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Skills & Passives
Luchadores start all equal, they all have 3 skill slots, 1 passive slot, 88 statistics points, 5 wearables slots
Luchadores attack each other in turn and each successful attack loads their Mojo Gauge.
Once charged to 100, the Mojo Gauge empties to trigger Skill 1.
Skills follow each other in chronological order until one of two Luchadores is knocked down (HP = 0)
Besides being an autobattler, Luchadores.io is a strategic game where the player's job is to find a balanced build and choose the opponent against whom they have the best chance of winning (matchmaking)
Wearables and trainings but especially the skills/passive synergizing with the statistics, the whole sprinkled of random trustless with the Chainlink VRF make the fights exciting and the outcome sometimes surprising
fight1.mov
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Skills are triggered in chronological order, and synergizes with statistics.
Strategically combining and ordering your skills will greatly impact the outcome of the fight :
Skills | Description | Scaling |
![]() | Damage x2 + 20 pts Mojo Gauge | ![]() ![]() |
![]() | 2 basic attacks + 20% AGI bonus damage | ![]() |
![]() | Ignores opponents END + 40% AGI bonus damage | ![]() |
![]() | 50% chance to stun + 20% END bonus damage | ![]() |
![]() | Heal damage dealt | ![]() ![]() |
![]() | +8% all stats and skip turn (stacks) | All stats |
![]() | Heal 20% of max HP and skip turn | ![]() ![]() |
![]() | Half opponents Mojo Gauge progress + 30% damage | ![]() ![]() |
![]() | 100% chance hits. 20% chance 3 hits. 5% chance 4 hits | ![]() ![]() |
![]() | Deal 20% of missing HP as bonus damage | ![]() ![]() |
![]() | Opponent takes 1% HP max when his turn is over (stacks) | ![]() ![]() |
Passive | Description |
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![]() | Can't be finished off by a special skill |
Initially, your fist 3 skills and passive will be randomly assigned to you by Chainlink VRF Goddess.
You will have the possibility to roll the skills for free once, then 5 LUCHA for each manually modified skill
Stats from training & wearables are linked to the Luchador.
This means as long as the item is equipped the bonus is maintained, if the item is removed, the bonus is lost and if the player, later, re-equips this item, the boost is applied again, it is possible to change it by respecializing for

Please note that the game is going through further testing and balancing.
Rewards, mechanics and calculations are subject to change.
Last modified 8mo ago