Luchadores start all equal, they all have 3 skill slots, 1 passive slot, 88 statistics points, 5 wearables slots.
Statistics explain by Igor the Theorycraftoooooor !
Strength increases max damage a Luchador can deal :
Damage = Random number is chosen between min & max
Max damage = 10 + ( STR * 0.8) | rounded down
Reduces damage taken and increases max HP
Actual damage = Damage * (100 / (100 + (opponents END * 1.2))) | rounded up
1 END = 3 HP
Min damage = DEX / 2 | rounded up
Mojo Gauge = 25 + (DEX * 0.25) | rounded up | each successful attack
Critical chance = (DEX / 2) / 80 * 100 | rounded down | i : 80 because it is max stats cap for the moment
The Luchador with the most Agility hits first.
Dodge = (Luchador 1 AGI - Luchador 2 AGI) / 2 + 1 | rounded up Minimum dodge chance = 3%
Confuse = (Luchador 1 AGI - Luchador 2 AGI) / 3 | rounded up Minimum confuse chance = 1%
Your Luchador's 88 statistics are randomly assigned by Chainlink's VRF.
You will have the possibility to roll the stats for free once, then 1 LUCHA for each manually modified stat.
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
Mojo and HP gauges
The Health Point gauge represents the maximum damage the Luchador can take. 1 Defense = 3 Health Point
A Luchador loses the fight once their HP reaches 0.
The Mojo Gauge starts at 0/100 and gains 25 per successful attack + AGI * 0.25. Once full, a skill is activated and the gauge resets to 0.