Daily Pick

Gym Arena Clash

Enter a gym turned battle arena and survive waves of enemies. Collect dumbbells, gain experience, build synergies, and become a legend in this free browser action game.

ActionFreeFeatured as Daily Pick on August 6, 2026

Selected for clarity, strong early game coverage, and a clean path to the official game page.

Gym Arena Clash gameplay showing fighter in gym arena with enemies

At a Glance

Quick Info

Developer
Ardanas
Platforms
Browser, itch.io
Price
Free
Updated
August 6, 2026

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.

Gym Arena Clash — Complete Deep Dive Strategy Guide

Overview

Gym Arena Clash, developed by Ardanas and released in June 2026, is a wave-survival roguelite fighter set inside a transformed gym. You pick a fighter, collect dumbbells for XP, level up to choose upgrades, and survive increasingly dangerous enemy waves. The game rewards focused build planning through its synergy and evolution systems: three upgrades from the same family unlock a synergy, 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. The interface is in French, but the gameplay is universal with clear visual indicators. You do not need to speak French to play effectively. Learning the handful of French upgrade names is worth it because the whole strategy layer lives in those cards.

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: 15-45 minutes depending on contract difficulty 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. The end is your high score, 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 normal contract). Do not touch the harder contracts until you have seen the upgrade pool at least once.

  1. Learn the movement first. WASD, ZQSD, or arrow keys to move, mouse to aim. Attack with Space, Enter, or click. Shift to dash. The dash has brief invulnerability (0.16s base) — this is your panic button and your offensive tool.
  2. Pick up every yellow dumbbell. Dumbbells are XP. XP is levels. Levels are power. The single biggest beginner mistake is dodging into a corner and letting dumbbells pile up out of reach.
  3. Read every upgrade card before picking. The names are French. The icons help, but the numbers matter. "Poings lourds" (+1 damage) is never a bad pick. "Mental sigma" (combo score bonus) does nothing for survival.
  4. Watch the radar. The circle in the bottom-right corner shows enemies, projectiles, and pickups. It is your second pair of eyes. Glance at it constantly.
  5. Learn when to use the shockwave (ULT). Press E. It pushes enemies back and clears projectiles. It is not a damage button first — it is a reset button for a bad situation. Use it when you are surrounded or when a wall of projectiles is incoming.

Controls Reference

ActionKeyboardMouse / Touch
MoveWASD / ZQSD / ArrowsDrag on touch (virtual stick)
AimMouse cursor position
Attack (punch)Space / EnterClick / FRAPPE button
DashShiftDASH button
Ultimate (shockwave)EULT button
PauseP / EscapePause button
FullscreenFFullscreen button

Beginner Mistakes to Avoid

Tunneling on one enemy. Enemies swarm from all sides. Killing one BULK while three SPRINTs flank you is how you lose your combo. Clear the fast threats first, always.

Tanking hits to finish a kill. A hit costs you invulnerability frames and lets the combo timer expire. If you are at a high combo, survival is worth more than the kill. Disengage.

Ignoring the daily challenge. It rewards bonus credits every day, and the streak bonus compounds. Even a failed daily run gives progress toward the streak if you complete the objective.

Saving ULT "for later." The ULT charges fast, especially with Energy upgrades. Hoarding it means you die with it full. Use it the moment you are in danger.

Standing still. This is a movement game. A stationary player is a dead player past wave 20. If you are attacking without moving, you are doing it wrong.

Core Mechanics Explained

Experience and Leveling

Enemies drop yellow dumbbells when they die. Grab them to gain XP. Leveling up pauses the action and presents upgrade choices. The level-up screen is your build decision point — every choice shapes the rest of the run.

  • XP requirement scales as ceil(5 + level × 3.4). Early levels come fast, then slow down.
  • Each level grants +4 max HP and +18 heal on top of the upgrade choice.
  • Dumbbells persist on the ground for about 20 seconds, then despawn. Collect aggressively during combat.
  • The magnet range (base 72, plus Aimant à haltères +45, plus the Casier magnétique Workshop) pulls dumbbells toward you. Higher magnet = less time off the fight.
  • XP pickups also charge the ULT slightly (+1.2 pulse each).

The Upgrade Pool

There are 18 upgrades across six families. The family determines the synergy; the specific upgrade determines the evolution. Rarity weights: common 72%, rare 23%, epic 5% — contract bonuses add directly to these weights.

FamilyUpgradesSynergy (3 same family)
ForcePoings lourds, Bras élastiques, Uppercut précis, Mode verre piléFrappe large — cleave attack, +1 damage
AgilitéCardio, Pas explosif, Épaule bélierDash nerveux — chain dash on kill, +16 speed
SurvieBulk propre, Repas protéiné, Pare-chocs, Récup active, Aura de coachDernier souffle — last stand, +12 max HP
TechniquePunch rapide, Haltère orbitante, Mental sigmaFocus critique — extended crit window, +8% crit
ÉnergieAimant à haltères, Batterie nerveuse, Shaker explosifTempête ULT — shockwave triggers twice, +18% ULT charge

Three copies of the same upgrade unlock an evolution. The evolutions are the strongest effects in the game, and each one also grants +500 score:

EvolutionRequiresEffect
Gants sismiquesPoings lourds ×3+2 damage, quake fists extra hit
Cardio infiniCardio ×3+28 speed, dash recharges faster
Allonge royaleBras élastiques ×3+30 range, gain cleave
Mitraillette de poingsPunch rapide ×3near max attack speed, +6% crit
Double orbiteHaltère orbitante ×3+1 orbit, +2 damage
Shaker volcaniqueShaker explosif ×3+4 damage, fires faster
Aura vestiaireAura de coach ×3+34 radius, +3 damage, +0.18 regen

The ULT / Shockwave System

The shockwave is your area denial tool. It pushes all nearby enemies back, clears every projectile on screen, and deals damage that scales with your damage stat and level (4 + damage×2 + level×0.55, falling off with distance).

  • Charge it by dealing damage (+1.6 per hit, +2.2 on crit), kills (+5, +18 for champions), near-miss dodges (+3.2), pickups, and streak awards (+8).
  • Pulse's passive lets the ULT charge at 85% and leaves a friendly zone on the ground.
  • Tempête ULT (Energy synergy) makes the shockwave trigger twice and leaves a lingering zone — a massive crowd-clear.
  • The ULT also adds combo and score: each enemy hit adds +0.75 combo (capped at 30) and hits × 24 × max(1, combo×0.1) score.

The Combo System

The combo meter is the game's score engine.

  • Each hit without letting the timer expire increments the combo (capped at 30).
  • Score per hit: hits × 9 × combo. Kills pay enemy score × max(1, combo×0.12).
  • The multiplier scales with combo count — at high combo counts, score explodes.
  • The combo timer is 2.2s per hit (2.4s from ULT). When it expires, the combo decays at a rate of 3.5/s (fighter-specific: Titan 4.15, Flash 2.9, Pulse 3.15).
  • Every 10 hits in a streak award bonus score (90 + streakAward×7) and +8 ULT charge.

This is why positioning matters more than raw damage. A 300-combo player who plays safe will outscore a 500-damage player who keeps getting clipped.

Pickups

PickupColorEffect
Yellow dumbbellYellow+1 XP, +22 score, +1.2 ULT charge
Green shakerGreenHeals 24 + level HP (×1.25 below 45% HP), +2 ULT charge
Blue lightningBlueFRENZY 6.5s: attacks 2× faster and deal 2× damage, +4 ULT charge
Purple shieldPurple+1 shield charge (blocks one hit), +4 ULT charge
CrateGold boxFree instant upgrade (rarest offered first), +240 score

The blue lightning frenzy is the most underrated pickup in the game. Six and a half seconds of doubled attack speed and doubled damage clears a whole pack. When you see one, path to it.

The Radar

The bottom-right radar circle shows nearby enemies, projectiles, and pickups. It updates in real time. Use it to:

  • Track enemy density and choose your kiting direction.
  • Spot champions spawning off-screen.
  • Find dumbbell clusters you missed.

Fighters Deep Dive

Rookie (Balance)

  • 115 HP, speed 250, normal attack rate
  • Passive: "Base saine" — no drawbacks

The training wheels fighter. No weaknesses, no special sauce. Use Rookie to learn the upgrade pool and the enemy roster. Its flexibility means any build works, but nothing is amplified. Best contract: Open Gym while learning.

Titan (Tank)

  • +45 HP, +1 base damage, +1 shield
  • -28 speed, -8 attack range
  • Passive: "Rage contrôlée" — below 45% HP, hits deal 35% more damage. Every 12 KOs restores 8 HP

The brawler. Titan wants to be in the middle of the crowd, trading hits, sitting below half HP for the damage buff. The KO heal keeps you alive in the danger zone. The reduced speed means you cannot outrun trouble — you must out-tank it. Pair with Survival upgrades (Bulk propre, Pare-chocs, Récup active) and the Dernier souffle synergy. Best contract: Champions Circuit, where the endurance payoff is highest.

Flash (Mobility)

  • +50 speed, shorter dash cooldown, longer dash distance, +1 dash damage
  • -18 HP
  • Passive: "Réflexes éclair" — close dodges (near misses) give 2.8× more ULT charge and 28 bonus score

The glass cannon of movement. Flash converts dodging into ULT charge and score. The playstyle is high-risk: dash through danger, skim projectiles, farm near-misses. Fragile at 97 HP, so one mistake hurts. Agility upgrades (Cardio, Pas explosif, Épaule bélier) compound his mobility advantage into the Dash nerveux chain-dash. Best contract: Rush Hour, where enemy density maximizes near-miss opportunities.

Pulse (Technique)

  • ULT charges at 85%, +10% crit chance, faster attacks
  • -8 HP
  • Passive: "Conducteur ULT" — shockwave leaves a friendly zone, lightning pickups charge ULT more

The ultimate specialist. Pulse reaches full ULT faster (85% threshold), crits more often, and attacks faster. The friendly zone left by the shockwave rewards holding ground — stand in it to heal or buff. Energy upgrades (Batterie nerveuse, Shaker explosif) push ULT uptime to absurd levels. Best contract: Nocturnal, where the +16% ULT charge gain stacks with Pulse's threshold for shockwave-everywhere gameplay.

Contracts (Game Modes)

ContractModifierScore MultCredit MultFirst ChampionBest Fighter
Open GymStandardx1.00x1.0060sRookie
Heure de pointe (Rush Hour)Dense: more enemies, +18 magnetx1.18x1.2556sFlash
Circuit champions (Champions Circuit)Boss: champions at 42s then every 48s, +4% rarex1.32x1.4542sTitan
Verre pilé (Broken Glass)Fragile: +2 damage, +12% crit, +8% rare, 76% HP, 1 shield maxx1.45x1.6552sPulse
Nocturne (Nocturnal)Extreme: +16% ULT charge, +6% rare, enemies +28% damage +24% HPx1.70x2.0038sPulse/Flash

Champion timers are in seconds of survival time, not wave counts. A wave is 30 seconds, so the first champion on Champions Circuit arrives at 42 seconds, around wave 2. On Open Gym you get breathing room until 60 seconds.

The contracts are not just difficulty sliders — they change your build calculus:

  • Rush Hour rewards magnet upgrades (you start with +18) and anything that handles density (cleave, AoE).
  • Champions Circuit is a boss-rush variant. First champion at 42s instead of 60s, then every 48s. Titan's tank stats and the +4% rare bonus make rare/epic cards more common.
  • Broken Glass is a glass-cannon modifier: you hit harder (+2 damage, +12% crit) and find rares more often (+8%), but your HP is capped at 76% and you can only hold 1 shield. Skip Survival upgrades entirely; stack damage.
  • Nocturnal makes everything faster and stronger. The +16% ULT charge gain and +6% rare chance are the compensation. ULT-centric builds (Pulse + Energy) shine here.

Progression Strategy

Leveling Path

Levels come from dumbbells. The faster you clear waves, the more dumbbells you collect, the faster you level. Early levels should go to:

  1. Poings lourds (damage) — the single best early pick. More damage = faster clears = more XP.
  2. Bulk propre (+20 HP, +36 heal) — the best single-level survival pickup. It enables mistakes.
  3. Cardio (speed) — speed is survival in this game. Movement lets you avoid the hits that reset your combo.
  4. Haltère orbitante (orbiting weapon) — passive damage that works while you dodge.

By 10 minutes in you should have a direction: either committing to a family for a synergy or triple-stacking toward an evolution.

Resource Priority

1. Combo protection — never take a hit you can dodge
2. Damage upgrades — faster clears, more XP
3. Survival upgrades — only as much as you need to stop dying
4. ULT charge — the shockwave is your reset button
5. Score/magnet upgrades — convenience, not power

In-Run Objectives

Every run gives you 3 objectives: one fighter-specific and two from the general pool. They pay credits and score on completion, and they are the fastest way to earn credits early.

ObjectiveReward
Survive 1:306 credits
70 K.O.7 credits
Combo x126 credits
Beat 1 champion8 credits
3 ULTs6 credits
6 near-miss dodges6 credits
Reach level 67 credits
Trigger 4 zones5 credits
Rookie: 2 synergies9 credits
Titan: absorb 90 damage8 credits
Flash: 10 near misses9 credits
Pulse: 5 ULTs9 credits

Check your objectives at the start of each run and plan your build around them. A Flash run that needs 10 near misses should take Agility upgrades and play aggressive. A Titan run that needs to absorb 90 damage should NOT take Broken Glass.

What to Unlock First (Workshop)

The Workshop holds permanent upgrades bought with credits. The optimal buy order (mathematically verified):

  1. Programme cardio L1 (12 cr) — 10 speed for 12 credits, best ratio in the game
  2. Stock protéines L1 (14 cr) — +12 HP and a full heal
  3. Programme cardio L2 (24 cr) — +20 speed total
  4. Banc de force L1 (16 cr) — +1 starting damage
  5. Casier magnétique L1 (14 cr) — magnet + rare chance
  6. Programme cardio L3 (50 cr)
  7. Stock protéines L2 (30 cr)
  8. Continue cycling: Cardio → Stock → Banc → Casier → Batterie → Coach

Total to max every Workshop upgrade: 2,532 credits. At ~3 credits/minute on Broken Glass, that is ~14 hours of grinding. Daily challenges cut this dramatically — 30 days of dailies at max streak alone nets roughly 1,200 credits.

Arena Events

Every 22-30 seconds the arena throws a random event. Knowing the event table lets you plan:

EventWhenWhat Happens
Pluie d'haltèresAlways7 XP pickups rain down — chase them
Rush de sprintersAlways5+ SPRINT runners spawn — kite, they die in one hit
Couloir de chargeAfter 55s2+ CHARGE enemies spawn — watch the wind-up
Sol instableAfter 75s3+ ground hazards appear — avoid the yellow circles
Livraison protéinesAlwaysHeal + energy + shield pickups drop — grab them

Builds / Tier Lists

Upgrade Tier List

S-Tier (always pick)

UpgradeFamilyWhy
Poings lourdsForceBase damage scaling. Triple-stacking to Gants sismiques is the best damage evolution in the game.
Bulk propreSurvival+20 HP + 36 heal is the best single-level survival pickup. Enables mistakes.
Haltère orbitanteTechniquePassive damage that works while you dodge. Orbits hit enemies you cannot reach. Triple-stack to Double orbite for 2 orbs.
CardioAgilitySpeed is survival. The Cardio infini evolution (+28 speed, faster dash recharge) transforms your mobility.

A-Tier (strong in most builds)

UpgradeFamilyWhy
Récup activeSurvivalLifesteal that scales with your damage. Essential for any build that stacks Force.
Aura de coachSurvivalPassive AoE damage + heal. Triple-stack to Aura vestiaire for massive coverage.
Shaker explosifEnergyAuto-targeting explosions. Triple-stack to Shaker volcanique for the best passive damage in the game.
Punch rapideTechniqueAttack speed multiplier. Triple-stack to Mitraillette de poings for near-max attack speed.
Uppercut précisForceCrit chance. Caps at 55%, but with Technique synergy (+8%) and Broken Glass (+12%) you can push higher.
Batterie nerveuseEnergyFaster ULT charge. At max Workshop level it also gives +1 shield.

B-Tier (situationally good)

UpgradeFamilyWhen to Pick
Mode verre piléForceOnly on Broken Glass contract. The +3 damage is excellent; the -18 HP hurts less when you are already glass.
Pas explosifAgilityGood on Flash for the Dash nerveux synergy. Weak on other fighters.
Épaule bélierAgilityTurns dash into an offensive tool. Pairs with Pas explosif for the full Agility package.
Bras élastiquesForceRange helps against LASER enemies, but base range is sufficient for most fights.
Pare-chocsSurvival+1 shield is valuable, but only on high-wave runs where shields get depleted.
Repas protéinéSurvivalSlow regen. Only shines on very long runs past wave 80.

C-Tier (low priority)

UpgradeFamilyWhy
Mental sigmaTechniqueScore multiplier is irrelevant for survival. Only pick if building Technique synergy.
Aimant à haltèresEnergyConvenience upgrade. The magnet helps but does not improve combat power. The Workshop version is permanent.
Coach privé (Workshop)WorkshopExtra upgrade choices are helpful but expensive for what they deliver.

Build Matrices — Fighter + Contract

FighterBest ContractWhy
RookieOpen GymBalanced for learning. No reason to push difficulty with the starter fighter.
TitanChampions CircuitTank HP + Last Stand + Rage contrôlée = perfect endurance against champions.
FlashRush HourSpeed + dash bonuses. More enemies = more near-miss ULT charge.
PulseNocturnal+16% ULT charge gain stacks with Pulse's 85% threshold. Shockwave everywhere.

Build 1: The Immortal (Titan, Champions Circuit, Survival+Force)

1. Bulk propre → Repas protéiné → Récup active (Survival synergy: Last Stand)
2. Poings lourds × 2 → Bulk propre (Survival synergy: Dernier souffle)
3. Poings lourds × 3 → Gants sismiques evolution
4. Aura de coach × 3 → Aura vestiaire evolution
5. Pare-chocs → Batterie nerveuse (shield + ULT charge)
Workshop priority: Stock protéines → Batterie nerveuse → Banc de force
Stay below 45% HP for Titan's +35% damage. Last Stand saves you from death once.

Build 2: The Untouchable (Flash, Rush Hour, Agility+Energy)

1. Cardio → Pas explosif → Épaule bélier (Agility synergy: Dash nerveux)
2. Cardio × 3 → Cardio infini evolution
3. Batterie nerveuse → Shaker explosif → Aimant à haltères (Energy synergy: Tempête ULT)
4. Haltère orbitante × 3 → Double orbite evolution
5. Shaker explosif × 3 → Shaker volcanique evolution
Workshop priority: Programme cardio → Casier magnétique → Batterie nerveuse
Keep moving. Never stop. Dash through enemies → kill → dash again.

Build 3: The Glass Nuke (Pulse, Broken Glass, Force+Technique)

1. Poings lourds × 2 → Poings lourds × 3 (Gants sismiques)
2. Mode verre pilé (+3 damage, stacks with Broken Glass +2 = +5 base)
3. Punch rapide × 3 → Mitraillette de poings
4. Uppercut précis (crit goes to 12+8+15 = 35% with Broken Glass + Technique synergy)
5. Haltère orbitante × 2 for passive damage while focusing on dodge
Workshop priority: Banc de force → Batterie nerveuse → Coach privé
HP is already low (76%). Skip Survival entirely. Kill everything before it reaches you.

Build 4: The Double Tap (Rookie, Nocturnal, Technique+Energy)

1. Batterie nerveuse → Shaker explosif → Aimant à haltères (Energy: Tempête ULT)
2. Punch rapide → Haltère orbitante → Mental sigma (Technique: Focus critique)
3. Shaker explosif × 3 → Shaker volcanique
4. Haltère orbitante × 3 → Double orbite
5. Aura de coach × 2 for passive damage
With Tempête ULT, shockwave fires twice. ULT-centric play carries the run.

Step-by-Step Strategy Sequences

Sequence 1: Surviving the First Champion

  1. From 30 seconds before the champion spawn (check the contract's first-champion timer), start kiting near the arena perimeter. Do not let enemies surround you before the champion spawns.
  2. When the "CHAMPION DANS LA SALLE !" banner appears, clear the trash around it first — the champion's spawn buffs nearby enemies.
  3. Use your dash to close distance, land 3-4 hits, then dash out. Do not stand and trade with a champion.
  4. Save your ULT for when the champion lunges or when adds swarm you. The shockwave interrupts its attack.
  5. After the champion dies, grab the chest it drops — it is a free instant upgrade (the rarest offered). Then immediately reposition; the next wave is already spawning.

Sequence 2: Farming Credits on Broken Glass

  1. Pick Pulse. The +12% crit and +2 damage from the contract stack with her crit passive.
  2. Take every damage upgrade offered. Skip Survival entirely — you cap at 76% HP and one shield, so defense is a losing game.
  3. Play hyper-aggressively. Your runs end around wave 45-60; make every minute count.
  4. Use the ULT off cooldown. Pulse's friendly zone heals you, which is your only sustain.
  5. Die fast, restart fast. The credit multiplier x1.65 makes short aggressive runs more efficient than long safe ones.

Sequence 3: Building the Dash Nerveux Chain (Flash, Rush Hour)

  1. Take Cardio as your first upgrade. Then Pas explosif, then Épaule bélier — the Agility synergy unlocks Dash nerveux.
  2. Dash through a kill to trigger the chain. The +16 speed on kill keeps the chain alive.
  3. Farm near-misses: skim projectiles with your dash to trigger Réflexes éclair (2.8× ULT charge).
  4. When your ULT is full, hold it. Rush Hour's density means you will need it the moment you stop moving.
  5. Keep the chain going through the whole wave. The faster you move, the more kills, the more ULT, the more score.

Sequence 4: The Immortal Titan Endurance Run

  1. Open with Bulk propre. Then Repas protéiné and Récup active for the Survival synergy.
  2. Drop below 45% HP on purpose once you have Last Stand. Rage contrôlée's +35% damage is your main damage source.
  3. Every 12 KOs restores 8 HP — count on this to keep you in the danger zone without dying.
  4. Stack Poings lourds to Gants sismiques for the quake fist extra hit.
  5. When the screen gets heavy, use the ULT to reset, then wade back in. You are the tank; play like it.

Sequence 5: Protecting a High Combo

  1. When your combo passes 200, switch your mental priority: dodging > killing.
  2. Kite around the perimeter in wide circles, 2-3 body-widths from the wall. This clusters enemies behind you while keeping escape routes open.
  3. Kill only what is directly in your path. Let the rest trail.
  4. If a projectile is incoming and you cannot dodge it, ULT. The shockwave clears projectiles and pushes enemies back — your combo survives.
  5. Only re-engage aggressively when the screen thins out. A 500-combo player playing safe beats a 100-combo player playing greedy.

Sequence 6: The Nocturnal ULT Machine

  1. Pick Pulse. The contract's +16% ULT charge gain stacks with her 85% threshold.
  2. Take Batterie nerveuse early. Then Shaker explosif and Aimant à haltères for the Energy synergy (Tempête ULT — shockwave fires twice).
  3. Grab every lightning pickup (blue) — they charge your ULT more on Pulse.
  4. Alternate: shockwave, then stand in the friendly zone it leaves, then shockwave again. You become a walking AoE.
  5. Enemies have +24% HP and deal +28% damage. Do not trade. Let the ULT cycle do the killing.

Advanced Tips

The combo is your score engine and your ULT battery. Each point of combo multiplies hit and kill score. Protecting the combo with positioning is more valuable than chasing kills.

Champions drop crates, and crates are build-savers. A champion chest gives a free instant upgrade, weighted toward the rarest option. On Champions Circuit, champion spawns are frequent enough that crate economy alone can carry a run.

The center of the arena is the worst position. Enemies surround you faster in the center. The walls are also bad — you get cornered. The sweet spot is a wide circle near the perimeter, adjusting radius with radar density.

Rare and epic cards change your build. Haltère orbitante, Shaker explosif, and Aura de coach add automatic damage sources. One epic card can carry a run that rolled poorly on damage upgrades. Prioritize contracts with +rare chance (Broken Glass +8%, Nocturnal +6%, Champions Circuit +4%) if you are chasing epics.

Stack, do not spread. A triple-stacked evolution is worth more than three different upgrades from the same family. The evolution bonus is always stronger than the synergy bonus. When offered the choice, commit to the stack.

The daily challenge streak is a credit printer. First completion each day rewards bonus credits, and the streak multiplies it. Even if you only do the daily and quit, it is worth more than grinding extra runs. Never break the streak.

Blue lightning is a damage buff, not just an attack speed buff. Frenzy doubles both attack speed and damage for 6.5 seconds. Treat it like a mini-ULT: path to it, then dive into the densest pack.

Green shakers heal more when you are low. Below 45% HP, the heal is multiplied by 1.25. Hold off on grabbing shakers until you are actually hurt — but do not wait until you are one hit from death.

BOOM enemies explode on death. The explosion leaves a ground hazard. Kill them from range or dash away the instant they die. In tight corridors, let them chase you into open space before finishing them.

COACH enemies buff everything nearby. Enemies guarded by a coach take only 55% damage. Kill coaches within three seconds of spawn. A COACH left alive multiplies the effective HP of every enemy around it and can stall your clear speed for a whole wave.

Use the radar for pickup economy. Dumbbells despawn after about 20 seconds. The radar shows where they are. When a wave clears, sweep the arena to collect every dumbbell before the next wave's spawns clutter the ground.

Workshop upgrades are permanent and stack with run upgrades. The Casier magnétique gives magnet + rare chance permanently — it is the quietest power spike in the game because it increases your rare card rate for every future run.

Don't trap yourself in corners. The game's own tip, repeated in the UI. Corners turn a manageable wave into a death sentence because the dash has nowhere to go.

Enemy Codex

EnemyColor/TypeHPSpeedDamageThreat
BLOBRed grunt28811Low — dies in 1-2 hits, dangerous only in crowds
SPRINTOrange runner11548Medium — fast, swarms, blocks movement
BULKPurple tank75820Medium — slow, kite it, ignore until trash is dead
LASERBlue shooter3727High — ranged chip damage, the reason you cannot stand still
CHARGEGreen charger47816Medium — telegraphed rush, easy to dodge, hits hard
BOOMYellow bomber29618High — explodes on death, leaves ground hazard
COACHWhite buffer56410Critical — buffs nearby enemies, kill first

Enemy HP and damage scale with time: HP × (1 + wave×0.13 + time/360), damage × (1 + (wave-3)×0.075 + time/620). New enemy types unlock as the run goes on: runners at 12s, tanks at 26s, bombers at 44s, shooters at 52s, chargers at 68s, coaches at 92s.

Threat Priority

  1. COACH — kill within 3 seconds or it multiplies the effective HP of everything around it.
  2. SPRINT — fragile but fast; they swarm and block movement. Two dashes with Épaule bélier clears them.
  3. LASER — ranged chip damage; prioritize when they cluster.
  4. BOOM — death explosion creates floor hazards; kill from range or dash away immediately.
  5. CHARGE — telegraphed rush; easy to dodge but hits hard.
  6. BLOB — basic enemy; only dangerous in crowds.
  7. BULK — slow and tanky; ignore until other threats are dead.

Champion Patterns

Champions glow with a golden tint and carry a name banner. They have 4.6× HP, 1.55× damage, 5× score, and a larger radius than normal enemies — but they move slower (0.72× speed). The rotation is fixed: tank, shooter, charger, coach, repeating. When a champion spawns, all other enemies gain a brief attack-speed buff — clear nearby trash first, then focus the champion. Champions drop a chest with a free instant upgrade.

Credit Farming — Optimal Routes

The credit formula is: credits = ceil((max(3, min(45, time/35 + score/900 + bosses×3 + objectives×2)) + runCredits) × creditMult). In practice:

ContractCredit MultTypical RunEst. Credits/RunCredits/Min
Open Gymx1.0010-15 min30-452.5
Rush Hourx1.258-12 min40-553.4
Champions Circuitx1.457-10 min40-554.0
Broken Glassx1.656-9 min45-605.0
Nocturnalx2.005-8 min45-655.2

Best credit farming contract: Broken Glass with Pulse or Flash. The x1.65 multiplier and fast run speed yield ~5 credits/minute. Nocturnal has the highest multiplier but the shortest runs — it only wins if you can reliably survive past 8 minutes.

Achievements are a one-time credit windfall. 20 achievements pay 5-25 credits each, totaling 310 credits. Play all 4 fighters, all 5 contracts, and chase the mastery achievements (2 evolutions, 3 synergies, flawless 2:00) for the biggest payouts.

FAQ / Common Mistakes

Q: What is the maximum possible damage per hit? A: Base 1 + Broken Glass +2 + Mode verre pilé +3 + Banc de force +4 + Poings lourds ×3 (+3) + Gants sismiques (+2, quake fist extra) + Force synergy (+1) = 16 damage per hit. Plus 35% from Titan rage = ~21.6. Plus crit from Uppercut précis = ~48 on crit.

Q: Is it better to spread upgrades or stack? A: Stack. A single triple-stacked upgrade (evolution) is worth more than three different upgrades from the same family. The evolution bonus is always stronger than the synergy bonus.

Q: What is the best way to survive past wave 100? A: You need all three: Last Stand (Survival synergy), Gants sismiques (Force evolution), and Aura vestiaire (Survival evolution). Without all three, enemy density overwhelms you by wave 90.

Q: Does the game have an ending? A: No. It is endless survival. The "end" is your high score. The records screen tracks best score per fighter per contract.

Q: Can you play on mobile? A: Yes, the Android version is available. Touch controls are functional but less precise than keyboard + mouse.

Q: What happens when you max out the Workshop? A: You reach peak power. All runs start with significant stat bonuses. Survival past wave 100 then depends entirely on skill and upgrade RNG. The game becomes a pure test of execution.

Q: What does the blue lightning pickup do? A: It triggers Frenzy for 6.5 seconds: your attacks fire twice as fast and deal double damage, and it charges your ULT. It is the strongest pickup in the game — always path to it.

Q: How do in-run objectives work? A: Each run gives you 3 objectives (1 fighter-specific, 2 general). Completing them pays credits and score. They reset every run, so check them before you choose your build.

Common mistake: taking Mental sigma for the score. Score multiplier is dead weight in a run that ends at wave 40. Damage, survival, and ULT charge keep you alive; score only matters after you survive.

Common mistake: saving ULT for the perfect moment. The perfect moment never comes. Use the ULT whenever you are surrounded, when projectiles wall you in, or when a champion lunges. It charges back.

Common mistake: ignoring the radar. The radar is the difference between being flanked and flanking. Check it every few seconds.

Common mistake: standing in the center. Center = surrounded. Perimeter circles = control. This single positional habit is worth more than any upgrade.