Fight Me 2.35: Changelog

Fight Me 2.35: Changelog



✨ Highlights

• Active Battles replace automatic combat. You now choose which perk to use on your turn.

• Almost every perk has been rebalanced. Values changed for around 110 perks. Active perks generally became stronger, while many healing and defensive passives were toned down.

• 5 perks have been reworked: Outlaw, Hypno Pendulum, Scanner, Watch, and Preparation.

• Shock and Fear mechanics have changed, and the critical damage multiplier has been reduced from ×1.5 to ×1.3.


⚔️ 1. Active Battles

How it worked before

Battles played out automatically.

On every turn, your fighter performed a basic attack, all perks gained 1 Charge, and every fully charged perk activated immediately.

Several perks could activate during the same turn.

How it works now

On each of your turns:

  1. Start of turn effects activate, including Poison, Bleeding, Regeneration, and others.
  2. Your fighter automatically performs a basic attack. Melee weapons and their effects work as before.
  3. All perks gain 1 Charge.
  4. You choose one ready perk and activate it.

Important things to know

• One perk can be activated per turn. Other ready perks remain charged until you use them. Extra Charge does not accumulate.

• You manually activate ranged weapons, items, ground pets, and flying pets.

• Melee weapons and passive perks still work automatically. Turret, Tactical Drone, and Divine Scroll also activate automatically.

• While Stunned, you cannot activate ranged weapons or items. Pets can still be activated.

• You cannot skip your turn if at least one perk is ready. There is no timer for your turn.

• The opponent automatically uses the ready perk with the highest Charge requirement.

• You can still Skip the battle and watch it play out automatically. The game will make the decisions for you.

• An abandoned battle counts as a loss. If you close the game during a fight, it will be counted as a loss the next time you log in or start another battle. This does not apply to tutorial battles.

• Turn order is unchanged. The first fighter is still chosen randomly with a 50/50 chance, while the second fighter receives the starting shield.

• Battles are still limited to 30 turns, 15 for each fighter. If the limit is reached, the fighter with the higher remaining HP percentage wins.

What does “Charge” mean?

Charge is the number of your turns a perk needs before it becomes ready to use. Perks gain +1 Charge per turn.

For example, a perk with Charge 2 becomes ready after two turns.

“Starts Charged” means the perk is ready to use on your first turn.


⚖️ 2. General Changes

Critical damage multiplier

×1.5 → ×1.3

Urban Brutes faction perk, Critical Multiplier bonus

+0.5, resulting in ×2.0 crit → +0.2, resulting in ×1.5 crit


🛠️ 3. Reworked Perks

Outlaw 🎯

Before:

• Had a 30% chance to deal damage and Stun.

• If the roll failed, nothing happened.

Now:

• Damage is always dealt.

• There is a 50% chance to Stun.

Values:

• Damage: 4 / 8 / 14 → 20 / 30 / 40

• Charge: 1 → 2

Hypno Pendulum 🎒

Before:

• Only removed Rage from the opponent.

Now:

• Deals damage first. The damage can crit.

• Then removes Rage.

• If the damage defeats the opponent, Rage is not removed.

Values:

• Damage: none → 15 / 20 / 25

• Rage removed: 25–35 / 30–40 / 35–45 → 20–30 / 25–35 / 30–40

Scanner 🎒

Before:

• Granted Focus, adding +30 / 40 / 50% Critical Chance to the next attack.

Now:

• Your next attack is a guaranteed critical hit.

• The opponent receives 2 / 3 / 4 stacks of Vulnerability.

Watch 🎒

Before:

• Added 1 Charge to all of your perks.

Now:

• Removes 2 Charge from every opponent perk, including pets.

Charge remains unchanged: 4 / 3 / 2.

Preparation 🧠

Before:

• When taking damage, had a chance to add 1 Charge to a random uncharged perk.

Now:

• Charge is given only to a perk that would otherwise not be ready by your next turn.

• Charge is no longer spent on perks that would become ready anyway.

• If there are no suitable perks, nothing happens.

Chance: 30 / 35 / 40% → 50 / 55 / 60%


⚡ 4. Effect and Mechanic Changes

Shock ⚡

Shock disables random opponent perks, including ranged weapons, items, and pets, for one turn per stack.

What changed:

• A disabled perk receives no Charge from any source while affected by Shock. Previously, Preparation and Mad Speed could still charge it.

• A disabled perk still cannot be activated even if it is fully charged.

Fear 👻

Fear disables the opponent’s passive perks until the end of their turn. Faction perks are not disabled.

What changed:

Passive perks can now react at the moment Fear is applied before becoming disabled.

For example:

• Unbroken grants its shield when Fear is applied.

• Reflector can block Fear.

• Adaptability heals when Fear is applied.

• Spellcaster deals damage when Fear is applied.

Fixed:

• Healer is now also disabled by Fear. Previously, its healing bonus continued to work.

Stun 💫

Fixed:

A Stun received during your own turn, for example from a Turret counterattack with Crushing Will, now correctly causes you to lose your next turn.

Previously, the Stun could expire at the end of the current turn without affecting the next one.

Divine Scroll 📜

The actual resurrection HP has been changed:

20 / 30 / 40% → 1 / 5 / 10%

Description Clarifications 📝

No behavior changes here.

Cat

Attacks exactly 2 times. The previous description said ×1–3 attacks.

Berserk

Once the fighter drops below the required HP threshold, the doubled damage remains active until the end of the battle. The previous description incorrectly implied that the effect disappeared.


📊 5. Value Changes

Values below are listed by perk level:

1 / 2 / 3

The format is:

Before → Now

“Damage” refers to the perk’s base damage before bonuses from IQ or Strength.

Reworked perks listed above are repeated here only where their numerical values changed.


⚔️ Melee Weapons

Brass Knuckles

• Damage multiplier: ×1.3 / ×1.4 / ×1.5 → ×1.2 / ×1.3 / ×1.4

• Strength per hit: 2 / 4 / 6 → 5 / 6 / 7

Karambit Knife

• Damage multiplier: ×1.1 / ×1.2 / ×1.3 → ×1.2 / ×1.35 / ×1.45

• Poison stacks per hit: 1 / 1 / 2 → 1 / 1 / 1

Samurai Blade

• Damage multiplier: ×1.2 / ×1.5 / ×1.9 → ×1.2 / ×1.3 / ×1.4

Solid Argument

• Damage multiplier: ×1.4 / ×1.5 / ×1.6 → ×1.5 / ×1.65 / ×1.8

Razor Talons

• Damage multiplier: ×1.4 / ×1.7 / ×2.0 → ×1.4 / ×1.5 / ×1.6

• Lifesteal: 30% / 50% / 60% → 30% / 35% / 40%

Raphael’s Brushes

• Damage multiplier: ×1.3 / ×1.4 / ×1.5 → ×1.4 / ×1.5 / ×1.6

• Critical Chance: 10% / 12% / 14% → 15% / 17% / 20%

Hammer

• Damage multiplier: ×1.3 / ×1.4 / ×1.5 → ×1.4 / ×1.5 / ×1.6

• Chance to apply Weakness: 30% / 50% / 70% → 50% / 50% / 50%

Battle Axe

• Damage multiplier: ×1.4 / ×1.5 / ×1.6 → ×1.3 / ×1.4 / ×1.5

Chainsaw Hand

• Damage multiplier: ×1.05 / ×1.1 / ×1.15 → ×1.1 / ×1.15 / ×1.2

• Bleeding chance: 50% / 50% / 50% → 10% / 15% / 20%

Angel Spear

• Damage multiplier: ×1.15 / ×1.2 / ×1.25 → ×1.4 / ×1.5 / ×1.6


🎯 Ranged Weapons

Boom Maester

• Damage: 8 / 12 / 16 → 25 / 32 / 40

Assault Rifle

• Damage per shot: 3 / 4 / 5 → 6 / 9 / 12

Uzi

• Damage per shot: 1 / 2 / 2 → 4 / 4 / 4

Unseen Death

• Damage: 15 / 25 / 35 → 24 / 30 / 45

BBQ

• Damage per hit, % of Max HP: 4% / 4.5% / 5% → 5.5% / 6% / 6.5%

Outlaw

• Damage: 4 / 8 / 14 → 20 / 30 / 40

• Stun chance: 30% chance for the entire attack → 50% chance to Stun

• Charge: 1 → 2

Crossbow

• Damage: 10 / 15 / 20 → 25 / 27 / 35

Stinger

• Damage: 2 / 4 / 6 → 7 / 12 / 17

• Poison stacks: 2 / 2 / 2 → 3 / 4 / 5

• Charge: 1 → 2

• Starts Charged: No → Yes

Double Barrel

• Damage range: 1–25 / 1–35 / 1–45 → 15–30 / 20–40 / 25–50

Tesla Gun

• Damage: 12 / 16 / 20 → 24 / 30 / 40

• Shock stacks: 1 / 2 / 2 → 1 / 2 / 3

Whisper of Shadow

• Damage: 15 / 20 / 25 → 20 / 30 / 40


🐾 Ground Pets

Brutus

• Damage: 18 / 30 / 40 → 20 / 30 / 40

Cyber Dog

• Damage: 2 / 5 / 9 → 14 / 22 / 28

• Charge: 1 → 2

• Starts Charged: No → Yes

Turret

• Damage: 5 / 10 / 14 → 3 / 4 / 5

Cat

• Damage per hit: 4 / 7 / 10 → 9 / 11 / 13

Tail Dancer

• Damage: 10 / 15 / 25 → 15 / 23 / 30

• Poison stacks: 2 / 2 / 2 → 3 / 3 / 3

Flaming Spider

• Damage per hit, % of Max HP: 6% / 6.5% / 7% → 8% / 8.5% / 9%

• Charge: 2 → 3

Rabbit

• Damage: 3 / 6 / 8 → 6 / 9 / 12

• Luck: 5 / 6 / 7 → 6 / 8 / 9

Cheerful Djinn

• Damage: 10 / 15 / 20 → 15 / 20 / 25

Bulzard

• Damage: 10 / 14 / 18 → 15 / 20 / 30

• Poison stacks: 2 / 4 / 6 → 2 / 3 / 4

Lord of the Depths

• Damage: 15 / 25 / 35 → 25 / 30 / 35

Field Keeper

• Damage: 10 / 15 / 20 → 15 / 20 / 25

• Charge: 3 → 2


🪽 Flying Pets

Healing Drone

• Healing, % of Max HP: 14% / 17% / 20% → 21% / 23% / 25%

• Charge: 2 → 3

Falcon

• Damage: 3 / 6 / 10 → 10 / 18 / 25

Buzzkill

• Damage: 10 / 25 / 40 → 20 / 30 / 40

Phoenix

• Damage: 12 / 18 / 25 → 10 / 13 / 17

• Resurrection HP: 10% / 15% / 20% → 1% / 5% / 10%

Beholder

• Damage: 12 / 20 / 35 → 20 / 25 / 35

Bats

• Damage per hit: 1 / 3 / 5 → 4 / 6 / 8

Doom Dragon

• Damage per hit, % of Max HP: 5% / 5.5% / 6% → 4.5% / 4.8% / 5%

Cursed Guardian

• Damage: 4 / 8 / 12 → 17 / 25 / 35

• Charge: 1 → 2

Silent Nightmare

• Damage: 10 / 15 / 20 → 24 / 32 / 40

Broomette

• Damage: 12 / 20 / 25 → 22 / 28 / 35


🎒 Items

Heal Bottle

• Healing, % of Max HP: 7% / 8% / 10% → 19% / 21% / 23%

• Charge: 1 → 2

Grenade

• Damage range: 6–9 / 10–16 / 16–28 → 20–30 / 30–40 / 40–50

Hypno Pendulum

• Damage: none → 15 / 20 / 25

• Rage removed: 25–35 / 30–40 / 35–45 → 20–30 / 25–35 / 30–40

Blowpipe

• Damage: 2 / 3 / 5 → 15 / 17 / 20

Molotov Cocktail

• Damage per hit, % of Max HP: 4% / 4.5% / 5% → 5.5% / 6% / 6.5%

Shuriken

• Damage: 1 / 4 / 7 → 10 / 20 / 25

Hot Pepper

• Rage: 8 / 9 / 10 → 30 / 32 / 35

• Charge: 1 → 2

• Starts Charged: No → Yes

Throwing Axe

• Damage: 5 / 10 / 20 → 22 / 30 / 35

Sandwich

• IQ: 6 / 9 / 12 → 20 / 30 / 35

• Charge: 1 → 2

• Starts Charged: No → Yes

Defence Delivery

• Armor: 6 / 7 / 9 → 14 / 15 / 16

Pet Food

• Charge: 5 / 4 / 3 → 4 / 4 / 3

Voodoo Doll

• Damage: 4 / 12 / 20 → 15 / 20 / 25

• Vulnerability stacks: 3 / 6 / 9 → 3 / 5 / 7

Divine Scroll

• Resurrection HP: 20% / 30% / 40% → 1% / 5% / 10%

Lucky Clover

• Luck: 1 / 3 / 4 → 15 / 17 / 20

• Charge: 1 → 3

• Starts Charged: No → Yes

Dodgeputer

• Evasion stacks: 1 / 2 / 3 → 1 / 1 / 2

Scanner

• Effect on self: +30% / 40% / 50% Critical Chance → Guaranteed critical hit

• Vulnerability stacks on opponent: none → 2 / 3 / 4

Watch

• Effect: +1 Charge to your perks → Removes 2 Charge from every opponent perk

Magic Wand

• Damage: 2 / 6 / 10 → 24 / 32 / 42

• Charge: 1 → 2

Dark Grimoire

• Damage: 15 / 30 / 40 → 20 / 28 / 35

• Charge: 3 → 2

Terrifying Mask

• Damage: 8 / 16 / 28 → 20 / 25 / 30

Energy Drink

• Extra hit damage, % of normal attack: 100% / 130% / 150% → 160% / 180% / 200%

Ghostbusters Trap

• Damage: 5 / 7 / 10 → 30 / 37 / 45

Orb of Night

• Damage: 5 / 10 / 15 → 24 / 30 / 35

• Charge: 1 → 2

Holy Water

• Regeneration stacks: 2 / 4 / 6 → 6 / 7 / 8

Dreamcatcher

• Damage: 10 / 15 / 20 → 20 / 25 / 30


🧠 Passive Perks

Decisive Strike

• Critical multiplier bonus: +70% / 90% / 100% → +60% / 70% / 80%

Good Reflexes

• Evasion chance: 8% / 10% / 12% → 8% / 9% / 10%

Stone Skin

• Chance to gain 1 Armor when damaged: 60% / 70% / 80% → 75% / 80% / 85%

Second Wind

• Healing on first Rage, % of Max HP: 40% / 50% / 60% → 15% / 20% / 25%

First Blood

• First hit damage bonus: +10% / 20% / 40% → +10% / 30% / 50%

Power of Light

• Damage from healed HP: 35% / 40% / 45% → 45% / 50% / 55%

Fast Hand

• Chance of second shot: 50% / 75% / 100% → 65% / 70% / 75%

• Chance of third shot: 10% / 20% / 30% → Removed, 0%

Animal Lover

• Chance of second pet activation: 20% / 25% / 30% → 30% / 35% / 40%

• Chance of third activation: 25% → Removed, 0%

Berserk

• HP threshold for doubled damage: 30% / 40% / 50% → 25% / 30% / 35%

Raise Shields

• Armor on opponent’s first Rage: 40 / 45 / 50 → 20 / 25 / 30

Big Guy

• Endurance: 3 / 8 / 13 → 5 / 10 / 16

Monk

• Healing on Evasion, % of Max HP: 9% / 11% / 13% → 10% / 11% / 12%

Werewolf

• Lifesteal during Rage: 50% / 75% / 100% → 60% / 70% / 80%

Hedgehog

• Melee damage reflection: 30% / 40% / 50% → 20% / 25% / 30%

Bloodlust

• Lifesteal from Critical Hits: 60% / 80% / 100% → 80% / 90% / 100%

Rays of Rage

• Damage: 3 / 7 / 10 → 4 / 5 / 6

Mad Speed

• Perks charged upon entering Rage: 2 / 3 / 4 → 3 / 4 / 5

Spellcaster

• Damage: 5 / 7 / 9 → 5 / 6 / 8

Reflector

• Chance to block a negative effect: 30% / 40% / 50% → 40% / 45% / 50%

Vanguard

• Armor after a Critical Hit: 8 / 9 / 10 → 5 / 6 / 7

Poison Master

• Chance to apply Poison: 25% / 30% / 35% → 20% / 25% / 30%

Strong Guy

• Strength: 5 / 12 / 18 → 6 / 12 / 18

Smart Guy

• IQ: 5 / 10 / 16 → 10 / 15 / 20

I am Rage

• Rage damage bonus: 30% / 50% / 70% → 35% / 40% / 45%

Cold Breath

• Opponent healing received, lower is stronger: 45% / 40% / 30% → 35% / 30% / 25%

Preparation

• Chance to add 1 Charge: 30% / 35% / 40% → 50% / 55% / 60%

Night’s Mark

• Chance to apply Dark Mark on Evasion: 60% / 80% / 100% → 80% / 90% / 100%

Clarity

• IQ gained when healing: 4 / 5 / 6 → 6 / 8 / 10

Healer

• Healing bonus: 45% / 60% / 75% → 55% / 65% / 75%

Crushing Will

• Chance to Stun on a Critical Hit: 10% / 15% / 20% → 20% / 25% / 30%

Paladin

• Armor gained when healing: 2 / 3 / 4 → 5 / 6 / 7

Dementor

• Opponent HP threshold: 30% / 35% / 40% → 40% / 45% / 50%

Poison Wave

• Starting Poison stacks: 3 / 4 / 5 → 2 / 3 / 4

Hunting Instinct

• Focus stacks: 3 / 4 / 5 → 6 / 8 / 10

Unbroken

• Shield, % of Max HP: 15% / 20% / 25% → 20% / 25% / 30%

Thunder God

• Shock stacks per hit: 0–1 / 1–2 / 1–3 → 1–2 / 2–3 / 3–4

Crushing Fists

• Chance of second hit: 25% / 30% / 35% → 20% / 25% / 30%


🏴 Faction Perks

Urban Brutes

• Critical Multiplier bonus: +0.5 → +0.2

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