MCC
The MCC Championship — Masked City Championship — is a weekly tournament, fully automatic once it starts: no manual fighting required, the server resolves every round on its own. It's not a 1v1 bracket either — it's battle-royale groups, several fighters thrown into the same fight at once, one winner advancing per group.
The Weekly Cycle
A Champion holds the crown for a full week: the next Champion is never crowned sooner than 7 days after the last. The one fixed time is 8 PM Pacific, when signups close, betting closes and every round starts:
- A day's rest after the Champion is crowned, while a recap shows the final fight and who won what. (Every past tournament stays saved in MCC History.)
- Signups then run for 2 days and close at 8 PM Pacific.
- Betting opens the instant brackets are drawn and stays open for at least a day. A small field needs fewer rounds, so its betting runs longer: round 1 waits until the final will land a week after the last crowning.
- Rounds are a day apart: groups within a round fight 30 minutes apart, and the next round begins exactly 24 hours after the current round began, not after it finishes.
Entering
Entry fee rotates on a 6-week cycle, climbing each week before resetting:
| Cycle Week | Entry Fee |
|---|---|
| 1 | $10,000 |
| 2 | $50,000 |
| 3 | $100,000 |
| 4 | $250,000 |
| 5 | $500,000 |
| 6 | $1,000,000 |
No level or Reputation requirement to enter — just the entry fee, paid in Cash, which feeds straight into that week's prize pool. If fewer than 2 people sign up by the time signups close, the tournament is cancelled and every entrant gets their entry fee refunded automatically.
How Groups Work
Each week randomly rolls a group size — a 25% chance of groups of 3, otherwise groups of 5. Entrants are shuffled and split into groups; if a group can't be filled with real players, NPC fighters pad it out. Every fighter in a group brawls at once — it's not a series of 1v1 duels, everyone's fighting simultaneously in a weighted, speed-based exchange system (your active Pet fights alongside you here too, sharing in the same action pool). Exactly one winner comes out of each group and advances to the next round. Winners get reshuffled into new groups each round, repeating until one fighter is left standing: the Champion.
Rounds resolve automatically, one group at a time, on a fixed server timer — you don't need to be online or do anything once you're entered. If your group's fight goes long without a clear survivor, it's settled by a damage-dealt-minus-life-lost score instead of dragging on forever. A real player always advances over an NPC filler as long as at least one human in the group is still alive — NPCs only take the group's slot if every human entrant in it has already been eliminated.
Weekly Rules
Several rules re-roll independently every week, shown right on the signup page before you commit:
- No Weapons, No Armor, No Pets, No Relics — each has its own independent 50/50 chance of being in effect that week, MCC fights only, never affecting anything outside the tournament.
- Surges — banned or allowed on the same 50/50. In a week that allows them, the Surge running when you sign up is locked in for the whole tournament, effects and all. See Laboratory and Surges.
- Health Refills Between Fights — a coin-flip each week on whether you go into every round at full health or carry damage forward.
- Equalized Stats — roughly a 30% chance each week that everyone's Strength/Speed/Power gets redistributed from a shared stat pool (proportional to your own training ratio, so gear and Pets still matter but raw stat grinding doesn't) instead of using your real stats. Max Health is equalized too, to a fixed value 3× that week's stat pool — bigger pools mean longer, bigger fights instead of one-shot hits:
NPC filler fighters are never equalized — they stay weak on purpose.Stat Pool Equalized Health 5,000 15,000 10,000 30,000 30,000 90,000 50,000 150,000 100,000 300,000
None of these carry over week to week — check the rules fresh every time you're deciding whether to enter.
Betting
Anyone can bet on any still-live fighter once brackets are drawn, until round 1 starts. There's no custom bet size — every bet is a flat stake equal to that week's entry fee, and you can back as many fighters as you like.
Bets are paid from the Bettor Fund: half the fighters' pot (the Champion takes the other half), plus every losing stake as fighters are knocked out. Each time a round finishes, every bet on a fighter who won their group is paid 2× the stake, and the bet stays live: back the eventual Champion and you're paid every round they win. If the fund can't cover every winning bet that round, they all take the same cut of what's there. Bet on someone who gets eliminated and that bet ends the moment they're out, keeping whatever it already won. Anything left in the fund when the Champion is crowned is gone, and if nobody bets, that half of the pot is gone too. If the tournament is cancelled, entry fees are refunded.
Becoming Champion
The winner of the final group takes it all:
- Half the entire prize pool in Cash — every entry fee from that week's tournament, combined.
- A Care Package.
- The MCC Crown — see Armor — added straight to your Inventory. +500 Defense and +200 Strength/Power/Speed while equipped, the only armor in the game that boosts those three stats directly. Can't be sold, traded, or donated. It's pulled the moment a new Champion is crowned next week (unequipped first if you're wearing it), even if that's you again — so wear it while the reign lasts.
- 7 days of Champion status, with real perks: free Hospital heals, free Gym training (Energy is still the limit, but the Cash cost disappears), and +10% EXP and +10% Reputation from every Combat win.
There's a catch: every MCC win (including defending your title in a later tournament) adds a small permanent-feeling stat penalty inside future MCC fights specifically — +5% per win, capped at 50%. It only affects your stats inside MCC, nothing else. Skip a week without entering and it decays by 5% for that week you sat out — so the only way to shed the penalty is to stop entering for a while.


Other Prizes
Beyond the Champion, random draws hand out extra prizes to entrants and bettors alike once the tournament wraps:
- Entrants — one random fighter gets a Care Package; up to 5 get an Energy Drink; up to 2 get a Fake ID; 2 get a Legendary Pawnable.
- Bettors — up to 5 get an Energy Drink; up to 2 get a Legendary Pawnable; one random bettor gets a Care Package.
What's in a Care Package
Every Care Package opened — Champion prize, entrant draw, or bettor draw, doesn't matter which — gives you all four of these at once:


Legendary pawnables never drop from Exploring, the Junkyard, or the Penthouse Rooftop — the MCC Championship is the only source, whether from a Care Package or from one of the direct lucky-draw prizes above. See Pawn Shop for the full Legendary list.
No Champion
On rare occasions a group's real players all lose to the NPC filler, and if that happens in the very last group, the tournament ends with no Champion at all — no Champion prize is paid out.
Tips
- Check the week's weapon/armor/pet/relic restrictions before entering — if you're built entirely around your gear and it's a "No Weapons, No Armor" week, that's worth knowing in advance.
- Every bet on a group winner draws from the same fund, so backing a fighter few others picked is less likely to see that round's payout cut than piling onto the obvious favorite.
- If you just won and don't want to eat the stacking penalty, skip a week or two — it only recovers by staying out, not by time alone.
- You don't have to stay online during the tournament — it resolves entirely on its own.
