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UFC® Undisputed™ 2010
Join the official UFC® Undisputed™ community to manage your fight camps, participate in tournaments, and win great prizes: community.ufcundisputed.com
Ground Game Tutorial
The quickest way to get the fight to the ground is the Shoot Takedown. To perform a Shoot Takedown hold the Height Modifier and push the Ultimate Fight Control Stick toward your opponent. If your fighter is close enough they’ll grab on to the opponent’s waist or leg and a struggle will ensue. To win the struggle and secure the takedown rotate the Ultimate Fight Control Stick smoothly and swiftly. If you win you’ll find yourself in the top position on the ground.
If you think your opponent is going to try and perform a Shoot Takedown on your fighter, you’ll need to hold away from your opponent on the Ultimate Fight Control Stick. If you fail to do this and you find your fighter in a struggle, spin the Ultimate Fight Control Stick smoothly and swiftly to defend the takedown.
Clinch Throws are another means to get your opponent to the ground. There are a variety of Clinch Throws, from Pulling Guard to a German Suplex. Each fighter has different moves so know your fighter’s move set before attempting a Clinch Throw. To perform a Clinch Throw, hold the Technique button and perform a Minor Transition on the Ultimate Fight Control Stick.
Fighters that can Pull Guard may do so from nearly any clinch, including Over/Under Clinch and Single Collar Tie. Pulling Guard gets the fight to the ground, with your fighter in the bottom position. This is helpful if your fighter has good submissions off his back or if you’re good at controlling and reversing your opponents.
Body damaging Clinch Throws can be performed from the Body Clinches like, Double Underhooks or the Over/Under Clinch. These Clinch Throws can be deal damage to the body and are devastating over the course of a fight. These throws frequently result in your fighter ending up on top in the Side Control position.
Blocking a Clinch Throw is done using the same method for blocking a Transition. Hold toward or away from your opponent on the Ultimate Fight Control Stick to block a Clinch Throw. Savvy fighters can also reverse Clinch Throws, either negating a Pull Guard attempt or ending up on top instead of the bottom in a ground position. To reverse a Clinch Throw, flick the Ultimate Fight Control Stick toward or away from your opponent immediately after your opponent starts their Clinch Throw. The timing for reversing a Clinch Throw is very tight, but if you practice you can start thwarting your opponent’s throw attempts before you know it.
Off the Cage
If the fight moves to the Cage, your fighter can always perform another type of takedown by holding the Height Modifier and pushing the Ultimate Fight Control Stick toward your opponent. Depending on your fighter’s move set you can also perform Clinch Throws from the various clinches against the Cage. The control method is the same: to perform a Clinch Throw from the cage, hold the Technique Button and perform a Minor Transition on the Ultimate Fight Control Stick. Remember to check your fighter’s moves list to make sure he’s got the moves you want!
Being on Top vs. Being on Bottom
When fighting on the ground you usually want your fighter to be on top. Being on top means your fighter has more ability to finish the fight via damaging strikes. Being on bottom means your fighter has limited striking options, none of which deal very much damage. Typically, top fighters also have more submission options as well as transitions that move them to even more advantageous positions.
When on top you want to be striking your opponent from postured positions, looking for Submission opportunities, and improving your position. You can finish the fight! Go for it!
When on the bottom, you should use Minor Transitions to bring your opponent into a Down position and limit his striking ability. Once your opponent has been brought into a Down position, use Major Transitions to greatly improve your position or to kick the opponent off of your fighter completely.
Major and Minor Transitions
A Minor Transition is a quarter-circle motion on the Ultimate Fight Control Stick, starting straight up or down, then rolling toward either the left or right. Use Minor Transitions on the ground to move into and out of Down positions. For example, moving as the top fighter from Mount Down to Mount, or moving as the bottom fighter from Side Control to Half Guard Down. The motions are shown below:
A Major Transition is a greater-than-quarter-circle motion on the Ultimate Fight Control Stick. Typically, use Major Transitions to improve your ground position by moving from one position to an entirely different one. For example, moving from Open Guard to Half Guard as the top fighter, or kicking your opponent off of you as the bottom fighter from Half Guard Down. The Major Transition motions are shown below:
The initial direction you utilize to begin your Transition command has an effect on the position to which you transition. A Transition can move a fighter to the left or right depending on whether the Transition started to the top or bottom of the Ultimate Fight Control Stick. Transitioning to the left or right is the difference between going from Side Control to Mount or from Side Control to North South. Be aware of which direction your fighting is Transitioning in, as not all positions are created equal.
Technique Transitions are special Transitions that use the Technique Button. These are frequently some of the more esoteric or discipline-specific techniques featured in the game. Different for each fighter, Technique Transitions can provide quicker avenues to positions, like going from Open Guard straight to Side Control. Alternatively, they can provide access to completely new positions like Rubber Guard and Salaverry. To perform a Technique Transition, hold the Technique Button and perform a Minor Transition on the Ultimate Fight Control Stick.
Posturing Up and Rocked Positions
After you’ve used a Minor Transition to get out of a Down position, you’ll notice your fighter is still lying down on top of his opponent, unable to deliver fight-ending strikes. You’ll need to Posture Up to pose any real striking threat to your opponent. To Posture Up, hold the Left Analog stick in any direction. Striking while postured up can deal significant damage to your opponent; so much so that your opponent can even become Rocked. If your opponent does get Rocked, don’t let up! Keep striking to finish the fight.
Be careful when your fighter does Posture Up though. UFC® Undisputed™ 2010 uses a new Passive Transition Defense system to help prevent the opponent from escaping your control. When your fighter is Postured Up, however, the passive Transition Block is much less effective, and the opponent can more successfully perform Transitions and stand up! Passive Transition Blocking works best when your fighter is on top but not Postured Up; the trade-off is that your most powerful strikes are from Postured positions.
Blocking and Reversing Transitions
To perform a Transition Block, hold either toward or away from your opponent on the Ultimate Fight Control Stick. Consistently performing successful Transition Blocks depends on your fighter’s Ground Grapple Defense and your opponents Ground Grapple Offense. Be careful though; while performing a Transition Block your fighter is unable to defend against strikes. Keep your defense balanced between blocking both Transitions and Strikes to survive a fight on the ground!
To perform a Transition Reversal, flick toward or away from your opponent immediately after they perform a Transition. Reversing a Transition usually causes your fighter to end up in a dominant position. Time your Reversal attempts right when your opponent begins their Transitions. The timing for Reversals is very strict, but once you get it down your opponents will despair at being on the ground with you!
Off the Cage
You should always be aware of how close the fight is to the cage. When some fighters are in a bottom position and close enough to the cage, they can perform a Technique Transition to Transition using the Cage. Transitions off the Cage result in position reversals where the opponent on the bottom is now the opponent on the top! Refer to your fighter’s individual moves list to see if he has any available Cage Transitions.
Starting a Submission
Fighters have a lot of chances to perform a Submission and end the fight. Fighters on top in a ground position have more chances to start a Submission than fighters on the bottom. From any top position, click in on the Ultimate Fight Control Stick to start a Submission. If your fighter is on the bottom in any “Down” position (Open Guard Down, Half Guard Down, and Mount Down), you may be able to click in on the Ultimate Fight Control Stick to start a submission. If your fighter is not in a Down position but still on the bottom you can catch a strike thrown by your opponent to perform a Submission from most positions. Click in on the Ultimate Fight Control Stick right when the opponent throws his strike to attempt this. Try to get the timing down right!
Finishing a Submission
Once your fighter has initiated a Submission, rotate the Ultimate Fight Control Stick smoothly and swiftly (also known as ‘shining’) to lock it in. Finishing a Submission depends on a number of factors. It depends on how fast you can ‘shine’, how fast your opponent can ‘shine’, your Submission Offense, your opponent’s Submission Defense, the position from which the submission is being attempted, which submission is being attempted, your energy, and your opponent’s energy.
Once you start a Submission your energy begins to deplete. You can only ‘shine’ for as long as your fighter has the energy to do so! Your opponent’s energy will also deplete and his defense is only effective if his fighter has enough energy to fend you off.
A high Submission Offense and a fast ‘shine’ is a surefire way to make sure opponents tap out quickly. Just make sure you know who you’re fighting against. A high Submission Defense and an equally good ‘shine’ could put a damper on your plans. Try getting your opponent to expend some Energy before going for that submission!
You ‘shine’ to defend a Submission too. Defending a Submission depends on how fast your opponent can ‘shine’, how fast you can ‘shine’, your opponent’s Submission Offense, your Submission Defense, the position from which the submission is being attempted, which submission is being attempted, your opponent’s energy, and your energy. Struggling too much on the ground can leave you a prime target for a Submission. Take your time if you’re on the bottom and let your energy regenerate as you try to get your opponent off of you.
Several Submissions can be changed, mid-Submission, into another Submission. Some fighters have the ability to turn an Armbar into a Triangle Choke. Others can turn a Kimura into an Armbar. There are many Submission Switches in UFC® Undisputed™ 2010 and you’ll have to check your fighter’s move set to see which Submission Switches, if any, that they have.
To perform a Submission Switch, hold the Technique Button and click in the Ultimate Fight Control Stick. The advantages of a switching your Submission come from confusing your opponent; switching their controls, and a chance of being closer to completing the Submission. When you perform a Submission Switch it makes the defending player need to rotate the Ultimate Fight Control Stick in the opposite direction they were originally rotating. Switching Submissions can leave you closer or farther away from completing a Submission but often times this is a gamble worth taking!
Submissions can be performed from any Rocked position on the Ground. Submissions performed while an opponent is Rocked are much more effective and easier to finish.
UFC® Undisputed™ 2010 includes the concept of Flash Submissions. Flash Submissions still require you to ‘shine’ but you only need to ‘shine’ a tiny bit. A Flash Submission is near inescapable. There are many ways to increase the chances of a Flash Submission; see if you can figure them all out!
In UFC® Undisputed™ 2010's Career Mode you start out as an amateur fighter, testing the waters before making the jump to professional. Once you turn pro, you'll need to put together an impressive record to get the attention of Dana White and the UFC®. Should you make it into the UFC®, your goal is to win the title and ultimately get into the UFC® Hall of Fame.
Along the road to the top, you'll need to increase your fighter's Skills and Attributes through Sparring and Training Sessions. You can also learn new moves, one at a time, by training with other camps through Camp Invite sessions. Performing each of these actions increases your Condition heading into a fight, but it also increases your fighter's Fatigue level. Managing Condition vs. Fatigue as well as which Attributes, Skills or Moves to learn is in your hands.
In order to gain the most out of your Training or Sparring Sessions, you'll need to upgrade your Sparring Partners and Training Programs. To do this, you'll need to gain CRED. CRED is primarily gained by taking fights, but you can also earn it in other ways which are detailed in the CRED & Popularity section of the Career Help menu.
Amateur Fights & Difficulty Setting
Amateur fights give you the opportunity to face off against opponents on various difficulty settings before turning professional and starting your career. When you turn professional, you will be required to select a difficulty setting to play the rest of your career on.
The level of difficulty you select affects the amount of possible points that can be obtained towards the progression of your fighter's abilities. A harder difficulty setting means harder opponents, but it also means you have the chance to earn more points towards your fighter's progression.
Use the time as an amateur to test out the difficulty settings and choose the level most appropriate for your skill level.
The Calendar Menu is the central location of the Career Mode. From the Calendar Menu you can Train to increase Attributes, Spar to increase Fighter Skills, Train with Camps to learn new moves, Rest to recover some Fatigue, select a Game Plan to provide a temporary boost to skills for your next fight, or select Action to perform a previously scheduled event such as a booked fight or other activity.
All actions you perform take a week out of your schedule. When you sign to fight an opponent, you have a limited amount of time to prepare for your bout. It's up to you to balance the progression of your fighter's abilities versus his overall Fatigue and Condition levels.
The Info Menu allows you to see the latest news about your fighter and the MMA world around him.
On the UFC® page, you can view the latest headlines, upcoming event cards or the results from the latest UFC® event. On the Mail page, you can review the mail items you've received. On the Fighter's Only Page, you can check out the latest MMA rankings, see where you stand in terms of Popularity amongst the fans, or see who won MMA Awards from the previous years. On the Sponsors Page, you can view all the available sponsors and sponsor items, their rank and your standing with them, as well as the conditions to unlock them.
My Trainer Menu
The My Trainer Menu allows you to get tips from your trainers on areas in which you can improve or what you are doing well. Your trainers will also give you tips on what your scheduled opponent's strengths or weaknesses are heading into your fights. In addition to Career Advice, you can also review the Career Help contents and topics.
My Fighter Menu
The My Fighter Menu allows you to view all the information about your fighter as well as enter the customize menu to customize the look of your fighter.
View statistical information such as your Attribute and Skill levels, the Techniques you've picked up from training with other camps, the awards you've won during your career, the relationships you have with other fighters as well as your overall win/loss record.
The Customize Menu allows you to change your shorts, add/remove sponsors from your shorts, banner, or post fight clothing and change some aspects of your fighter's look.
Fatigue & Condition
Fatigue is the overall stamina that your fighter has. By participating in actions such as Training, Sparring or Camp Invites, your fighter gains Fatigue. The more Fatigue you have, the less productive your sessions become. In order to reduce Fatigue, you must choose to Rest. Fatigue carries over into your fights and affects your Attributes. High Fatigue will cause your Attributes to be slightly reduced during your fights as well as your Stamina levels and regeneration in between rounds.
Condition is the overall physical state your fighter is in. By participating in actions such as Training, Sparring or Camp Invites, your fighter gains Condition. The more Condition you have, the better your fighter will perform heading into each of his fights. Higher Condition provides a boost to your Skills, while a lower Condition level cause your Defensive Skills to be slightly reduced.
In order to go into your fights well prepared, it's important for you to balance your Condition and Fatigue levels in order to perform at your peak. Close to 100% Condition and 0% Fatigue is the best way to ensure you’re getting the most out of your fighter’s performance.
CRED & Popularity
CRED is your fighter's credibility and determines when Training Programs and Sparring Partners become upgradable. You receive CRED primarily from fights, however you can also receive CRED through your actions. Positive responses when being interviewed add to your CRED while negative responses add to your Popularity. If you are a member of an Online Camp, you can train with one of your campmates once between each of your fights to receive additional CRED.
Popularity is how the fans perceive your fighter and determine when new Sponsorship opportunities become available. You can Popularity by winning fights in convincing fashion. You can also gain Popularity through your actions as noted above. Negative responses will get you Popularity increases, however it will affect your standing with fighters.
Increasing your Attributes
You can increase your Attributes by selecting Training from the Calendar Menu and selecting the Attribute you would like to Train. Once you select the Attribute you want to train, you can set the intensity level of the session to either: Light, Moderate or Intense.
The three levels of intensity offer different levels of stat increase at different levels of Fatigue increases. Intense sessions provide the biggest increase at the highest Fatigue cost. As you get closer to your fight, it becomes more beneficial to train lighter in order to prevent your fighter from being Fatigued heading in while maintain his Condition.
Your Attributes are capped by the level of your Training Program. In order to increase the cap, you need to upgrade your Training Programs. This can be done by increasing your CRED. After reaching an upgrade milestone, you are offered the ability to upgrade a Training Program or a Sparring Partner.
Increasing your Skills
You can increase your fighter's Skills by selecting Sparring from the Calendar Menu. There are two types of Sparring Sessions: Free Sessions and Focused Sessions.
Free Sparring allows you to participate in a live session where you are able to work on whatever you like during the session in a mock-fight against your sparring partner. After the session is up, you are graded on your actions versus your partner’s actions. Based on the level of success, your sparring partner's level, the difficulty setting and your Fatigue coming into the session, you are awarded a number of points which can be assigned to any of your Fighting Skills.
Focused Sparring allows you to participate in a live session where you are given the opportunity to focus on one of five areas: Stand Up, Clinch, Takedowns, Ground-And-Pound, and Grappling/Submissions. In focused sessions you are awarded more points for performing actions which correspond to the selected area of focus. Points earned can only be spent in the skills associated with the area of focus. All points must be spent and do not carry over to the next session. Points earned through Focus Sparring can be used to level up a skill without a skill up cost, making Focused Sessions more valuable as your skills increase. Focused Sparring sessions however can only be performed once between each of your fights.
You can also choose to perform Auto for either Free or Focused Sparring sessions. Auto sessions allow you to skip the gameplay session and simulate the results for a reduced point which can be spent.
Weight Class Changing
If you've dominated one division, try moving to another! After you win the title in one division and defend the title a few times, you may be given the opportunity to change to a new division. Changing to a new division will require you to give up your belt in your old division and is a permanent move.
If you decline the option to change divisions and continue to hold onto the belt, you may be presented with a special matchup. After the special matchup occurs, you are presented with another opportunity to change divisions. Again, the change will require you to give up your belt (if you retain it) and is a permanent move to the new division.
Camp Invites & Learning Techniques
You can learn new Technique Moves by participating in Camp Invites. Select Camp Invite from the Calendar menu, then select the camp and move you wish to learn. Some moves may require that you obtain other moves or skill levels first. Once you choose to learn a move, any moves that contain the same control input will become unavailable, so choose your moves carefully.
Each move available through Camp Invites can be increased in terms of proficiency. Proficiency levels range from 1 (known) to 3 (world class). In order to increase proficiency levels, you must complete multiple camp sessions with the move.
The task required for you to obtain or increase a moves proficiency depends upon the type of move that you are attempting to gain or increase. Striking moves require you to hit pads or spar, while grappling moves require you to perform grappling actions such as takedowns, transitions or submissions during a sparring session.
During the gameplay session, you are required to perform a task. Performing the task gives you points towards the progression of the move. If you include the move as part of the required task, you'll gain extra points towards the moves progression. Use what works best for you and try to work the move into your training.
Sponsors allow you to customize the look of your fighter's clothing and attire. By wearing or representing Sponsors during your fights, you can gain extra CRED towards unlocking progression-based upgrades.
Each Sponsor has a commitment level. By wearing or representing a Sponsor during your fights you can increase your commitment level with that Sponsor. Higher commitment levels mean more CRED rewards and more available items, logos or gear.
There are five levels of commitment for each Sponsor. Wearing or representing a Sponsor during your fights increases commitment levels, while losing several fights in a row may cause a sponsor to lose interest in you. In order to reach level 5 with a Sponsor, you'll have to manage your Sponsors wisely in order to keep everyone happy.
To place sponsors or change your fighters look in other ways, head over to the MY FIGHTER section.
Activities provide you with an opportunity to affect your Popularity or standing with other fighters in the weeks leading up to your fights. There are three types of Activities: Attending Events, Pre-Fight Interviews or Press Workouts.
Attending Events allow you to watch and make predictions on upcoming fight cards that you are not participating on. Occasionally you'll receive emails offering you the chance to attend an event and make predictions on the fights. Everyone loves a winner, so making correct predictions increases your Popularity level.
Pre-Fight Interviews allow you to make statements about your upcoming fight or opponent. Respect your opponents for a CRED and Positive Relationship increase, Disrespect your opponents for a Popularity and Negative Relationship increase, Address the Fans for a moderate increase to Popularity or give a General Response for a moderate CRED increase.
Press Workouts allow you to gain an increase to your Popularity. When presented with the opportunity should you accept, the UFC®'s Rachelle Leah will come to your gym and film a workout session. The workout is a sparring session between you and your sparring partner where based on your success in the session, you'll receive an increase to Popularity.
Gaining Friends & Rivals
In UFC® Undisputed™ 2010 you have the opportunity to create Friends and Rivals. This is accomplished by the actions and choices you make throughout your career. Through Pre and Post Fight Interviews you can make Respectful or Disrespectful comments about fighters, during championship weigh-ins you can make Respectful or Disrespectful gestures towards opponents, you can also increase your standing with fighters by training at their camps.
When fighting against a rival, you will receive both a CRED and Popularity increase after the fight. Friends, on the other hand, will provide you with a boost to Technique Progression when training at a friend's camp.
You can view your standing with fighters by going to the My Fighter section and viewing the Fighter Relationship tab.
You'll need to manage your Skills and Attributes more closely this year as neglecting to train will lead to Stat Decay.
Each Skill and Attribute is represented as either Stable or Decreasing, this is represented as either Stable or Decreasing on the Stat Bar and through two stages: Stable and Decreasing. Each week the Stat Bar depletes by a small percentage. When the Stat Bar is empty, the Stat will enter the Decreasing stage and will decay by 1-2 points each week. You can replenish the Stat Bar by training the Stat or putting a skill point into the Stat.
As you delve further into your career, the number of weeks before the Stat Bar depletes and the Stat enters the Decreasing stage is shorter, so you'll have to watch and manage your Stats carefully to keep them up to par.
There are three Proficiency Levels that once a Stat crosses, it will no longer decay past that point. Once you’re Stats cross 30 they will no longer fall below 30. This also occurs at 50 and 70.
Are you a Kickboxer who lacks Jiu-Jitsu skills but are scheduled to face a BJJ expert? Setting up a Game Plan will allow you to gain a temporary boost to those skills heading into your fight. There are several types of Game Plans which can affect each of your Attributes or Skills. Choosing a Game Plan will take up a week on your schedule, but it will allow you to gain a boost to your skills that you may not want to permanently increase.
Throughout your career you have the opportunity to earn several awards. In addition to the standard Fight of the Night, Submission of the Night and KO of the Night awards that you can win for both WFA and UFC® events, you can also earn Fight of the Year, Submission of the Year, KO of the Year and Fighter of the Year as well. You are given a CRED increase if you receive either an Of the Night or Of the Year award.
In order to enter the UFC® Hall of Fame, you'll need to clear the following conditions:
1) 25 or more UFC® wins.
2) Won a UFC® Championship in any division.
3) Defended a UFC® Championship 5 or more times.
4) CRED level of 50000 or more.
5) Popularity level of Superstar.
6) Fought in a Champion vs. Champion fight.
Your Fight Camp
When you first head online and create a Fight Camp you start by choosing a Name and creating a Banner. The Name you choose for your Fight Camp is permanent so make sure it’s something you want to fight under for a while. The Banner you choose for your camp is customizable after the camp has been created so feel free to mix it up and change your Banner every now and again. You can only belong to one Fight Camp at a time so make sure it represents you and your fighters!
Inviting New Members
In order to make your Fight Camp grow you need to invite new members. You can invite new members from the Camp Gym Menu. As the Team Captain you have the privilege of inviting anyone on your friends list. Any players you’ve promoted to Trainer can also invite members from their friend lists to the camp.
Accepting Invites to a Camp
If you don’t belong to a camp you can be sent invites from Captains and Trainers in other camps. If you have any invites you’ll see them when you select Xbox LIVE/Online Camp from the Main Menu. You’ll see a list of all the camps that have sent you invites, press X to check a box and either accept or decline the invite. You can only belong to one camp at a time so choose which invite you accept carefully!
Fight Camp Ranks
Players that belong to a Fight Camp fall into one of four Ranks. The Ranks and their privileges are listed below.
Team Captain –
The Team Captain is often the creator of the Fight Camp. The Team Captain can invite new members, remove members, promote members up to the Team Captain Rank*, demote members, disband the camp, edit the Message of the Day, and edit the Camp Banner. The Captain’s fights count toward the camp’s stats.
*There can only be one Team Captain. If a player gets promoted to Team Captain the old Team Captain is demoted.
Trainers can also invite new members to the camp and remove members from the camp. They can promote players to the Rank of Trainer and demote players as well. They can also edit the Camp Banner and the Message of the Day. Their fight results count toward the camp’s stats.
Most players in a Fight Camp will be Members. Members have no management privileges but their fights count toward the stats of the camp.
Recruits are where everyone starts. This is the probationary period allowing the Team Captain and Trainers evaluate the player’s performance before granting them full privileges or giving them the boot. The Recruit’s fight stats don’t count toward the camp stats so they can participate in fights without it affecting the Fight Camp Leaderboards.
Message of the Day
The Message of the Day is a message that runs through your camp members’ Ticker display. The message can be checked through the Camp Gym Menu as well. The Captain and Trainers can leave notes about training sessions, sparring times, or just write encouraging fluff for the Message of the Day!
Free Sparring give players a space where they can practice moves, strategies, submissions, etc. in a safe environment where there are no round limits, knockouts, or rocked events. Players can view the control inputs from both players and see how much damage different moves inflict. Having trouble defending yourself against the cage? Trying to figure out the best times to sway or headkick someone? Ask around in your camp and have someone teach you in Free Sparring!
If you’re looking for an edge in your Career Mode you can pick up a little extra CRED learning the ropes in your Fight Camp. Working on specific striking and grappling programs with your campmates can earn you extra CRED. CRED governs when you get new training equipment and sparring partners so every little bit can make those benchmarks come faster.
Training Sessions don’t take a week from your Career. They also don’t increase your fatigue, Training Sessions are completely free so make good use of them along with the other members of your Fight Camp!
You can easily talk to other Fight Camp Members by starting a Chat Session from the Camp Gym Menu. This allows you to communicate with campmates that aren’t on your friends list!
Fight Camp Exhibition
By choosing Fight Camp Exhibition from the Camp Gym Menu you can fight against other camps. Your wins contribute to your Fight Camp’s stats and help to move up the Leaderboards.
Fight Camp Milestones
Fight Camp Milestones are goals that your camp can strive for collectively. Whether it’s getting a certain number of members on a win streak or keeping your win percentage high among members the better your camp is doing the more Milestones you’ll have unlocked!
Winning is the way you raise the stature of you and your camp. The more you and your campmates win through Fight Camp Exhibition the higher your Fight Camp will be on the Leaderboards!