GONG!Boxing Life On Google PlayFree download

Gong! / Guide

In the ring

Distance, stamina, moves and skill paths: the basics that win fights.

How a fight works

Fights are played turn by turn. Each turn you pick a move, and so does your opponent. Between rounds you go back to your corner. Official bouts end by knockout or on the judges’ cards; there are no draws.

The fight screen: both fighters’ health and stamina at the top, your moves at the bottom
The fight screen: both fighters’ health and stamina at the top, your moves at the bottom

At the top of the screen you get a read on your opponent’s next move, for example “Foe: Slip · read 47%”. The higher your Technique, the more you can trust that read.

Distance: far, mid, close

Every punch has a range where it works best. Thrown from the wrong range, it lands less often. Step in and Back off move you one step.

Punches

MoveStaminaDamageAccuracyBest range
Jab2586%far / mid
Cross4976%mid
Hook51266%mid / close
Upper61556%close
Body4776%mid / close · also drains the foe’s stamina

Throwing different punches back to back builds a combo bonus. Body shots do less damage but drain your opponent’s stamina, which pays off in long fights.

Defence and breathing

MoveStaminaWhat it does
Guard0Cuts incoming damage by 60%.
Slip3If it works, your next punch is a counter (+30% damage).
Step in / Back off1Moves one step: far, mid, close.
Breathe0Spend a turn breathing: +10 stamina.

Out of stamina, you can’t punch. Learn when to breathe and when to sit behind your guard; even the best fighters don’t throw every turn.

Getting knocked down

Go down and the referee starts counting. Hit the timing during the count and you get up. Your Chin widens the get-up zone.

Stats

StatWhat it does
PowerPunch damage
SpeedYou strike first; harder to slip
StaminaStamina pool in fights
ChinCuts damage, helps you get up
ReflexesSlip chance
TechniqueAccuracy, clean shots, reading foes

Skill paths

Levelling up gives you skill points. There are three paths with five skills each; to unlock a skill you need the one before it on the same path. Skills open at levels 2, 3, 5, 8 and 12 and cost 1, 1, 2, 2 and 3 points.

Slugger · Brawler · power and pressure

LevelSkillEffect
Lv 2Tank+1 Power. Damage taken -5%.
Lv 3SledgehammerYour next hook or uppercut deals +40% damage.
Lv 5Fury+20% damage while below 35% health.
Lv 8Body HunterBody shots deal +25% damage and drain twice the stamina.
Lv 12Iron FistYour next cross, hook or uppercut breaks the guard: +60% damage, +15% accuracy.

Outboxer · Technician · range and counters

LevelSkillEffect
Lv 2Elusive+1 Reflexes. Slip chance +5%.
Lv 3Butterfly StepA free step back. Your next slip is certain.
Lv 5Jab MachineJab costs 1 stamina. Jabs at long range deal +20%.
Lv 8Counter MasterCounters after a slip deal +60% (normally +30%) with +25% accuracy.
Lv 12Sting Like a BeeFor 2 turns every jab lands twice.

Balanced · Master · ring IQ and grit

LevelSkillEffect
Lv 2RhythmCombo bonuses +10%.
Lv 3Ring IQSee the opponent’s move for certain for 2 turns.
Lv 5Second Wind+8 stamina in the corner. Breathing gives +14 (normally +10).
Lv 8Iron ChinGet-up zone 1.5× wider on the count. +10 health when you rise.
Lv 12Champion’s HeartOnce per fight: +20 health, half your stamina back, +10% accuracy for 2 turns.

Bosses and special moves

Bosses have a special move. They warn you first with a line (loosening a tie, covering up), and the right answer usually shows on screen as a hint: slip, guard or back off.