Sources, ratings & career scoring
Cagemaxxing is an independent MMA career draft game. Every grade is a game-model output. Recorded inputs are distinguished from estimates; the model is not a validated fight predictor.
Roster and source coverage
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The 300 active cards are a dated editorial shortlist from a UFC roster snapshot. Selection prioritizes the official UFC Meta rankings, recognizable headliners and contenders, then UFC career depth, with enough fighters in every playable division. It is not a verified follower-count ranking or a live eligibility feed. Statistical inputs come from linked official UFC athlete profiles, checked September 23, 2026. Rosters and profiles can update at different times.
300 selected active fighters · Selection review and excluded names · Ratings, inputs, estimates and source URLs
How grades are calculated
Each available skill proxy is ranked against sourced profiles with at least five documented or strike-derived bouts. A career bout estimate from recorded strikes, striking rate and average fight time is used when a fight-history feed is incomplete. Its percentile maps to a 30–99 grade, then moves toward 70 for small samples using n / (n + 5), where n is documented UFC bouts or, if history is unavailable, a labeled sample-size estimate from strike totals, strikes/minute and average bout duration. A missing proxy uses a neutral grade of 65, labeled limited data. A small set of signature-skill estimates is explicitly marked Editorial in each card’s rating basis and linked to UFC editorial coverage. Rarity editions multiply base game grades: Common ×1, Uncommon ×1.02, Rare ×1.045, All-Star ×1.075, MVP ×1.11, Legend ×1.15, rounded and capped at 99. A weighted tier draw mirrors WAR Maxxing’s pack pattern: active cards target 45% Common, 29% Uncommon, 18% Rare, 7.5% All-Star and 0.5% MVP; historic cards target 25% Rare, 68% All-Star, 6% MVP and 1% Legend. Every run has exactly one historic fighter and at most one MVP or Legend edition. Edition rarity is separate from real-world achievement. Recorded inputs are unchanged. Career aggregates are not prime-season or opponent-adjusted ratings.
| Skill | Inputs and limitations |
|---|---|
| Boxing — estimated | Significant strikes/min × .55 + accuracy fraction × 2 + standing strike share. UFC aggregates do not isolate punches. |
| Kicking — estimated | Leg-target share × .8 + accuracy fraction × .2. Leg strikes omit body/head kicks, and target does not prove technique. |
| Power — derived | Career KO/TKO win share × .8 + capped significant-strike volume × .2. |
| Wrestling — derived | Takedowns landed per 15 minutes. Takedown accuracy is not used because published aggregate fields can be inconsistent. |
| Takedown defense — derived | Recorded takedown defense percentage. |
| Submissions — derived | Submission attempts/15 minutes × .6 + career submission win share × 2. |
| Cardio — estimated | Average bout duration × .6, normalized striking volume × .25, and late-round history × .15. These cannot directly measure conditioning. |
| Chin — estimated | Smoothed inverse UFC KO/TKO loss rate, excluding explicitly identified injury/doctor stoppages. This does not measure neurological health. |
| Fight IQ — estimated | Smoothed UFC history win share × .7 + striking defense × .3. Career record is a fallback where UFC narrative history is unavailable. Tactical judgment is not directly measured. |
| Striking defense — derived | Significant-strike defense × .75 + inverse absorbed strikes/min × .25. |
| Clinch work — estimated | Clinch significant-strike share × .7 + normalized takedown volume × .3. |
| Ground control — estimated | Ground significant-strike share × .5 + normalized takedown volume × .5. This is not measured control time. |
| Health — estimated | Completed UFC bouts × .4, bouts/year × .4, and career span × .2, normalized and capped. When a narrative fight history is unavailable, statistical sample size and the profile’s debut-to-last-fight span provide the activity proxy. This represents game availability, not injury diagnoses or medical fitness. |
Career length and opponents
Health of 90 or more unlocks 40 fights. Below 90, career length is floor(8 + 32 × Health / 90). The final card assigns one of 11 UFC weight classes, shows its buffs and nerfs, and sets the opponent pool. Heavyweight adds 9 Power and subtracts 9 Cardio; Flyweight does the reverse. Health is never changed by weight class.
Opponents come from the assigned division's roster. Selection increasingly favors stronger modeled opponents over the career, with rematches possible. Every bout is simulated over up to three rounds. Win probability combines striking, grappling and resilience against the opponent grade; finishing skills influence method and finish round. These are hypothetical matchups, not real results or future bookings. The career is deterministic for the same cards, choices, weight class, data version and seed.
The 0–100 Career Score
Score = wins × 1.75 + finishes × 0.50 + first-round finishes × 0.25 + draws × 0.75. Losses and unplayed fights earn zero. Only a 40–0 career with 40 first-round finishes reaches 100. Forty decision wins score 70; forty later-round finishes score 90. Scores retain quarter-point precision.
The 30 historic edition cards
Independence
Cagemaxxing has its own data, scoring and local storage. No official UFC affiliation. Build history and personal bests stay on this device. Daily selections and submitted leaderboard entries are saved in Cagemaxxing’s own database, identified by a browser cookie. Leaderboard names and builds are visible to other players. Friend-link scores are informal and not server-verified.