🥊 DrawFight
DrawArenaMine
🥋 The Director's Dojo📜 Rules
This service runs on free AI credits: drawings are sent to AI models for judging and may be used for model training — please don't include personal information. Judging may pause temporarily when credits run out.

Rules of the Ring

The rules are simple: whoever's still standing wins. Read it twice if you must.

Deciding the winner

・Drop your opponent's HP to zero = win.

・After 20 rounds, the higher remaining HP percentage wins.

・From round 12, fatigue sets in: damage climbs and healing fades each round — stalemates always collapse.

・A big enough speed gap grants a chance at an extra half-damage strike (Swift).

Counter cycle

Slash→Magic→Blunt→Pierce→Ranged→Mech→Beast→Sonic→Boom→Whip→Slash

Follow the arrows: the countering side deals ×1.25 damage.

Choose a tactic for this fight—your one decision before the bell.

Assault beats Setup · Counter beats Assault · Setup beats Counter

Assault

Seize tempo and disrupt preparation.

Counter

Hold your ground and punish aggression.

Setup

Prepare a play that breaks passive counters.

Ultimate

Grade rates the drawing, not power. Stats, profession moves, weapons, and this fight's tactic decide the result.

VanguardOverrun
DuelistGrand Finale
GuardianLast Bastion
SkirmisherKill Zone
ChannelerCataclysm
TricksterReversal
Field MedicSecond Wind
ArtificerOverclock

House rules of the arena

・Whoever drew a backdrop hosts the fight — the defender's turf wins, and their card gets the home stamp. Pure showmanship; no stat bonus.

・Two wins in a row earns a streak badge, and a draw breaks it. Wearing one is an open invitation to be ended.

・Rankings track win streaks and win rates (rates need at least three battles). Anyone still on the arena can be challenged straight from the board.

Skills (judged from your drawing, one of ten)
Armor Break

Every hit ignores 24% of defense

Chain Stab

25% chance of an extra half-damage strike

Crushing Blow

20% chance to stun for a round

First Strike

Always moves first; opening hit ×1.35

Forbidden Chant

Charges every 3 rounds; next hit ×3

Phantom Dodge

Greatly increased dodge

Iron Wall

Damage taken −10%

Taunt

Enemy misses 12% of the time

Unkillable

Heals 1.5% max HP each round

Last Stand

Below 30% HP, attack +40%

Extreme stat builds hide their own perks. The Director won't tell you what they are.