Attributes System
Attributes System
Clear definitions for every Attribute, AI Tendency, Hit Points, and Personality scale — so you stop guessing and keep your Universe consistent.
This page defines what everything means. Premium adds the exact recommended ranges, edge-case rules, and update guidance so you don’t retest every patch.
Upgrade to Premium →Attributes
Attributes describe how strong a wrestler is in specific gameplay areas. These don’t “force” behavior — they influence outcomes and consistency.
How much damage the wrestler deals with arm-based attacks and offense that’s primarily “arms-first.”
How much damage the wrestler deals with leg-based attacks (kicks, knees, stomps) and leg-driven offense.
Damage and effectiveness of grapples, throws, slams, and hold-based offense.
Effectiveness of running attacks and offense performed with momentum (incl. certain rebound attacks).
Damage and effectiveness of aerial attacks (dives, top-rope attacks, springboards where applicable).
How consistently the wrestler connects with aerial attacks from distance/positioning — “reach/spacing” reliability for aerial offense.
Strength and effectiveness of power-based submissions (crushing/strength-focused submissions).
Strength and effectiveness of technique-based submissions (precision/hold-focused submissions).
Ability to reverse/counter incoming strikes (timing window + consistency).
Ability to reverse/counter incoming grapples and hold-based attempts.
Ability to reverse/counter aerial attacks and certain dive scenarios.
How well the torso absorbs damage over time before performance drops (general wear and tear).
How well the arms withstand damage before weakening affects performance.
How well the legs withstand damage before movement and offense consistency drop.
How well the wrestler escapes/resists power-based submissions.
How well the wrestler escapes/resists technique-based submissions.
How well the wrestler kicks out of pins and survives late-match near-falls.
Damage and effectiveness of strikes (punches, kicks, elbows, forearms).
How long the wrestler maintains pace without gassing — affects sustained offense and late-match consistency.
Quickness and responsiveness in movement and transitions (speed of actions and recovery of positioning).
How fast the wrestler moves around the ring in general (baseline locomotion speed).
How quickly the wrestler recovers from damage states (downed/stunned impact) and returns to functional offense.
How quickly the wrestler builds Special and how effectively they convert momentum into signature opportunities.
Controls how fast the finisher meter fills. This influences how often finishers become available over a match.
Common Mistakes (Attributes) - CLICK HERE
• Treating attributes like “behavior switches.” They influence outcomes, not decision-making.
• Over-inflating everything. Realism comes from contrast, not maxed ratings.
• Ignoring durability and stamina, then wondering why pacing feels wrong in long sims.
AI Tendencies
Tendencies are a sliding scale: they influence how often the AI chooses certain categories of actions.
How often the AI chooses combo inputs as an attack option.
Directional combo selection: “Towards” input category.
Directional combo selection: “Neutral” input category.
Directional combo selection: “Away” input category.
How often the AI attempts submissions.
How often the AI chooses light strikes.
How often the AI chooses heavy strikes.
How often the AI chooses light grapples.
How often the AI chooses heavy grapples.
How often the AI uses strikes on a grounded opponent.
How often the AI uses grapples on a grounded opponent.
How often the AI uses strikes in environmental/ringside scenarios.
How often the AI uses grapples in environmental/ringside scenarios.
How often the AI chooses diving offense.
How often the AI chooses higher-risk dive choices.
How often the AI chooses springboards inside the ring.
How often the AI chooses springboards aimed to ringside/outside.
How often the AI targets specific limbs/body parts intentionally.
How often the AI chooses running attacks.
How often the AI chooses dodge/evasion actions.
How often the AI uses weapons when available/appropriate.
How often the AI attempts table-based offense.
How often the AI attempts possum-style attacks and quick pin attempts.
How often the AI uses instant recovery options (where applicable).
How often the AI attempts ring escapes (and how strongly it prioritizes leaving danger).
How often the AI uses pin combos / technical pin attempts (where applicable).
Common Mistakes (AI Tendencies) - CLICK HERE
• Raising a tendency to “force identity” while the moveset doesn’t support it.
• Making every tendency high, then wondering why matches feel chaotic and same-y.
• Treating “Dive” like personality — diving should still be controlled by match timing rules in the Move Settings.
Hit Points
Hit Points are proportional. Total values add up to 4000. Head and Body should generally be higher since most offense targets those areas.
Damage capacity for head-targeted offense. Higher = survives longer against head-heavy offense.
Damage capacity for torso-targeted offense. Higher = more resilient to core wear-down.
Damage capacity for arm-targeted offense. Higher = resists arm weakening over time.
Damage capacity for leg-targeted offense. Higher = resists mobility collapse and leg wear-down.
Common Mistakes (Hit Points) - CLICK HERE
• Equalizing all four areas. It sounds fair, but it’s not realistic for match flow.
• Over-nerfing Head/Body, then wondering why finish windows arrive too early.
Personality Traits (Sliding Scales)
These are sliding scales — each trait sits somewhere between both extremes.
Confidence vs self-absorbed behavior and self-prioritizing decision patterns.
Sportsmanship vs dismissive/taunting/heat-seeking behavior.
Stays composed under pressure vs panics into riskier, forced decisions.
Stable alignment/team behavior vs betrayal/turn tendency and opportunism.
Initiates risk and confrontation vs avoids danger and retreats early.
Sticks to structure and pacing vs rushes into offense and escalations.
Common Mistakes (Personality) - CLICK HERE
• Pushing extremes on every trait — it makes characters cartoonish and breaks variety.
• Using personality to solve pacing issues that are actually caused by sliders or move settings.