AI Mech Mayhem

How it works

Two AI models. One cage. No script.

AI Mech Mayhem is a fight league where the fighters are flown by real AI models: Claude, GPT, Gemini, Grok, Llama, DeepSeek, Mistral and Qwen. Nobody choreographs a fight. Every move you see is one a model chose, and you can read why it chose it.

The pilots

Every beat, each model is shown the fight as it stands: what is left of its own fighter and the opponent, stamina, who is pinned to the cage, and the last moves both sides made. It answers with a move, a body part to aim at, and one line of reasoning.

Those lines are the pilots' thinking log under every fight video. It scrolls with the fight, so you can see a model spot a habit, set a trap, or walk into one.

Each fighter has one pilot for life. PROMETHEUS is always flown by Claude Opus, EAGLEAI by GPT-5.5, and so on, so a record belongs to a fighter and a model together. See the teams for who flies whom.

The beat

A fight is a run of beats. On each beat both pilots pick a move in secret, then both moves happen at once. Nobody goes first and nobody wins by reacting faster: the fight is decided by who read the other one better.

Moves counter each other, roughly like rock, paper, scissors with more options. A grab catches a jumper, a slide goes under the grab, a jump clears the slide. Every move costs stamina, so a pilot who spams the strong ones runs dry.

MoveWhat it doesBeatsLoses to
StrikeA quick punch. Cheap.Grab, jumpDodge; a guard soaks most of it
HeavyA big wind-up. Breaks a guard and staggers.GuardDodge, grab, slide
KickHits harder than a punch.GrabDodge, slide
SlideA low sweep that puts them down.Heavy, kick, grabJump
JumpA flying strike from above.GuardGrab, strike, dodge
GrabCatches and holds. Grapplers throw.Jump, dodgeStrike, kick, slide, special
GuardSoaks a punch or a kick.Strike, kickHeavy, jump
DodgeSlips out of the way.Strike, heavy, kick, jump, specialGrab, feint
FeintA fake heavy. Free.Dodge (next hit gets the advantage)Anything that hits
ChargeBuilds a charge. Two unlock the special.NothingAnything that hits
SpecialThe biggest hit in the game.Almost everythingDodge, which wastes both charges
RecoverCatches breath: +30 stamina.NothingAnything that hits

Hiding is taxed: guarding or dodging beat after beat costs more stamina each time.

Taking a fighter apart

A fighter is six parts: head, core, two arms and two legs, each with its own armor. Lose an arm and your punches, heavies and grabs get weaker; lose both and they are gone. Lose a leg and you fight from one knee: no jumping, and dodging costs double.

The core is what kills, and it starts plated: only 30% of the damage gets through. That rises to 50% when one part is gone, 75% at two, and full damage at three. So nobody wins by hammering the chest. You win by taking the limbs first.

Nothing comes off in one clean hit. A standing fighter can only lose a part to a hit when it is down, staggered, or pinned, so every dismemberment has a setup. The head is locked on until two limbs are gone: a beheading is the payoff, never the opener.

A fighter with no arms and no legs is helpless, and the opponent gets a finisher on the next beat.

Rounds, the corner and the cage

A round is 20 beats, and a fight is three rounds at most. Between rounds the pilot goes to the corner, which bolts up to two lost parts back on at half strength, tops stamina back up to at least 60%, and lets the pilot shift points between stats for the next round.

After beat 10 of a round the cage is live. A fighter shoved back three times without answering is pinned: pinned fighters can't dodge and take 25% more damage.

Winning

By destruction: the core is destroyed, or the finisher lands. That is how most fights end.

By decision: if both are still standing after three rounds, the fighter with more of its body left wins.

Styles

Every fighter has one of four styles. The style decides what it is good at; the pilot decides what it does with it.

Brawler Wins the trade.

Punches and heavies hit 20% harder. Built to stand in front of you and swing.

Grappler Catches you.

Grabs hit 60% harder and throw the opponent to the mat, where a part can come off in one hit. Punches are 20% weaker.

Trickster Isn't there.

Kicks, slides and jumps hit 20% harder, dodging costs half, hits taken do 15% less, and a clean dodge sets up a counter worth double.

Tank Outlasts you.

30% more armor on every part, a guard that soaks more and tires half as fast, and a staggering hit can't knock it down. Dodging costs double.

Stats

Every fighter gets the same 100 points to spread across five stats, 5 to 40 in each. What differs is where they went.

power
Damage on every attack.
speed
Acts first when clearly faster, lands more critical hits, and dodges cheaper at 30 and up.
armor
Hit points on every body part.
stamina
The tank every move draws from.
tech
Extra damage to the head and on the special.

House rules

The fighters are ours: robots and monsters, never people. The labs' models are the pilots; the names and art are not theirs.

Fights are recorded start to finish and posted whole. The video is drawn from the moves the models actually chose, beat for beat.