Long story short
- Stats decide who lands the hit. PvP Power and your weapon decide how much it hurts. STR and DEF never raise damage.
- Vigor is HP (+1 per point), and that's what sets how many hits you can take. In Build 15 STR no longer gives HP.
- Miss, and you pay: whoever attacks and misses takes the defender's counter, no roll.
- Build 16: every hit can crit, in war, in the duel and on the street, counters included. A crit multiplies the hit by Γ1.5 and goes past the 45% cap. The chance comes from gear (up to 35%) and trained CUN (up to +5%).
- A corner (1v1) is energy, and energy is XP and money. Whoever holds a corner regenerates energy faster and gets extra XP on crimes. How to fight for one is in section 7.
- PvP Power is the strongest stat per point: you hit more, get hit less and every hit hurts more, all at the same time. But it gives no HP. Drugs give PvP Power too: Adrenaline Shot adds +22%.
1. War loadout: the specializations
In a war everyone brings 3 items: a firearm, a melee weapon and one tool, or The Widow with two blades or fists. The tool (or The Widow) is what sets your specialization, and its icon shows up next to your name on both lists: the enemy knows who's who, and you know who's who on their side too.
π‘ Tank
Needs: Ballistic Shield + a firearm + a melee weapon (blade or fists).
Takes the heat. On you, the next 3 hits that land only deal 50% of the damage, The Widow's crit included. You can also raise it on an ally: on them it holds 2 hits. Each person has one shield up at a time. A hit that misses doesn't use up the shield, and the enemy's chance to hit doesn't change. 2 times per war, for whoever raises it.
Each role's build is the command's call; the templates and the math are in Cria Builds.
β Medic
Needs: Field Med Kit + a firearm + a melee weapon (blade or fists).
Keeps the crew on its feet. Heals 30 HP on you or on an ally who's still in the war, 2 times per war. Each heal uses up your action (same interval and same energy as an attack).
Someone who stays alive until the end of the war to use the heals at the right moment.
π₯ Support
Needs: Flashbang + a firearm + a melee weapon (blade or fists).
Takes an enemy out of the game. They're stunned for 45 s, can't attack or use a tool, and then they're immune to another flashbang for 180 s. 2 times per war.
Someone who reads the war well: the flashbang is worth the most on the most dangerous enemy, right when they were about to swing.
π― Sniper
Needs: The Widow + two blades or fists.
The Widow hits Γ1.8 and adds +25% crit chance to her shots (with the BIS, 60% of the shots that land are crits). It has 6 shots per war, and it takes no tool: next to it, only a blade or fists.
A missed shot still burns ammo, and every Widow shot is worth a lot: whoever hits more gets more out of it.
The best kits for each specialization
Shots and damage count together, never instead of the tool. A firearm hits harder but runs out (the number of shots is next to each one); blades and fists hit softer but never run out. What changes the kit is how many attacks you'll throw in the war, and not everyone has the reds, so each role gets two examples: the BIS and the no-red one (no Godfather items at all).
| Specialization | BIS kit | No-red kit |
|---|---|---|
| π‘ Tank assumes 30 attacks |
Ballistic Shield + My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | Ballistic Shield + AK-47 (5 shots Γ 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit Γ 1.25) |
| β Medic assumes 20 attacks |
Field Med Kit + My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | Field Med Kit + AK-47 (5 shots Γ 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit Γ 1.25) |
| π₯ Support assumes 20 attacks |
Flashbang + My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | Flashbang + AK-47 (5 shots Γ 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit Γ 1.25) |
| π― Sniper assumes 20 attacks |
The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + another blade or fist | The Widow (6 shots Γ 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit Γ 1.25) + another blade or fist |
- Tank goes melee. Whoever holds the shield tends to attack a lot, and in a long war the shots run out halfway. That's why their kit carries a fist, which keeps swinging until the end, and a firearm for the first hits.
- Each class has a rule on top of the damage (Build 16): the pistol draws fast (in war the next action comes in 20 s, not 30); the burst (AK-47, My Little Friend) rolls twice, each roll with half the hit; a shotgun that lands breaks the whole raised shield.
- Tank, Medic and Support bring a firearm and a melee weapon, never two firearms: the firearm lands the heavy hits while it has ammo, and the melee weapon makes sure you're never swinging bare-handed.
- Serrated Machete is the tactical variation: it hits soft, but whoever takes the hit can't be healed by the Field Med Kit for 180 s. It's a play against teams with a medic, at leadership's call.
The damage math behind the kits
Expected damage = sum of the damage factors over your N attacks (1.0 = one unarmed hit): shots go first, highest factor first, then the best melee weapon, which never runs out. Ammo is spent even when you miss. Every hit counts the BIS average crit (35.0%), and The Widow +25% on her shots. Next to it, the second blade or fist doesn't change the math: only the best melee weapon is used. Reference hit: 44.2 (a full-BIS player). The kit table above uses the 600 HP target.
Against 400 HP targets
| Attacks in the war | Firearm + melee + tool | Expected damage | The Widow + 2 weapons | Expected damage |
|---|---|---|---|---|
| 10 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 19.1 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 20.4 |
| 20 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 35.0 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 36.2 |
| 30 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 50.8 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 52.1 |
Against 600 HP targets
| Attacks in the war | Firearm + melee + tool | Expected damage | The Widow + 2 weapons | Expected damage |
|---|---|---|---|---|
| 10 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 19.1 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 20.4 |
| 20 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 35.0 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 36.2 |
| 30 | My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 50.8 | The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 52.1 |
Top 5 of each (30 attacks, 600 HP target)
Firearm + melee + tool
| Loadout | Expected damage |
|---|---|
| My Little Friend (5 shots Γ 1.90) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 50.8 |
| AK-47 (5 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 50.2 |
| Sawed-Off Shotgun (4 shots Γ 1.70) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 49.2 |
| .50 Desert Eagle (8 shots Γ 1.50) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 49.0 |
| Golden Glock (8 shots Γ 1.40) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) + tool | 48.1 |
The Widow + 2 weapons
| Loadout | Expected damage |
|---|---|
| The Widow (6 shots Γ 1.80) + The Enforcer's Hands or The Commission Rings (no limit Γ 1.35) | 52.1 |
| The Widow (6 shots Γ 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit Γ 1.25) | 49.3 |
| The Widow (6 shots Γ 1.80) + Karambit Claw (no limit Γ 1.20) | 47.9 |
| The Widow (6 shots Γ 1.80) + Tactical Gloves or Brass Knuckles or Spiked Knuckles (no limit Γ 1.15) | 46.5 |
| The Widow (6 shots Γ 1.80) + Switchblade or Sap Gloves or Crowbar (no limit Γ 1.10) | 45.1 |
30 expected damage over 30 attacks = the same as attacking unarmed. What the tool is worth (hits absorbed by the Shield, HP from the Kit, enemy frozen by the Flashbang) isn't in that column: for that, test your build in In the Crosshairs, which runs the war with the tools.
2. Who wins the attack
The game calls the strength that decides whether you hit βattackβ; here it's hit strength, so it doesn't get mixed up with damage.
- House: a tier 2 district gives +5%, tier 3 gives +10% to stats (not to HP).
- Base stats, gear and active drugs count. They don't count: loadout weapon, HP, Vigor and the Shield.
- βEqual PvP Power on both sides cancels outβ β only in the chance. In damage it never cancels out.
3. How much it hurts
- Attacker wins: hits with the weapon in hand. Attacker loses: takes the defender's unarmed counter, no roll, which can also crit.
- The numbers were checked in 2 Build 16 duel logs: hit rounded to the nearest whole number, burst halves and crits rounded down.
- Ammo is spent on every attack, even on a miss. That's why firearms pay off more on someone you hit easily.
- The 45% cap almost never matters between strong players (their HP is big); it matters against low-HP targets.
4. Example: the Cria Builds builds, full BIS
Each one against the 130/130/0 with the same BIS. βTakesβ = full My Little Friend bursts from her (84 damage, no crit) until dropping. The duel is one Corner game until the knockout, with crits.
| Template | Hit strength | Defense | HP | Hit | Hits the 130/130 | Gets hit by it | Takes (hits) | Wins the 1v1 |
|---|---|---|---|---|---|---|---|---|
| The recommended one 86/80/94 | 1,091 | 748 | 648 | 44.2 | 55.7% | 61.6% | 8 | 54.9% |
| 100/100/60 100/100/60 | 1,125 | 796 | 614 | 44.2 | 56.4% | 60.1% | 8 | 53.8% |
| 75/75/110 75/75/110 | 1,064 | 736 | 664 | 44.2 | 55.0% | 62.0% | 8 | 55.7% |
| Lots of Vigor, no STR 5/105/150 | 894 | 809 | 704 | 44.2 | 50.7% | 59.7% | 9 | 57.2% |
| The old strength build 230/30/0 | 1,441 | 626 | 554 | 44.2 | 62.4% | 65.7% | 7 | 43.1% |
| All defense 5/239/16 | 894 | 1,134 | 570 | 44.2 | 50.7% | 51.4% | 7 | 51.6% |
The hit is the same for all: with the same gear, damage doesn't depend on stats. In a war it's a different story, because there you get attacked by several at once β check out Cria Builds.
5. What each thing is worth
+1 percentage point of PvP Power multiplies attack, defense and damage by (1 + 1/(100 + current PvP)):
| Current PvP Power | +1 pp of PvP Power gets you |
|---|---|
| 0% | +1.00% to attack, defense and damage |
| 45% | +0.69% to attack, defense and damage |
| 121% | +0.45% to attack, defense and damage |
At 45% PvP, +1 pp is worth roughly 2 STR on attack + 2 DEF on defense + damage. It's the strongest stat per point β but it only comes from gear, and each point is worth a bit less the more you already have.
6. Full list: loadout weapons and tools
Everything that can go into the war loadout. Three items: two weapons + one tool, or The Widow with blades and fists.
| Tool | What it does |
|---|---|
| π‘ Ballistic Shield | The next 3 hits that land on you only deal 50% of the damage (crit included). Doesn't change the enemy's chance. 2Γ per war. |
| β Field Med Kit | Heals 30 HP on you or on an ally, 2Γ per war. Each use takes up the 30 s action. |
| π₯ Flashbang | Stuns an enemy for 45 s (no attacking, no tools), then they're immune for 180 s. 2Γ per war. |
| Weapon | Class | Damage | Shots per war | Effect |
|---|---|---|---|---|
| My Little Friend | Burst | 1.90Γ | 5 | burst: 2Γ 50% |
| AK-47 | Burst | 1.80Γ | 5 | burst: 2Γ 50% |
| The Widow | Rifle | 1.80Γ | 6 | +25% crit |
| Sawed-Off Shotgun | Shotgun | 1.70Γ | 4 | breaks shield |
| .50 Desert Eagle | Pistol | 1.50Γ | 8 | fast draw (20s) |
| Golden Glock | Pistol | 1.40Γ | 8 | fast draw (20s) |
| The Commission Rings | Melee | 1.35Γ | no limit | β |
| The Enforcer's Hands | Melee | 1.35Γ | no limit | β |
| .38 Pistol (Trezoitao) | Pistol | 1.30Γ | 8 | fast draw (20s) |
| Silenced Pistol | Pistol | 1.30Γ | 8 | fast draw (20s) |
| Titanium War-Knuckles | Melee | 1.25Γ | no limit | β |
| The Bodyguard's Gloves | Melee | 1.25Γ | no limit | β |
| Karambit Claw | Melee | 1.20Γ | no limit | β |
| Brass Knuckles | Melee | 1.15Γ | no limit | β |
| Tactical Gloves | Melee | 1.15Γ | no limit | β |
| Spiked Knuckles | Melee | 1.15Γ | no limit | β |
| Switchblade | Melee | 1.10Γ | no limit | β |
| Crowbar | Melee | 1.10Γ | no limit | β |
| Sap Gloves | Melee | 1.10Γ | no limit | β |
| Serrated Machete | Melee | 1.10Γ | no limit | wounds (180s without healing) |
The Widow (Build 16): factor 1.8 and +25% crit chance on her shots. With the BIS, a shot does 80 and a crit 120: the 6 crit shots add up to 720. The β50% of HPβ crit is gone in Build 16.
7. Corners (1v1): the duel for the crown
Straight talk
- A corner is energy. Whoever holds one gets the tier's βhustleβ: at level 35+, energy comes back with a 15% shorter interval, +15% max energy and +10% XP on crimes.
- More energy means more crime: more XP and more money. Energy comes back 1 point every 3 min (480 a day). With the interval 15% shorter, that's 565 a day: +18% crime, and with the XP bonus, +29% XP a day. For as long as you hold the corner.
How it works
- There are 10 corners, each held by a single player, no gang and no treasury. From level 5, with an account at least 24 h old, and never while you're a living fighter in a turf war. One corner per player.
- Empty corner: 10 energy + half the tier's price. Calling out the boss: 20 energy + the full price, at most 3 challenges per hour. Nobody gets the money back. Challenge and lose: that corner stays closed to you for 24 h.
- The duel: best of 3 (first to 2 games takes it). One action every 3 s, with your war kit, the same hit and damage math as war and the same counter when you miss. Every hit can crit and the class rules apply as in war; the pistol draws fast: the next action comes in 2 s, not 3. Between games, there's a 8 s pause and both come back with full HP and kit.
- After: a challenger who wins keeps the corner, immune for 24 h. A boss who holds only gets 60 s until the next call-out.
- Gone means losing. If you leave the duel screen, the house plays for you, and badly: melee weapon only, no tool.
| Tier | Levels | Challenge | Take empty | Energy interval | Max energy | XP on crimes |
|---|---|---|---|---|---|---|
| 1 | 5β9 | $5,000 | $2,500 | β8% | +10% | +0% |
| 2 | 10β19 | $30,000 | $15,000 | β10% | +10% | +5% |
| 3 | 20β34 | $250,000 | $125,000 | β12% | +15% | +8% |
| 4 | 35+ | $1,000,000 | $500,000 | β15% | +15% | +10% |
Loadout and tools
In the duel each tool works once per game (it comes back full in the next game), and using a tool spends one action, like a hit.
| Tool | In the duel |
|---|---|
| π₯ Flashbang | The other side can't act for 12 s: no hit, no tool, no technique. |
| π‘ Ballistic Shield | The next 2 hits that land on you do only half. The counter from your own miss is not cut. A shotgun that lands breaks the whole shield. |
| β Field Med Kit | Heals 30 HP. |
| The Widow | Now she crits (+25% on her shots), but no tool fits next to her. |
How to use the Bang
The Bang isn't something you throw in place of just any hit. The gain is in the timing. Both sides act every 3 s: count the seconds between your opponent's attacks and throw the Bang at the right point in his rhythm. That way he loses his next action, and you land actions in a row with no reply. Throw it at the wrong time and you just spent an action.
Duel techniques (Build 16)
Seven techniques for the Corner duel only (PvP and war never use them). You equip 2 on Character. Each technique works once per game and spends one action, like a tool. The book teaches level 1 (the instructor sells it for $5,000,000); level 2 costs $25,000,000 and level 3, $100,000,000.
| Technique | Level 1 / 2 / 3 |
|---|---|
| Aim | Your next attack is a sure hit; extra crit 0% / 50% / 100%. |
| Poison | Your next hit that lands poisons: 2.0% / 2.5% / 3.0% of max HP every 3 s, 5 times. Can knock out. Never crits. |
| Fury | Your next 3 hits that land deal Γ1.20 / Γ1.25 / Γ1.35 (after the crit, before the shield). |
| Dodge | The next attacks against you land at 45% of the chance (1 attack) / 60% of the chance (2 attacks) / 50% of the chance (2 attacks). A miss still brings the counter. |
| Haste | Your interval between actions is halved for 4 / 6 / 8 s. |
| Intimidation | The opponent's attack power becomes Γ0.72 for 8 s / Γ0.68 for 9 s / Γ0.65 for 10 s. |
| Second Chance | The next hit that would knock you out this game leaves you at 1 HP. Single level. |
- Two identical BIS (mirror): every pair lands around 47%; no technique decides it on its own.
The duel uses the same build and the same gear as war: Cria Builds applies here too.