πŸ“ŠStats

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.

πŸ“œpageTrainingsπŸ‘¨β€πŸš€pageWearables

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