min 0.95s) |
| Aura vestiaire | Aura de coach ×3 | +34 radius, +3 aura damage, +0.18 regen |
| Any other upgrade ×3 | — | Family bonus: Force +1 dmg, Agilité +14 speed, Survie +10 HP, Énergie +0.12 charge, Technique +4% crit |
Auto-Weapons: Orbit, Shaker, Aura
Three cards add automatic damage sources. They are what carry runs once enemy HP scaling outpaces your punch.
- Haltère orbitante (rare): orbs orbit at radius 56 + 16% of your range, spin faster with more orbs, deal
orbit damage + level×0.24per touch with a 0.32s per-enemy cooldown, and each hit feeds the ULT (+0.5). - Shaker explosif (rare): lobs a bomb at the nearest enemy within 520px every 2.5s. Explosion radius grows with levels, damage
shaker damage + level×0.45, +1.1 ULT charge per throw. - Aura de coach (epic): pulses every 3.3s, hitting everything within radius 74+ for
aura damage + level×0.32, knocking enemies back, and healing you up to 6 HP when it connects.
All three scale with your level, not your damage stat. They keep working while you kite, which makes them the best answer to the LASER+COACH formations that appear after the first two minutes.
The ULT / Shockwave
The shockwave hits everything within 230px: damage ceil((4 + damage×2 + level×0.55) × falloff), knockback that scales with level, and every projectile on screen erased for +14 score each. Each enemy hit adds +0.75 combo and pays hits × 24 × max(1, combo×0.1) score.
Charge rates: +1.6 per hit (+2.2 if the hit crits), +5 per kill (+18 per champion), +3.2 per near miss, +1.2 per dumbbell, +8 per streak award, +4/+8 from pickups and crates. Pulse reaches the trigger threshold at 85 instead of 100 — a 15% head start on every single charge.
With Tempête ULT, the shockwave also leaves a friendly zone (radius 118, 2.2 seconds) that damages enemies inside it every 0.42s. Pulse's passive leaves a weaker version (radius 92, 1.55s, 72% damage) on every shockwave. Standing inside your own zone while it chews through a pack is the closest thing this game has to a safe room.
The Combo System
The combo meter is the score engine.
- Each hit adds combo (cap 30) and resets a 2.2-second timer (2.4s from ULT hits).
- Score per hit:
hits × 9 × combo. Kills payenemy score × max(1, combo×0.12). - When the timer lapses, combo decays at 3.5/s (Titan 4.15, Flash 2.9, Pulse 3.15) down to a floor of 1.
- Every 10 consecutive hits pay
90 + streak×7bonus score and +8 ULT charge. - Passive score income also multiplies with combo:
dt × (2 + wave×0.35 + level×0.2) × max(1, combo×0.08).
Positioning outranks raw damage for this reason alone. A player who holds a 20+ combo will outscore a bigger-hitting player who keeps getting clipped.
Pickups
| Pickup | Color | Effect |
|---|---|---|
| Yellow dumbbell | Yellow | +1 XP, +22 score, +1.2 ULT charge |
| Green shaker | Green | Heals 24 + level HP (×1.25 below 45% HP), +2 ULT charge |
| Blue lightning | Blue | FRENZY 6.5s: attack cooldown ×0.48, damage ×2, move speed ×1.16, +4 ULT charge |
| Purple shield | Purple | +1 shield charge (blocks one hit), +4 ULT charge |
| Crate | Gold box | Free instant upgrade (rarest offered first), +240 score, +8 ULT charge |
Blue lightning is the strongest pickup in the game. Six and a half seconds of doubled damage and near-doubled attack speed deletes whole packs. When one drops, path to it and pick a fight.
Green shakers heal 25% more when you are below 45% HP. The difference between grabbing one at 60 HP versus 20 HP is roughly 10-12 HP of value — hold your nerve, but not to the point of dying next to a shaker.
The Radar
The bottom-right radar shows enemies, projectiles, and pickups in real time. Three uses:
- Track pack density and pick your kiting direction before the crowd closes.
- Spot champions and LASERs spawning off-screen.
- Find dumbbell clusters after a wave clears — sweep the arena before the next wave clutters it.
Fighters Deep Dive
Rookie (Balance)
- 115 HP, speed 250, standard everything
- Passive: "Base saine" — no drawbacks
The learning frame. No weaknesses, no amplifiers. Use Rookie to memorize the upgrade pool, enemy unlock timers, and champion rotation. Once you know what every contract throws at you, Rookie's lack of a passive becomes the reason to switch.
Titan (Tank)
- +45 HP (160 total), +1 damage, +1 shield
- −28 speed (222), −8 range
- Passive: "Rage contrôlée" — below 45% HP, punches deal 35% more damage. Every 12th KO heals
8 + level/3HP. Combo decays faster (4.15/s).
The brawler. Titan wants contact. Drop below half HP, park yourself in the crowd, and let the 35% damage bonus plus KO healing out-sustain the swarm. His KO heal grows with your level, so a level-12 Titan heals 12 per 12 KOs — that is a green shaker every wave, for free. His weakness is escape: at 222 speed he cannot outrun a SPRINT pack, so he must pre-clear space instead of fleeing into it. Take Survival upgrades and fight in the open middle, never in corners.
Flash (Mobility)
- −18 HP (97), +50 speed (300)
- Dash cooldown 1.23s (1.65 − 0.42), dash distance +34, dash deals +1 damage, dash invuln 0.24s
- Passive: "Réflexes éclair" — near misses pay 28 bonus score and 2.8× ULT charge. Combo decays slowest among fragile fighters (2.9/s).
The movement specialist. Flash converts near-death into resources: every projectile you skim without getting hit pays 18 + 28 score and 3.2 + 2.8× ULT charge... which for Flash means a near-full ULT bar from a single bullet wall skimmed three times. The dash's 0.24s invulnerability is the longest in the game — you can dash through a champion's lunge, not just away from it. He dies to one mistake at 97 HP, so the skill ceiling is real. Dash damage (base 1 + his bonus) turns the dash itself into a weapon: it sweeps a line along the dash path for damage + dashDamage + level×0.35 per enemy.
Pulse (Technique)
- −8 HP (107), attack cooldown −0.06 (0.42s), +10% crit (15% base)
- ULT triggers at 85 charge instead of 100, +0.35 passive charge rate
- Passive: "Conducteur ULT" — every shockwave leaves a friendly damage zone; blue lightning pickups charge +5 extra.
The ULT machine. Between the 85 threshold, the +0.35 base gain, and a 42% attack cooldown, Pulse cycles shockwaves dramatically faster than anyone else. Her friendly zone is both offense and sustain-space: enemies entering it take damage every 0.42s while you fight inside it. Play her around the meter — punch to charge, wave to clear, repeat. Crit stacking (Uppercut précis, Technique synergy, Verre pilé) hits especially hard on her because crits also pay +2.2 extra ULT charge.
Contracts (Game Modes)
| Contract | Modifier | Score Mult | Credit Mult | First Champion | Champion Every | Best Fighter |
|---|---|---|---|---|---|---|
| Open Gym | Standard | x1.00 | x1.00 | 60s | 74s | Rookie |
| Heure de pointe (Rush Hour) | Dense: spawn interval ×0.72, +18% pack size, +18 starting magnet, fewer pickups (×0.92) | x1.18 | x1.25 | 56s | 66s | Flash |
| Circuit champions (Champions Circuit) | Boss rush: enemies +22% HP, +14% damage, +4% rare | x1.32 | x1.45 | 42s | 48s | Titan |
| Verre pilé (Broken Glass) | Fragile: +2 damage, +12% crit, +8% rare, MORE pickups (×1.12), HP ×0.76, 1 shield max | x1.45 | x1.65 | 52s | 62s | Pulse |
| Nocturne (Nocturnal) | Extreme: +16% ULT charge, +6% rare, most pickups (×1.18), enemies +24% HP +28% damage, fastest spawns (×0.62) | x1.70 | x2.00 | 38s | 44s | Pulse/Flash |
Champion timers count survival seconds. A wave is 30 seconds, so Nocturne's first champion lands before you finish wave 2.
Nocturne has a hidden mechanic the menu does not explain: while arena threat is high (many enemies near you), you gain +2.8 ULT charge per second and +6 score per second. The contract rewards you for staying in danger. Combined with Pulse's charge rate, a good Nocturne run shocks every 20-30 seconds.
The contracts change build math:
- Rush Hour buries you in bodies. Cleave-shaped damage (quake fists, orbit stack) and magnet matter more than single-target damage.
- Champions Circuit is a boss-rush. Enemies hit 14% harder and have 22% more HP; the +4% rare weight smooths upgrade RNG. Titan's KO-heal is strongest where champions feed him kills.
- Broken Glass caps your HP at 76% (87 for Rookie) and one shield, and pays you with damage, crit, rarity, and pickup rate. Never take Survival cards; Repas protéiné cannot heal above 82% of your max anyway.
- Nocturnal pays double credits. It is the place to spend confident builds, not to test new ones.
Progression Strategy
Leveling Path
Levels come from dumbbells. Faster clears → more drops → faster levels. Early picks that pay for themselves:
- Poings lourds (+1 damage) — damage early is snowball; it clears waves before they surround you.
- Bulk propre (+20 HP, +36 heal) — the best survivability-per-card in the pool, and it heals on pickup.
- Cardio (+18 speed) — movement is life. Speed prevents the hits that end runs.
- Haltère orbitante — if offered, always take the orbit. Passive damage while you dodge.
- Batterie nerveuse — early ULT charge compounds: every shockwave you would not have had is damage, projectile clear, and combo protection.
By minute three you should be committed: either stacking one upgrade toward its evolution or spreading inside one family for the synergy.
Resource Priority
1. Combo protection — never take a hit you can dodge
2. Damage upgrades — faster clears, more XP, more ULT
3. Auto-weapons (orbit/shaker/aura) — damage that works while moving
4. Survival — only enough to stop dying
5. Magnet and score cards — convenience, not power
In-Run Objectives
Every run deals you 3 objectives: one fighter-specific, two from the pool. They pay credits immediately and reward × 120 score.
| Objective | Reward |
|---|---|
| Survive 1:30 | 6 credits |
| 70 K.O. | 7 credits |
| Combo x12 | 6 credits |
| Beat 1 champion | 8 credits |
| 3 ULTs | 6 credits |
| 6 near-miss dodges | 6 credits |
| Reach level 6 | 7 credits |
| Trigger 4 zones | 5 credits |
| Rookie: 2 synergies | 9 credits |
| Titan: absorb 90 damage | 8 credits |
| Flash: 10 near misses | 9 credits |
| Pulse: 5 ULTs | 9 credits |
Two notes: "Trigger 4 zones" counts ONLY bomber explosions — ground hazards from the Sol instable event do not count, and bombers only exist after 44 seconds, so this objective quietly requires a medium-length run. And "Combo x12" is easier than it looks: a single ULT that clips 8+ enemies adds 6 combo instantly.
Check your objectives at run start. A Flash run holding "10 near misses" should take Agility cards and skim bullets on purpose. A Titan run holding "absorb 90 damage" should avoid Verre pilé (76% HP cap makes tanking riskier).
What to Unlock First (Workshop)
Workshop upgrades are permanent and apply at the start of every run. Prices now scale — each level costs 72% more than the last:
| Upgrade | Max | L1 | L2 | L3 | L4 | L5 | Total |
|---|---|---|---|---|---|---|---|
| Programme cardio (+10 speed/lvl) | 5 | 12 | 21 | 30 | 39 | 48 | 148 |
| Stock protéines (+12 HP/lvl) | 5 | 14 | 25 | 35 | 45 | 55 | 174 |
| Casier magnétique (+16 magnet, +3% rare/lvl) | 5 | 14 | 25 | 35 | 45 | 55 | 174 |
| Banc de force (+1 dmg/lvl) | 4 | 16 | 28 | 40 | 52 | — | 135 |
| Coach privé (+1 choice at lvl 3, +2 at lvl 5) | 5 | 18 | 31 | 44 | 57 | 70 | 220 |
| Batterie nerveuse (+6% charge/lvl, +1 shield at max) | 4 | 18 | 31 | 44 | 57 | — | 150 |
Total to max everything: 1,001 credits.
The optimal buy order:
- Programme cardio L1 (12 cr) — cheapest, best ratio in the game.
- Stock protéines L1 (14 cr) — +12 HP, permanent.
- Programme cardio L2 (21 cr).
- Banc de force L1 (16 cr) — +1 starting damage changes early waves.
- Casier magnétique L1 (14 cr) — the quiet power spike: +3% rare weight on every future run, forever.
- Coach privé L1-L2 (18/31 cr) — a fourth upgrade choice every level-up from level 3 is enormous.
- Then cycle: Cardio → Stock → Banc → Casier → Batterie → Coach.
Coach privé deserves a special note: going from 3 to 4 choices per level is roughly a 33% increase in pick quality. It is the most expensive line but the only one that improves every decision you make mid-run.
Arena Events
Every 22-30 seconds one of five events fires. The roll table:
| Event | Chance | What Happens |
|---|---|---|
| Pluie d'haltères | 34% | 7 XP pickups rain down — chase them, they expire in 20s |
| Rush de sprinters | 22% | 5 + wave runners spawn — they die in one hit; turn and swipe |
| Couloir de charge | 14% (after 55s) | 2-6 chargers spawn — watch the white telegraph lines |
| Sol instable | 14% (after 75s) | 3-7 yellow ground hazards — they pulse for ~4s, stay out |
| Livraison protéines | 16% | Heal + energy + shield drop — grab all three |
Before 55 seconds, a charger/hazard roll that fires early falls through to the protein delivery. So the early game is heavily XP rains, runner rushes, and free pickups — farm them.
Builds / Tier Lists
Upgrade Tier List
S-Tier (pick on sight)
| Upgrade | Family | Why |
|---|---|---|
| Poings lourds | Force | Base damage. Triple-stack → Gants sismiques, the best damage evolution. |
| Haltère orbitante | Technique | Passive damage while dodging. Triple-stack → Double orbite. |
| Cardio | Agilité | Speed is survival. Triple-stack → Cardio infini (+28 speed, faster dash). |
| Bulk propre | Survival | +20 HP and a 36-point heal on pickup. Enables mistakes. |
A-Tier (strong in most builds)
| Upgrade | Family | Why |
|---|---|---|
| Shaker explosif | Énergie | Free auto-targeted AoE. Also feeds the Énergie synergy. |
| Aura de coach | Survival | Passive AoE + self-heal. Best epic. |
| Récup active | Survival | Lifesteal on kill below 70% HP; champions heal double. |
| Batterie nerveuse | Énergie | More shockwaves. Stacks with Nocturne and Pulse. |
| Punch rapide | Technique | Attack speed; triple-stack → Mitraillette de poings. |
| Uppercut précis | Force | +12% crit; crits pay 2.25× damage and +2.2 ULT charge. |
B-Tier (situational)
| Upgrade | Family | When to Pick |
|---|---|---|
| Pas explosif | Agilité | Flash runs; dash distance is his damage and defense. |
| Épaule bélier | Agilité | Turns dash into a line-clear. Good on Rush Hour density. |
| Bras élastiques | Force | Range helps against LASER kiting; triple-stack adds +30 more. |
| Pare-chocs | Survival | +1 shield; only matters on long runs where shields get eaten. |
| Repas protéiné | Survival | Weak regen that cannot pass 82% HP; fine on Titan, skip on glass builds. |
| Mode verre pilé | Force | +3 damage/+15% crit for −18 HP; take on Broken Glass where HP is already capped. |
| Aimant à haltères | Énergie | Convenience; the Workshop version is permanent. Counts toward Énergie synergy. |
C-Tier (low priority)
| Upgrade | Family | Why |
|---|---|---|
| Mental sigma | Technique | Score bonus on a dead run is worth nothing. Only for Technique synergy. |
Build 1: The Immortal (Titan, Champions Circuit)
1. Bulk propre → Récup active → Repas protéiné (Survival synergy: +12 HP)
2. Poings lourds ×2
3. Poings lourds ×3 → GANTS SISMIQUES (quake fists)
4. Pare-chocs (2nd shield)
5. Cardio ×1 for the speed you lack
Workshop: Stock protéines → Banc de force → Batterie nerveuse
Play below 45% HP. Rage contrôlée pays +35% damage; the KO-heal keeps you there.
Quake fists mean every punch leaves a burning patch — stand in crowds and swing.
Build 2: The Untouchable (Flash, Rush Hour)
1. Cardio → Pas explosif → Épaule bélier (Agility synergy: +16 speed)
2. Cardio ×3 → CARDIO INFINI (+28 speed, dash cd 0.95 → 0.77)
3. Haltère orbitante ×3 → DOUBLE ORBITE
4. Batterie nerveuse ×2 (near-miss charge + surge = permanent ULT)
5. Uppercut précis for crits
Workshop: Programme cardio → Casier magnétique → Batterie nerveuse
Never stop moving. Dash THROUGH packs (line damage + 0.24s invuln),
skim bullets on purpose for +46 score and 6 charge each.
Build 3: The Glass Nuke (Pulse, Broken Glass)
1. Poings lourds ×3 → GANTS SISMIQUES
2. Mode verre pilé (+3 dmg, +15% crit — HP is already capped at 76%, who cares)
3. Punch rapide ×3 → MITRAILLETTE DE POINGS (0.42 → 0.35 → 0.28s punches)
4. Uppercut précis ×1 (crit ≈ 15+12+15+12 = 54%)
5. Batterie nerveuse ×2
Workshop: Banc de force → Batterie nerveuse → Coach privé
Every crit pays double: 2.25× damage AND +2.2 ULT charge.
Shake every 15-20s. Punch from inside your own wake zone.
Build 4: The Storm Engine (Rookie or Pulse, Nocturnal)
1. Batterie nerveuse → Shaker explosif → Aimant à haltères (Énergie synergy: TEMPÊTE ULT)
2. Shaker explosif ×3 → SHAKER VOLCANIQUE
3. Punch rapide ×2 (attack speed feeds charge)
4. Aura de coach if it ever shows (epic; also a Survival seed)
5. Bulk propre ×1 for a safety cushion
Workshop: Batterie nerveuse → Coach privé → Banc de force
The Nocturne pressure bonus (+2.8 charge/s in danger) + Tempête ULT =
a shockwave every 15-25 seconds, each one leaving a 2.2s burning zone.
You clear by weather, not by punching.
Step-by-Step Strategy Sequences
Sequence 1: Surviving the First Champion
- Thirty seconds before the contract's champion timer, stop hugging the center. Kite a wide loop near the perimeter so the spawn does not box you in.
- When the "CHAMPION DANS LA SALLE !" banner appears, clear the trash around you first — a champion plus six grunts is a death sentence; a champion alone is a punching bag.
- Identify the champion type by behavior: tank (slow, big), shooter (keeps 185px distance and fires), charger (green telegraph line), coach (white, buffs everything). The rotation is fixed: tank, shooter, charger, coach, repeat.
- Dash in, land 3-4 punches, dash out. Champions deal 1.55× damage and their bodies have 1.55× radius — the hitbox is bigger than it looks.
- Save the ULT for the champion's lunge or when adds swarm. The knockback interrupts and the projectile clear removes the champion's supporting fire.
- On the kill, grab all three drops: shaker, lightning, crate. The crate applies the rarest upgrade in its random pool instantly.
Sequence 2: Credit Farming on Broken Glass
- Pick Pulse. The contract's +12% crit and +2 damage stack with her 15% base crit and 0.42s attack.
- Take every damage card offered. Skip Survival — HP caps at 76% and regen cannot exceed 82%, so defense is a dead stat today.
- Play hyper-aggressive. The x1.65 credit multiplier pays short runs better than long safe ones: 6 minutes × x1.65 beats 12 minutes × x1.00.
- Fire the ULT the moment it fills. Pulse's wake zone is your only sustain.
- Bank objectives first: 3 objectives ≈ 20 run-credits ≈ +30-40% on the run's payout.
Sequence 3: Building the Near-Miss Economy (Flash, Rush Hour)
- Take Cardio first, then whatever Agility follows. Speed makes near misses controllable rather than lucky.
- Near-miss window: a projectile within 38px of your body that does not hit you. Skim bullet walls at their edge, never through the middle.
- Each near miss: +18 score (+28 more on Flash), +3.2 ULT charge (×3.8 on Flash — effectively +12).
- Chain three near misses in one bullet wall and your ULT bar jumps ~35 points. Rush Hour's density means walls are everywhere.
- Hold the ULT for when you stop having space, not when you have charge. Flash's problem is never charge; it is a safe moment to stop.
Sequence 4: The Titan Endurance Loop
- Open with Bulk propre, then Survival family cards. The synergy's +12 HP is gravy; the real goal is Récup active (+1 lifesteal, cap 4).
- Once Rage contrôlée is online, treat 45% HP as your floor, not your danger line. The heal-every-12-KOs ticks
8 + level/3. - Stack Poings lourds to Gants sismiques. Quake fists plus a crowd equals a burning floor everywhere you punch.
- Your 222 speed cannot outrun SPRINT packs. Pre-clear runners the moment they spawn (they have 1 HP scaled) instead of fleeing.
- When the screen fills, ULT to open space, then walk back in. You are the wall; play like it.
Sequence 5: Protecting a High Combo
- Past combo 15, your priority inverts: dodging outranks killing.
- Kite wide circles 2-3 body-widths off the wall. This drags enemies into a trailing line behind you.
- Punch only what is in your path. The 92-degree punch arc hits multiple enemies in the line — let the line come to you.
- Incoming wall you cannot dodge? ULT. It erases the wall, pushes the crowd, and PAYS combo (+0.75 per enemy hit) instead of costing it.
- Combo decays only when the 2.2s timer lapses, and it decays gradually (3.5/s). After a forced full reset, you usually keep 15-20 of your 30.
Sequence 6: Reading the COACH Problem
- Coaches spawn after 92 seconds and guard everything within 145px (185px if it is a champion coach). Guarded enemies take 55% damage — white damage numbers confirm the shield.
- The coach itself is never guarded. It always takes full damage.
- Kill coaches within three seconds of spotting them. Every second it lives multiplies the effective HP of its whole escort.
- If a coach sits inside a BULK wall, use the ULT: the shockwave damage ignores guard status and the knockback scatters the escort out of guard range.
- Champion coaches (4th champion, every 4th after) are the #1 run-killer on Champions Circuit. Save your second ULT specifically for it.
Advanced Tips
Crit math is better than it looks. Crits deal 2.25× damage, and on Pulse-styled builds they also feed +2.2 extra ULT charge. A 30% crit build averages +45% DPS and a permanently fuller meter.
The center of the arena is the worst position. Enemies spawn on all four sides and converge. The sweet spot is a wide orbit near the perimeter, adjusting radius with what the radar shows.
Repas protéiné cannot overheal. All regen stops at 82% of max HP. Green shakers are the only way past that line. This is why bulk HP cards beat regen cards for survivability.
Lifesteal has conditions. Récup active only heals when you are below 70% HP, and champion kills heal double. On Titan, that makes champions vending machines: walk up, trade, heal.
Crates apply the rarest card in their roll. The crate takes its random upgrade options and sorts by rarity weight, applying the rarest first. Champions always drop one — on Champions Circuit, crate economy alone can complete a build.
The white COACH is the real boss. Guarded enemies take 55% damage; a coach-escorted BULK effectively has 13 HP. Kill the coach, then the wall collapses.
BOOM bombers telegraph. When one gets within 92px, its fuse lights (0.82s) and it crawls at 35% speed. Kill it from range before the fuse ends and the blast radius shrinks (74 vs 78). Never melee a fused bomber — the direct hit inside the radius costs 75% of its damage to you.
Sol instable hazards pulse on a timer. The yellow circles tick damage every 0.42s for up to ~4 seconds. They spawn with the event banner, so the moment "Sol instable !" appears, stop pathing through open floor.
Slow motion is a gift. Taking a hit triggers 0.1s of 0.42× game speed. Use it to reorient — most players panic-dash during it and waste the dash cooldown.
Frenzy multiplies everything. Blue lightning: attack cooldown ×0.48, damage ×2, move speed ×1.16. The damage doubling applies to your whole punch including crit rolls. A frenzy punch at 8+ damage with a crit rolls 36.
The Nocturne danger bonus is real income. While threat stays above the threshold, you bank +2.8 ULT charge/s and +6 score/s. Playing scared on Nocturne forfeits the contract's best perk.
Radar discipline beats reflexes. The radar updates every frame. Checking it every 2-3 seconds tells you a pack is flanking before your eyes do.
Score trickles even while you breathe. Passive score income scales with wave, level, and combo. A long boring life outscores a short brilliant one.
Daily streaks compound credits. The daily challenge pays 12-16 credits on first completion, and the streak counter tracks consecutive days. Ten days of dailies ≈ 130+ credits — a full Workshop line.
Enemy Codex
| Enemy | Color | HP | Speed | Damage | Score | Threat |
|---|---|---|---|---|---|---|
| BLOB | Red | 2 | 88 | 11 | 38 | Low — dies in 1-2 hits, dangerous only in packs |
| SPRINT | Orange | 1 | 154 | 8 | 46 | Medium — fast, swarms, blocks movement |
| BULK | Purple | 7 | 58 | 20 | 95 | Medium — slow; kite it, ignore until trash is dead |
| LASER | Blue | 3 | 72 | 7 | 76 | High — keeps 185px distance and shoots; the reason you cannot camp |
| CHARGE | Green | 4 | 78 | 16 | 88 | Medium — 0.58s telegraph line, then a rush; sidestep it |
| BOOM | Yellow | 2 | 96 | 18 | 82 | High — lights fuse within 92px, explodes (radius ~78, leaves a hazard) |
| COACH | White | 5 | 64 | 10 | 105 | Critical — guards allies to 55% damage taken; kill first |
Enemy HP scales as HP × (1 + wave×0.13 + time/360) and damage as × (1 + max(0, wave−3)×0.075 + time/620). Translation: at 5 minutes (wave 11), enemies have roughly triple their base HP. At 10 minutes, more than five times. Punch damage must keep pace — this is why auto-weapons and evolutions decide long runs.
Threat Priority
- COACH — kill within 3 seconds or its escort's effective HP multiplies.
- SPRINT — 1 HP each; a single swipe clears the pack and keeps your kiting lane open.
- LASER — it kites YOU at 185px. Either close with a dash or accept the chip damage and reposition.
- BOOM — kill from range; never be inside the blast.
- CHARGE — sidestep the rush (it locks direction at telegraph end), then punch its back.
- BLOB — background noise unless ignored.
- BULK — last. Slow, harmless if you keep moving, worth 95 score.
Champion Patterns
Champions glow gold with a CHAMP label: 4.6× HP, 1.55× damage, 0.72× speed, 5× score, 1.55× radius. Fixed rotation: tank → shooter → charger → coach → repeat. The champion coach is the dangerous one — its 185px guard radius shields the entire wave around it. Champions drop three pickups on death: a green shaker, a blue lightning, and a crate.
Credit Farming — Optimal Routes
The payout formula: credits = ceil((clamp(floor(time/35) + floor(score/900) + champions×3 + objectives×2, 3, 45) + runCredits) × contractMultiplier).
| Contract | Credit Mult | Typical Run | Est. Credits/Run | Credits/Min |
|---|---|---|---|---|
| Open Gym | x1.00 | 12-18 min | 30-45 | ~2.5 |
| Rush Hour | x1.25 | 10-14 min | 40-55 | ~3.5 |
| Champions Circuit | x1.45 | 8-12 min | 45-60 | ~4.2 |
| Broken Glass | x1.65 | 6-10 min | 45-65 | ~5.0 |
| Nocturnal | x2.00 | 5-9 min | 50-70 | ~5.5 |
Broken Glass with Pulse or Flash is the sustainable farming route: the x1.65 multiplier plus six-minute runs keeps credits-per-minute high without requiring a maxed Workshop. Nocturnal pays the most per run but only wins if you reliably clear the 5-minute mark. Objectives contribute heavily — three completed objectives add 18-27 credits after multipliers. The 45-credit survival cap means runs longer than ~12 minutes stop gaining base credits; bank and restart.
Achievements are a one-time windfall: 21 achievements pay a total of 314 credits. The cheapest early ones (first run, 10 runs, play all fighters/contracts) fund your first Workshop levels. Daily challenges add 12-16 per day with streaks tracked.
Performance, Settings & Platforms
- Fullscreen (F) is the single biggest playability upgrade — the 960×540 canvas scales cleanly and the radar becomes readable.
- Sound toggle lives in the main menu (SON: ON/OFF) and persists.
- PWA install: the game ships a manifest and service worker; on supporting browsers you can install it to run in its own window.
- Browser save: progress (credits, Workshop, records, streaks) lives in localStorage under versioned keys. Switching browsers or clearing site data resets everything.
- Mobile: the Android build and the touch HUD (FRAPPE / DASH / ULT buttons + drag) are fully functional, but near-miss play and precise kiting are keyboard-and-mouse skills.
FAQ
Q: What is the maximum damage per punch? A: Base 1 + Broken Glass +2 + Mode verre pilé +3 + Banc de force (maxed) +4 + Poings lourds ×3 +3 + Gants sismiques +2 = 15 before multipliers. Titan's low-HP rage adds 35% (≈20), a crit multiplies 2.25× (≈46), and frenzy doubles again (≈92 on a frenzy crit with rage up).
Q: Stack one upgrade or spread within a family? A: Stack. Three copies of a strong card (evolution) beat any synergy's stat boost in the current build. The one exception: Énergie, where the synergy itself adds a second shockwave zone.
Q: Do synergies do what the banners say? A: Not entirely, in this build. Frappe large, Dash nerveux, and Dernier souffle deliver their stat boosts (+1 damage, +16 speed, +12 HP) but their signature behaviors (cleave, chain dash, death-save) are not active in the current version. Focus critique's real effect is the +8% crit. Tempête ULT works exactly as advertised. Pick synergies for the numbers, not the promises.
Q: How do I survive past wave 30? A: Three ingredients: an evolution that adds passive damage (Gants sismiques, Double orbite, or Shaker volcanique), speed from Cardio infini or maxed Workshop, and ULT uptime above one wave per shockwave. Enemy HP roughly doubles every 5-6 minutes; your damage must compound the same way.
Q: Does the game have an ending? A: No. It is endless survival. The high score screen is the destination.
Q: Can I play on mobile? A: Yes — Android build plus touch controls in browser. Playable, but precision moves (near-miss farming, charger sidesteps) are much harder without a keyboard.
Q: What happens when the Workshop is maxed? A: 1,001 credits total. You start every run with +4 damage, +50 speed, +60 HP, +80 magnet, +15% rare weight, extra upgrade choices, and +24% ULT charge. Past that point, every record is pure execution.
Q: What does the blue lightning pickup do? A: Frenzy for 6.5 seconds: attack cooldown ×0.48, damage ×2, move speed ×1.16. It is the strongest pickup in the game — path to it and pick a fight.
Q: How do in-run objectives work? A: Three per run: one fighter-specific, two random. Complete them for instant credits plus reward×120 score. They reroll every run — check them before committing to a build. "Trigger 4 zones" requires bombers (44s+), since only bomber explosions count.
Q: Why did my damage numbers turn white? A: A nearby white COACH is guarding that enemy — guarded enemies take 55% damage. Kill the coach or lure the enemy out of its aura radius.
Common mistake: taking Mental sigma for score. Score multipliers do nothing while you are dead. Damage, speed, and charge keep you alive.
Common mistake: saving the ULT. The perfect moment never arrives. Use it when surrounded, when a bullet wall closes, or when a champion lunges — it charges back.
Common mistake: ignoring the radar. Flanked is dead. The radar shows it 2-3 seconds before your eyes do.
French UI Cheat Sheet
| French | English |
|---|---|
| JOUER / REJOUER | Play / Play again |
| ATELIER | Workshop |
| RECORDS | Records |
| COMMENT JOUER | How to play |
| DÉFI DU JOUR | Daily challenge |
| PV (points de vie) | HP |
| ONDE DE CHOC | Shockwave (ULT) |
| CHAMPION DANS LA SALLE ! | Champion in the gym! |
| OBJECTIF | Objective completed |
| COFFRE | Crate opened |
| CRIT | Critical hit |
| SERIE +N | Streak bonus |
| +ESQUIVE / +REFLEXE | Near miss |
| BOUCLIER | Shield |
| FRENZY | Frenzy (blue lightning state) |
| Pluie d'haltères | Dumbbell rain |
| Rush de sprinters | Runner rush |
| Couloir de charge | Charge corridor |
| Sol instable | Unstable floor |
| Livraison protéines | Protein delivery |
| Meilleur score | Best score |
| Niveau / Vague | Level / Wave |
| Esquives serrées | Near misses |
| Ennemis battus | Enemies beaten |
| Crédits totaux | Total credits |




