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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