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Fight
Put the pen down and fight. Wave after wave of red ninjas, your bare hands, and a lot of kicks. Free, in your browser, on your phone or computer.
On a phone, hold it upright for Fight. The fighters are bigger and your thumb reaches the whole arena. (The running modes are the other way round: turn the phone sideways to see further ahead.)



How to fight
Tap an enemy
He flashes in and hits. Where you tap matters: the head, the body, or the legs to sweep them off their feet. Keep tapping and the hits chain into a combo.
Draw a path
Drag a line and he dashes along it, kicking the first enemy he reaches. Great for crossing the arena fast. Each dash uses an ink drop, and the drops refill.
Counter on the gold !
When an enemy winds up, a gold ! shows the moment to strike. Hit them right then and their blow never lands, time slows, and yours hits twice as hard.
Your ultimate
The round button fills as you fight. When it glows, tap it. The Tornado kick spins into the nearest enemy and one more beside them. Or learn the Ground slam (1,200 coins): a great leap and both fists into the ground, throwing everyone near into the air.
On a computer: click an enemy to hit, click and drag to dash, and press E (or click the round button) for your ultimate. P pauses.
What comes at you
Enemies drop in one at a time and fight back with punches, kicks and sweeps of their own, and each wave brings more of them, faster.
- Fighters in red trade blows up close. Quick ones in orange hit sooner.
- Shield fighters keep their guard up until you break it.
- Archers shoot from the edges, and mages in blue throw ink orbs that follow you. Tap an orb to hit it straight back.
- Brutes hit hard, and shadow ninjas vanish and reappear with a flying kick.
- From wave 6, elites in deep red don't flinch mid-swing: only a counter stops them.
From wave 4 they get tougher every wave, with more health and harder hits. They get smarter too: new ones come in on the side with fewer of them so you end up surrounded, they hit straight back if they catch you finishing a blow up close, and archers aim where you're running, not where you are.
Every fifth wave ends with a warlord (see the four below). Beat him and that wave becomes your checkpoint, so next time you can start from the wave after it. Leave in the middle of a fight and it waits for you: Resume fight picks up at the start of that wave.
The fight also moves on: every five waves you land in a new world, from Bamboo Valley through the Red Desert, the Snow Peaks and the rest, all the way to the Mist Caves.
The four warlords
They come in this order, one at the end of every fifth wave, then all four again, each tougher than the time before. His name and health show at the top of the screen. Beat one for the first time and you win his trophy to wear: the Iron Brute's helm, the Bow Master's green, the Shadow Lord's smoke trail and the War Chief's red band. They can't be bought, only won.

Iron Brute wave 5
Raises both fists and pounds the ground. Jump the shockwave, or counter him as he winds up.

Bow Master wave 10
Keeps his distance and looses three arrows at once. Close in fast with a dash.

Shadow Lord wave 15
Vanishes in smoke, flying-kicks you, then kicks again from your other side.

War Chief wave 20
Shouts "To me!" and calls in quick fighters every few seconds. Beat him before the crowd grows.
What you start with
Every fighter starts with the jab, uppercut, roundhouse, knee, sweep, flying kick, air kick and stomp. Tap an enemy's body and he throws a combo: jab, jab, a kick, jab, uppercut. Tap high or low to change the blow.
Every three hits in a row raise your combo by one, up to x9. A long streak scores more for every knockdown and hits harder too, and it ends the moment you're hit.
Grow your fighter

Everything for your fighter is bought with coins in the Shop, under Fight: ultimates, the moves to learn, skills you buy once and upgrades you level up.
Skills
- Finisher: a blow that leaves an enemy under 20% health finishes them (not warlords).
- Steady feet: hits no longer knock you off your feet.
- Last stand: once a fight, the blow that would knock you out throws everyone off you and leaves you on a quarter of your health.
- Shadow step: every third dash is free and stuns everyone near where you land.
Upgrades
- Power: 10% more damage a level, 5 levels.
- Toughness: 20 more health a level, 5 levels.
- Dash drops: an extra dash drop.
- Air time: another hit before you land.
- Swiftness: 8% faster into each blow a level, 3 levels.
- Sharp eye: a wider moment to counter.
- Fury: your ultimate charges faster.
Ranks
Every mission you finish is a star, and every 3 stars is a new ninja rank: Initiate, Genin, Senior Genin, Chunin, Senior Chunin, Jonin, Elite Jonin, Shadow Guard, Kage and Legend. Your rank shows as a metal plate on your headband, bronze for a Genin, silver for a Chunin, gold for a Jonin. Each new rank pays coins, and higher ranks open new ultimates to buy.
Ultimates
Your ultimate sits on the button beside your health. Fighting fills it; when it's full, let it go. Buy ultimates in the Shop, under Fight, and pick which one you use there.
| Ultimate | What it does | Opens at | Coins |
|---|---|---|---|
| Tornado kick | A spinning leap at the nearest enemy, then the one beside them. | From the start | Free |
| Ground slam | A great leap and both fists into the ground: everyone near is thrown into the air. | From the start | 1,200 |
| Spinning blade | He spins from enemy to enemy, cutting up to four in a row. | From the start | 1,500 |
| Shuriken Rain | A leap, and a rain of exploding shuriken: five on every enemy in range, and more all over the ground. Every star bursts where it lands. Nothing blocks them. | Chunin | 1,400 |
| Whirlwind | Everyone near is pulled in, then upside down on his hands, legs sweeping round: four spins that kick them into the air. | Senior Chunin | 1,600 |
| Shadow Clone | A shadow copy appears behind the enemy in front of you and fights for 10 seconds, hitting as hard as you, so they're caught between you. | Shadow Guard | 2,000 |
Under Build in the Shop, in Effects, a Finisher changes how the last blow of each wave looks: an ink burst, a sakura storm, a paper tear, a bolt of lightning, gold rain or fireworks.
Moves you can learn
Coins from any mode buy new moves in the Shop, under Fight. Each one comes out by itself at the right moment, so there is nothing to memorise.
See every move in action, from the wind-up to the blow.
| Move | What it does | Coins |
|---|---|---|
| Cross | A straight punch nobody can block or dodge. | 100 |
| Elbow | Smashes a raised guard in one blow. | 150 |
| Axe kick | The heel chops down on someone who is dazed or down. | 250 |
| Spin kick | A full turn that kicks everyone around you. | 350 |
| High kick | Tap a head and it launches them into the air. | 400 |
| Knee drop | Come down on someone knee first. | 400 |
| Back kick | Kicks an enemy behind you without turning round. | 600 |
| Hammer fist | Both fists down on a group: the ground shakes. | 600 |
| Juggle | Kick a body again while it is still flying. | 700 |
| Dragon kick | The sixth hit in a row becomes a leaping double-spin kick. | 1,500 |
Tips
- Hold your phone upright. Fight is made for portrait.
- Watch for the gold !. A counter stops the hit coming at you and fills your tornado kick faster.
- Save Whirlwind for when they surround you, and Shuriken Rain for when they spread out.
- Surrounded? Draw a path out, or tap high on one of them and fight from the air.
- When your screen edges pulse red, you are low on health. Back off with a dash before the next wave.
- After a fight, the results card replays your best moment and the K.O. Tap Make clip to turn it into a short video, or Share for a picture of the fight.
- Fights started from wave 1 go on the Fight leaderboard. Tap Ranks on the results card to see where you stand.
- Every knockdown and every wave cleared earns coins. Reach wave 5 for the Street fighter badge and wave 10 for Last one standing.