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Fist of Destruction — Game Details

Slot game

Slot by Hacksaw Gaming

#R

96.3%

RTP

Top setting

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

#BR

From 0.1 operator-dependent units

Bet range

#P

14

Paylines

#HF

34%

Hit frequency

Share of spins that win a prize

#GG

5 × 4

Game grid

RTP profiles

Top setting

Base game

96.3%

Lower setting

Base game

94.3%

Lower setting

Base game

92.38%

Lowest setting

Base game

88.27%

Our verdict

0xPlaySlots opinion
6.5/ 10our score for this game

The Fist is a sound idea because where it lands and which colours it hits decide the multiplier. The bonus adds a real arc since every punch moves a team toward a respin with more guaranteed Fists. Additive multipliers and a 10x line ceiling keep ordinary results small while the cap clips a full board at a combined 72x. That is good design held back by its maths, which puts it at 6.5.

About Fist of Destruction

Fist of Destruction is a 5x4 slot on 14 fixed lines where five royals pay 2x and the best symbol line pays 10x. The real wins come from Fist symbols that expand upward into Wild Reels only when the expanded reel completes a win. A bottom-row Fist sweeps the three cells above it while a top-row Fist covers only its own cell. Each opposing-colour Fighter or Wild the Fist passes through adds a multiplier between 2x and 200x to that reel. Multipliers add rather than multiply within a reel and across the Fist reels on one line, so their growth stays linear. Five bottom-row Fists turn all 14 lines into five-Wild lines worth 140x together, so a combined 72x already hits the 10,000x cap. In the two bonus rounds every punch also earns the Fist's team a Victory Point and 3 points trigger an Epic Drop respin with guaranteed Fists of that colour. Each Epic Drop raises that team's level so the guarantee climbs from at least 3 Fists to at least 4 and then to exactly 5. Ultimate Throwdown needs 4 FS instead of 3 and differs only by starting both teams at the 4-Fist level.

Game preview

Fist of Destruction game screen

Editorial takeaways

  • Only one Fist can land on a reel, so a single spin holds at most 5 Fists.
  • Fighters of the Fist's own colour add no multiplier when the Fist passes through them.
  • Reaching the 10,000x cap ends the round at once and forfeits any free spins still to play.
  • Both bonus rounds start with 10 free spins, and FS symbols landing during them add more.
  • Fists that land in an Epic Drop respin do not raise their team's Victory Level.
  • Casinos run this game at more than one return setting, and the rules screen shows the one in use.

Limitations and version notes

  • No line pays more than 10x without a Fist multiplier, so the base game lives on small hits.
  • A bonus round with few punches earns no Epic Drop and plays like 10 base-game spins that only FS symbols can extend.
  • Additive multipliers keep growth slow, and a full five-Fist board already hits the 10,000x cap at a combined 72x, so the biggest boards are cut off.
  • Casinos can run the game at 88.27%, eight points below its 96.30% top setting.

Features & Themes

Game features

Fixed PaylinesExpanding WildsWild MultipliersFree SpinsrespinsBonus BuyFeature Spins

Themes

Martial Artsfighting

Game mechanics

Fist Wild Reels

Base + bonus#01

A Fist symbol lands where its expanded reel would form part of at least one winning line.

The Fist expands from its landing cell up to the top of the reel and turns every cell it covers Wild.

The Wild Reel lasts for this spin only.

A Fist that would not complete a win stays inactive. A bottom-row Fist covers the whole reel, while a top-row Fist covers only its own cell.

  • One Fist per reel at most
  • Five Fists per spin at most

Punch multipliers

Base + bonus#02

An expanding Fist passes through a Fighter of the opposite colour or a Wild symbol.

Each punch adds a multiplier to that Wild Reel, and the multiplier applies to every win the reel forms part of.

The multiplier lasts for this spin only.

Several punches on one reel add together. When a win uses more than one Fist Wild Reel, their multipliers are added as well.

  • 2x to 10x in steps of 1x
  • Also 15x, 20x, 25x, 50x, 100x and 200x
  • Multipliers add and never multiply

Red and Blue teams

Base + bonus#03

Every Fist and every Fighter symbol belongs to the Red team or the Blue team by its colour.

A Fist earns multipliers, and Victory Points in the bonus rounds, only from Fighters of the other colour and from Wilds.

The rule applies on every spin.

  • Fighters of the Fist's own colour add no multiplier

Choose Your Fighter

Base + bonus#04

The player clicks the small character pictures.

It changes which characters are shown outside the grid.

The choice is cosmetic and changes no outcome.

Victory Points and Victory Level

Bonus#05

During a bonus round, a Fist punches a Fighter of the opposing team or a Wild.

The Fist's team gains 1 Victory Point, and at 3 points that team wins an Epic Drop respin and rises one Victory Level.

Victory Levels hold for the rest of the bonus round.

  • 3 Victory Points per Epic Drop
  • Level ladder of 3+, 4+ and 5+
  • Throwdown Bonus starts both teams at 3+
  • Ultimate Throwdown Bonus starts both teams at 4+

Epic Drop respin

Bonus#06

A team collects 3 Victory Points during a bonus round.

A respin lands a guaranteed number of Fists in that team's colour, set by the team's Victory Level.

Each award is a single respin.

Fists that land in the respin do not count toward the team's Victory Level.

  • At least 3 Fists at level 3+
  • At least 4 Fists at level 4+
  • Exactly 5 Fists at level 5+, one per reel

Free spin retrigger

Bonus#07

FS scatter symbols land together during a bonus round.

Extra free spins are added to the current round.

  • 2 FS add 2 spins
  • 3 FS add 4 spins

10,000x win cap

Base + bonus#08

The round's total win reaches 10,000 times the bet.

The round ends at once and pays the capped amount.

Any free spins or features still to play are forfeited.

The cap applies in every game mode. Five bottom-row Fists reach it once their combined multiplier hits 72x.

  • 10,000x the total bet

FeatureSpins mode

Base game#09

The player switches on a FeatureSpins option in the Buy Bonus menu.

Every spin costs a fixed multiple of the bet and guarantees that option's feature.

The mode stays on for every spin until the player disables it.

Bonus rounds

Throwdown! Bonus

Free spins
10 spins

3 FS scatter symbols land at the same time in the base game.

Landing 2 or 3 FS symbols at once adds more free spins.

Fist Wild Reels and punch multipliers work as in the base game, and every punch now scores a Victory Point for the Fist's team. Both teams start at Victory Level 3+, so each team's first Epic Drop lands at least 3 Fists. Each Epic Drop then raises that team one level, and at 5+ the respin lands exactly 5 Fists.

  • Uses Fist Wild Reels, Punch multipliers, Victory Points and Victory Level, Epic Drop respin, Free spin retrigger.

Ultimate Throwdown! Bonus

Free spins
10 spins

4 FS scatter symbols land at the same time in the base game.

Landing 2 or 3 FS symbols at once adds more free spins.

The round plays like the Throwdown Bonus except that both teams start at Victory Level 4+. Each team's first Epic Drop therefore lands at least 4 Fists. Its second Epic Drop lands all 5, one per reel.

  • Uses Fist Wild Reels, Punch multipliers, Victory Points and Victory Level, Epic Drop respin, Free spin retrigger.

Feature purchases

Purchase options and their bonus rounds

BonusHunt FeatureSpins

Feature Spin

Each spin is 5 times as likely to trigger a bonus round. The mode stays on until the player disables it.

Cost
3x stake
RTP for this option
96.33%

Uppercut FeatureSpins

Feature Spin

Each spin lands at least 3 Fist symbols. Those Fists still fire only when their reels complete a win.

Cost
50x stake
RTP for this option
96.28%

Epic Drop FeatureSpins

Feature Spin

Each spin lands at least 4 Fist symbols. The mode stays on until the player disables it.

Cost
150x stake
RTP for this option
96.28%

Throwdown! Bonus

Bonus Buy

It starts the Throwdown Bonus at once, with the same 10 spins and level 3+ start as a scatter trigger.

Cost
100x stake
RTP for this option
96.25%
Linked bonus round
Throwdown! Bonus

Ultimate Throwdown! Bonus

Bonus Buy

It starts the Ultimate Throwdown Bonus at once, with both teams already at level 4+.

Cost
250x stake
RTP for this option
96.35%
Linked bonus round
Ultimate Throwdown! Bonus

Feature Artwork

Bonus buy and feature screens

Fist of Destruction buy bonus menu
Bonus Buy Preview
Fist of Destruction feature overview
Feature Preview

Screenshot Gallery

In-game screenshots

Fist of Destruction screenshot 1
Fist of Destruction screenshot 2
Fist of Destruction screenshot 3
Fist of Destruction screenshot 4
Fist of Destruction screenshot 5
Fist of Destruction screenshot 6
Fist of Destruction screenshot 7

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol345
Royalslow0.1×0.5×2×
Lower Fightershigh0.5×2×5×
Top Fightershigh1×3×10×
Wildwild··10×

Royals. Each of the five card ranks from 10 to A pays these values.

Lower Fighters. Each of the two lower-paying Fighter symbols pays these values.

Top Fighters. Each of the two top-paying Fighter symbols pays these values.

Wild. The Wild substitutes for every paying symbol and pays only for five on a line.

Values are multiples of the total bet for 3, 4 or 5 matching symbols on a line from the leftmost reel. A Fist Wild Reel's multiplier then multiplies the line win it completes.

Special symbols

#SS
Fist
A Red or Blue Fist expands upward into a Wild Reel when that reel completes a win. It gains multipliers by punching Fighters of the other colour or Wilds.
FS scatter
Landing 3 in the base game starts the Throwdown Bonus, and landing 4 starts the Ultimate Throwdown Bonus. During a bonus round, 2 or 3 of them add free spins.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

The Fist is a clever multiplier squeezed between a 10x paytable and a cap a full board reaches at 72x

ER

Emily Rodriguez

Mobile Gaming Expert at 0xPlaySlots

September 23, 2026
6.5/10

The Fist is the right idea inside the wrong numbers

Fist of Destruction belongs to the same family as Wanted Dead Or A Wild: a small fixed-line grid where the big wins come from symbols that expand into Wild Reels with multipliers, the logic that also decides the big wins of Wild West Gold on its 5x4 board. Its own turn on that shape is a multiplier the reel has to earn. A Fist gains value only from the opposite-colour Fighters and Wilds it passes through on its way to the top of the reel, so its landing row and the colours above it decide what it is worth. That is a good idea, and it is why the game gets as far as 6.5. The numbers around the Fist waste it, and I can show where. The paytable gives each punch almost nothing to multiply, the multipliers add instead of compounding, and the 10,000x cap takes back everything a full board earns past a combined 72x. The big rungs of the multiplier ladder do their best work on thin boards, while the full board the game builds toward is clipped long before they matter.

Where a Fist lands matters as much as whether it lands. It expands from its landing cell to the top of its reel, so a bottom-row Fist sweeps the three cells above it and can collect up to three punches, while a top-row Fist covers only its own cell and passes through nothing. That makes a top-row Fist a single Wild cell with no multiplier of its own. The reel matters too: wins run from the leftmost reel, so a Fist on the fifth reel fires only for five-symbol lines. And a Fist that would not complete a win stays inactive, so the whole mechanic depends on the rest of the board lining up behind it.

A spin without a multiplier cannot pass 140x

Five royals pay 2x. The two lower Fighters pay 5x for five, and the two top Fighters and the Wild pay 10x for five. Only the highest win on each line counts, so I put the ceiling of a spin with no Fist multiplier at 14 lines times 10x, or 140x, and reaching even that needs a 10x five-of-a-kind on every line. That ceiling is 1.4% of the cap. Everything between 140x and 10,000x is multiplier. 34% of spins win something, and the floor of that something is three royals at a tenth of the stake.

The multipliers do less with those lines than the ladder suggests, because they add. The ladder runs from 2x to 10x in single steps and then jumps through 15x, 20x, 25x, 50x, 100x and 200x. A 2x punch on three royals pays 0.2x. The top rung on the same line pays 20x. Two Fist reels at 10x each give a shared line 20x, not 100x, and three 5x punches on one reel make 15x, not 125x. Any single punch from the bottom nine rungs turns a three-royal line into 1x at most. The large figures come from pairing a big rung with a premium line: 200x on five top Fighters is 2,000x.

A full board hits the cap at 72x

Five bottom-row Fists turn all 20 cells Wild, so each of the 14 lines is five Wilds at 10x and the board pays 140x times the combined multiplier. At 71x that is 9,940x. At 72x it is 10,080x, which the cap cuts to 10,000x. The floor is already high: one 2x punch on each of the five reels adds to 10x and pays 1,400x. With at least one punch per reel, the whole payable range of a full board fits inside 62 points of combined multiplier.

Past that point the ladder is decoration. A combined 100x would compute to 14,000x and a combined 200x to 28,000x, and both pay 10,000x, the second discarding nearly two-thirds of what it earned. Five bottom-row Fists can collect up to 15 punches, so the ladder allows a combined figure as high as 3,000x, and on this board nothing above 72x is paid. The 50x, 100x and 200x rungs keep their full value on thinner boards instead: five 10x lines through a single 200x reel reach the cap exactly. The rungs that look like the game's headline are worth the most on the boards it is not built around.

Because the cap counts the whole round, a bonus that reaches it early ends at once and forfeits whatever free spins it had left.

The team race gives the bonus its shape, slowly

On the regular free spins, each punch earns the Fist's team a Victory Point, and three points win that team an Epic Drop respin with guaranteed Fists of its colour and raise it one Victory Level. I count the climb this way. The Throwdown starts both teams at 3+, so a team's first drop guarantees at least 3 Fists, its second at least 4, and only its third guarantees all five. That is nine punches from one colour before its five-Fist guarantee. The Ultimate Throwdown starts at 4+, so the five-Fist guarantee arrives on the second drop, after six. Fists that land in a respin do not count toward the Victory Level, so the climb happens on the 10 starting free spins and whatever FS symbols add: 2 spins for two, 4 for three.

This race is the best thing in the game. Each punch on a regular free spin moves a visible count toward a bigger respin, which gives the round an arc the base game lacks. The Choose Your Fighter picker is cosmetic, so choosing a team changes nothing. The cost of the arc is that it stacks conditions: a Fist has to land low enough to pass through something, that something has to be the other colour or a Wild, and the reel has to complete a win. A round in which neither team reaches three punches earns no Epic Drop at all. Five guaranteed Fists are not the 140x board either, since that board needs all five on the bottom row and every Fist still has to complete a win to fire.

Every buy returns the same, and the Ultimate buys the least

The five purchases return between 96.25% and 96.35%, a spread of 0.10 points, and none sits more than 0.05 points below the 96.30% top setting. None of them is a return penalty, so I rank them by the best case each can pay against its own price, under the same 10,000x cap:

  • BonusHunt FeatureSpins cost 3x a spin for five times the bonus chance, and the cap is about 3,333 times that price.
  • Uppercut FeatureSpins cost 50x for at least 3 Fists, a best case of 200 times the price.
  • The Throwdown buy costs 100x, a best case of 100 times.
  • Epic Drop FeatureSpins cost 150x for at least 4 Fists on one spin, a best case of about 67 times.
  • The Ultimate Throwdown buy costs 250x, a best case of 40 times.

The Ultimate is the weakest price on the menu. Its extra 150x over the Throwdown buys each team a three-punch head start and 0.10 points of return, and it cuts the best case from 100 to 40 times the price. The Throwdown is the better of the two bonus buys. Uppercut guarantees Fists, not Wild Reels: a Fist that completes no win stays inactive and a top-row one covers a single cell, so 50x can land three Fists that add nothing. Epic Drop FeatureSpins charge one and a half Throwdowns for a single spin under the same cap. BonusHunt is the one purchase whose best case runs into the thousands of times its cost, because it raises the stake least.

The bigger choice is not on the menu. Casinos can run the game at 88.27%, and the house edge then rises from 3.70% to 11.73%, more than three times as much. The spread across the buy menu is 0.10 points; the spread across settings is 8.03. The rules screen shows the setting in use, and it matters more than any button on the buy menu.

The right player watches the board, not the ceiling

This game suits someone who enjoys reading each board: which row the Fist landed on, which colours stand above it, how close each team is to its next drop. It rewards that attention with a mechanic whose cause and effect sit in plain view on the grid. It does not suit anyone who wants multipliers that compound, a base game that pays on its own, or a ceiling that leaves a full board room to grow. The Fist and the race are real ideas, and the paytable and the cap spend them badly. That is good design held back by its maths, and 6.5 is where I put it.

Pros

  • A Fist earns its multiplier from what it passes through, so landing row and colour decide its value
  • The bonus turns punches into a visible team race toward respins with more guaranteed Fists
  • All five purchases return 96.25% to 96.35%, so buying costs at most 0.05 points against the base game
  • BonusHunt at 3x a spin keeps the cap about 3,333 times its price

Cons

  • No line pays more than 10x, so a spin without a Fist multiplier tops out at 140x
  • A full five-Fist board hits the 10,000x cap at a combined 72x, clipping the 100x and 200x rungs
  • The Throwdown needs nine punches from one team before its five-Fist respin
  • The 250x Ultimate buy has a best case of 40 times its price
  • Casinos can run it at 88.27%, which more than triples the house edge of the 96.30% setting

Verdict

The Fist and the team race are good design. A 10x line ceiling, additive multipliers and a cap that a full board reaches at a combined 72x keep ordinary results small and clip the biggest, so it scores 6.5.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
February 22, 2024
Video Slot
14 paylines