6. Fighters: Growth and Training


In addition to defining a Training Plan, in Boxing Manager, a fighter’s attributes can be updated using a combination of a trainer’s own attributes, the fighter’s Potential rating and the amount of Experience Points (XP) that the fighter has acquired over the course of their career to date.

The combination of XP and fighter Potential can be used throughout the game to develop attributes that are underdeveloped or that may have deteriorated through injury, age or defeat.


As a fighters career progresses, with each fight they acquire XP. The better the opponent and whether they win, lose or draw determines the amount of XP a fighter receives after each fight.

Fighters accumulate XP with every fight.

XP works in two ways.

Firstly, XP can then be used to develop individual fighter attributes.page16image16887792

Secondly, XP that has not been used to develop fighter attributes grows in value with every fight that the fighter has. Thus XP increases like interest if the manager does not immediately use it to increase a fighter’s attributes.

A balance should be struck between using XP to update a fighters attributes after every fight and developing existing XP.

Fighter Potential

The Potential attribute determines the degree to which a fighter’s attribute can update during the course of the game. The more Potential the fighter possesses and the quicker or more effective a fighter’s training will be. Equally the cost (in XP) of Growth for each fighter relates directly to the fighter’s Potential.

The Potential attribute indicates the likelihood that a fighter’s attributes can develop through training. For example, a large amount indicates a high probability that they will develop as a boxer, a lower amount, that the fighter’s ability can develop but with less likelihood of doing so.

The Gym screen indicates the amount of Potential possessed by a fighter.

A fighter’s potential changes throughout the game. Age, results, as well as, training regimes and trainers and methods play a factor in the amount of change.

For example, a fighter can receive additional Potential after a fight. Whilst each fighter’s characteristics are unique to themselves, the chance of a fighter with a Potential of 15 receiving additional Potential after winning a fight is approximately 40%. A fighter with Potential of 9 would see around a 20% chance of extra Potential. Whilst a fighter with a Potential of 3 would have only 5% per winning fight of increasing their Potential.

A key factor in succeeding as a manager in Boxing Manger lies in balancing the use of Potential through training and using Growth whilst not using up Potential too fast in relation to topping it up through fight victories.

Development cost

A fighter’s attributes can be updated for a cost. The cost for each attribute change depends on the relative attributes of the fighter’s trainer.

Not only is the trainer important in determining the cost of attribute development, the fighter’s own Potential attribute comes into play.

As a fighter’s career progresses the cost of development increases in direct relationship to the decrease in the fighter’s Potential.

Thus, lower Potential = more XP required. Higher Potential = less XP required.

Youth Development

A trainer’s Youth Development attribute comes into play when using XP to develop a fighter’s attributes.

Trainers with higher Youth Development ratings will see attribute development considerably easier with younger/rookie fighters than those trainers who possess poor Youth Development ratings.

Once a fighter has moved beyond his first few fights, the effect of the trainer’s Youth Development rating will vanish.


Managers can both extend the size of their stable but also significantly influence the development of their fighter’s attributes using the TRAINING function.

In order for a fighter’s training to be set, the fighter’s current gym must employ a trainer. If the gym does not employ a trainer then the player cannot modify the fighter’s programme.

In instances where a training programme previously exists and the gym does not currently employ a trainer, the previous fighter’s existing plan will remain in operation. Thus, until a new trainer is employed by the gym, no changes are possible.

A fighter’s training programme can be defined or edited via the Fighter menu and the Gym option.

The training programme selected affects a fighter in two ways. Firstly on an ongoing basis a training programme can result in changes on a week by week basis. A manager will be informed of any change by an In-Tray item. The In-Tray item will inform them of the change to the attribute.

Training effects can also checked for at the time of a fight for the fighter(s) in question. The training programme can affect a number of elements of a fighter’s attributes.

Fighter training in Boxing Manager is accessed from the fighter screen and the GYM button.

Training Effects

The effects of training occur at two points in the game.

Each week the fighter’s potential and dedication are looked at in combination with their respective training programme and its history and potential for changes can occur there. The manager is notified of these changes within the In-Tray/News section.

The effects of training are also felt at fight time where the ability to change tactics and a fighter’s immediate fitness and stamina levels are directly affected by the choices of training programme in the period leading up to the fight.

Training Programme


Training here affects, to varying degrees, those attributes such as Punching PowerAggression and Chin.


When focussing on Ringcraft, the trainer will affect in some way the respective fighter’s Ring generalshipDefence and Punch Accuracy attributes. 


Stamina, fitness and occasionally Chin and Resistance can be affected by setting the Physical training programme.


Punch resistance, Chin and Stamina are all affected by the Resilience training programme.


The Strategy training programme affects the effectiveness of a fighter when changing strategy, style and tactics during a fight.


See Fighter potential.

Training Dedication

The rate at which the benefits of training are accrued by a fighter are determined to a significant degree by their Dedication rating as well as other game universe factors.

Training Intensity

There are four settings per Training area.

None: no training takes place for these attributes or skills. Those attributes or skills are at risk of seriously diminishing at this level of intensity.

Requires 0% effort.

Minimal– a small amount of training is dedicated when set to Minimal. Fighters with this level of training intensity can expect to see some diminishment on relevant attributes at this level.

Requires 10% effort.

Balanced– this level of intensity will most likely (but not always) see a moderate improvement of a relative attribute above its current level. Balanced intensity also allows for the potential of attributes to grow over the course of a fighter’s career.

The default setting for all training areas is Balanced. Requires 20% effort.

Intensive– the marked increase in effort requires this will guarantee an improvement of a relative attribute. Depending on game conditions and the fighter’s Determination and potential can also result in larger improvements as well as increasing the likelihood of permanent improvements to attributes.

Requires 30% effort.

Training Plans

Training plans can be set/changed at any time except in the last two weeks before a fight.

Changes to a plan are not advised in the last four weeks before the fighter has a scheduled fight. Any change in this period risks diminishing the effects of training in the previous period and is determined by each fighter’s Adaptability. All fighters will lose some benefits from a change in plan, some more than others.

Effort Levels

Effort level – In most circumstances a Training Plan cannot be saved if the total level of effort is greater than 100%. Where the effort is greater than 100%, the manager must lower training intensity in one or more areas for the Training Plan before the plan can be saved.

Moving weight divisions

Those managers who have a world champions in their stable can move a champion up a weight division.

Unlike in current times, with a multitude of weight divisions and sub divisions, only the best fighters of their era will ever become multiple weight world champions in the eight weight division of Boxing Manager.

The option to move weight divisions appears within the Matchmaker screen for all current champions who do not have a fight currently scheduled.

When looking to change weight, the likely changes to the fighter’s attributes as a result of moving up in weight are displayed in summary form. The most likely changes will occur to the fighter’s Box Office, Punch, Chin and Punch Resistance.

Until the fighter changes weight division the actual effect remains unknown. Once moved, the attribute changes are applied immediately. The likelihood of attribute changes being positive or negative are dependant on many factors such as Potential, Adaptability and Intelligence as well as some random factors.

Upon moving division the fighter loses their world title belt and becomes ranked at the new weight. This new ranking occurs at the time of the next ranking update, not at the time of the weight change. No guarantee exists once the fighter has moved weight that they will rank high enough to make an immediate challenge at the new weight.

Note: Once a fighter has moved they cannot move back to their previous division.

When a world champion moves up a weight and thus vacates their title, an interim champion is automatically created. They are considered as champion and their next fight will be for the title.