# πStats

Luchadores start all equal, they all have 3 skill slots, 1 passive slot, 88 statistics points, 5 wearables slots.

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.

## 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.

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