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Attributes & Stats

No wrestler is quite the same. They are all built different and have different abilities and characteristics. In Casual Pro Wrestling, much like in many other video games, this is reflected by a wrestler's Attributes and Body Facts.

Throughout a match, a wrestler accumulates pain, their energy drains and depending on how the match is going for them, they have a certain momentum. In Casual Pro Wrestling, this is reflected by their Stats.

Attributes

Wrestlers in Casual Pro Wrestling have six different attributes that govern their abilities. These are explained in this section.

Strength

The stronger a wrestler is, the harder their strikes hit and the easier it is to lift lighter opponents. Here are facts about the Strength attribute:

  • When performing a strike, the damage and force applied to whomever is hit is scaled by the strength. In simple terms, the stronger your wrestler, the more damage striking does.
  • When a maneuver requires lifting the opponent, a formula considering the wrestler's Strength and the opponent's Weight is used to determine how much Energy this costs and how fast the opponent is lifted. If the Strength or Energy is too low for lifting a heavy opponent, the maneuver may be botched.
  • Throwing a weapon is done with a larger force the stronger the wrestler is.

Toughness

Toughness governs how much punishment dealt to a wrestler weakens them. In particular:

  • The starting Health is scaled by the wrestler's Toughness.
  • Tougher wrestlers are harder to get off their feet using strikes.
  • Tougher wrestlers are harder to submit.

Speed

Straightforwardly, the Speed governs how fast a wrestler moves.

  • Faster wrestlers move, well, faster! This includes the general walking and running speed, but also the speed of climbing.
  • The maximum jump distance scales with the wrestler's Speed (but is also affected by their Weight).
  • The speed of dodging scales with the wrestler's Speed (but is also affected by the Stats).

Stamina

A wrestler's Stamina determines how large their gas tank is.

  • The starting Energy is scaled by the wrestler's Stamina.

Skill

The Skill is a hardly visible attribute that affects a wrestler's action implicitly.

  • Skilled wrestlers have an easier time forcing opponents to submit.
  • Some maneuvers require a certain skill and may be botched if said requirement is not met. In other words, unskilled wrestlers should keep it simple for their own sake.
  • The lower the skill, the longer an AI takes to decide what to do next.
  • The skill influences a wrestler's Counter score.

Charisma

Charisma affects the dynamics of a wrestler's momentum.

  • Charismatic wrestlers have their momentum grow (and fall!) faster.
  • Taunting works better for charismatic wrestlers.

Overall Rating

In the Wrestler Selection screen, you will see an Overall rating.

Wrestler Select

This is simply the rounded average of the six Attributes.

Body Facts

These are somewhat like Attributes, but they are governed solely by the wrestler's body.

Weight

The weight of a wrestler affects several things:

  • The heavier a wrestler, the more Strength is required to lift them up.
  • Heavier wrestlers cause a larger impact falling into the ring mat, the ring stairs, a table, etc., which causes them to hurt somewhat more.
  • Heavier wrestlers have a shorter jump distance (which may somewhat be alleviated by their Speed).

Height

They say bigger is better. Well:

  • Some maneuvers may benefit from the wrestler's height. For example, taller wrestlers have an easier time getting somebody out of the ring using certain moves such as the gorilla throw.
  • The height of a wrestler affects their center of mass, which may be both an advantage or disadvantage in critical situations where the wrestler is ragdolling.

Stats

The three Stats represent a wrestler's condition during a match. They are displayed by the three bars you see in a wrestler's HUD.

HUD

The top bar (cross icon) shows the Health, the middle bar (battery icon) shows the Energy and the bottom bar (muscle man icon) shows the Momentum.

Wrestlers start the match at perfect health, a full gas tank and with neutral momentum. As the match progresses, these stats change and affect the wrestler's actions. How they change and what they govern is described in this section.

Health

This is the plain old health bar. Wrestlers start the match at full Health (the amount is governed by the Toughness attribute) and declines as damage is being received.

During a match, Health is never replenished and can only ever go down.

A wrestler's Health does not affect much just by itself, but it is a factor in the combined influence.

  • The healthier a wrestler is, the faster their Energy replenishes.
  • The healthier a wrestler is, the less Energy is lost when receiving damage.

Energy

This is how much energy a wrestler has left, or inversely, how tired they are. Wrestlers start the match at full Energy (the amount is governed by the Stamina attribute) and is spent on almost everything that is actively done such as striking, performing maneuvers, climbing, jumping, etc.

Energy is slowly replenished simply by taking a break from doing those things. This happens faster or slower depending on the Health and Momentum.

Apart from being a factor in the combined influece, Energy directly affects the following:

  • The more tired a wrestler is, the lower is their chance to successfully counter.
  • Some actions may be botched if too little Energy is left. This mainly includes lifting opponents (also affected by Strength and the opponent's Weight), but you may even fail to run the ropes and fall through if you are extremely tired.
  • When blocking a strike, the damage that was blocked is spent as Energy instead. Blocking fails if too little Energy is left.
  • If a wrestler is too tired, they can no longer dodge.
  • Dragging opponents is not possible with too little Energy.
  • If a wrestler is too tired, they can no longer slide beneath the bottom rope.
  • The more tired a wrestler is, the more likely they are too fall over and ragdoll after receiving a hit.
  • The more tired a wrestler is, the easier they are to submit.

Momentum

Momentum tells how much the wrestler is currently on a roll in the match. Hitting a strike, successfully performing a move, taunting an opponent or countering something will increase momentum. At the same rate, the opponent's momentum goes down. Conversely, botching actions costs momentum.

Wrestlers start the match with neutral momentum. As nothing happens, over time, momentum revolves back to being neutral, i.e., wrestlers with low momentum will slowly generate momentum and vice versa (wrestlers with high momentum will slowly lose it). The amount of action or time it takes for momentum to fill up or drain is governed by the wrestler's Charisma.

Momentum is mainly a factor in the combined influence.

  • Adrenaline is a hell of a drug: momentum raises the wrestler's Skill, lowering the chance to botch moves.
  • 🚧 In the future, as you likely know it from other wrestling, having very high momentum will enable finishing moves.

Combined Influence

The three Stats mostly affect things in a combined manner. Apart from Attributes or Body Facts, when the game determines how fast a wrestler moves, how likely it is to fall over and ragdoll, how big is the chance to counter a move, botch a move, etc., it computes a coefficient from all three Stats. In that sense, for example, high momentum can alleviate any disadvantage from low health or being tired.

How strongly Health, Energy and Momentum are weighed depends on the scenario The formulae will likely change over the course of development in the scope of balancing.

In Casual Pro Wrestling, the roll of a dice always plays a role as well. Most of what happens, even if in the littlest of ways, is also affected by a pinch of chance! 🍀

Counters

Whether or not a counter attempt is successful depends on boh the instigator's and the victim's combined stats and Skill. These are used to compute a Counter Score for each wrestler. The ratio of these scores (victim's score divided by instigator's score) is then used to compute the final Counter Chance that determines the outcome.

Thus, at the beginning of the match, the Counter Score ratio between two wrestlers is solely influenced by their Skill. As the match progresses, the increasing difference of stats and loss of Energy plays more and more of a role.

Note that a counter is only considered if the defense button is being held. AI wrestlers will always hold this button when being on the receiving end of a move, but have otherwise no advantage or disadvantage towards countering.

ℹ Mashing the defense button is a bad idea, because doing so will minimize the time it is being held down!

Botches

Like in pro wrestling, some actions can be botched. In Casual Pro Wrestling, this is typically indicated by a text saying NOPE.

Botch

A move may be botched if a Strength or Energy test fails when lifting an opponent, or if a Skill test fails for certain moves. When a move is botched, all involved wrestlers immediately ragdoll.

Other actions that can be botched include.

  • If a really tired wrestler runs the ropes, it may happen that they simply fall through.