Help and Rules

Profile

Your wrestler profile describes your wrestler. Enter a unique and interesting name for your wrestler and customize their image by choosing clothes and other features.

Challenges

To get started, you'll need to challenge someone to wrestle with. At any time, you can challenge your friends, whether or not they have the Wrestler application installed.

You can also challenge someone who is ranked near you in the overall, country or network rankings.

Matches

A match begins when a challenge is accepted. The acceptor of the challenge makes the first move by selecting the move from the list. If a move is successful, the wrestler continues. If the move fails, the opponent has the upper hand and the next move.

Moves affect both the aggressor and the recipient of the move. Even if a move is successful, the aggressor could lose some health, though the recipient will lose much more. If a move fails, the aggresor will generally lose more health than the target of the move.

If a finishing move works, the match is over.

Every time it is your move, your move clock is running. If your move clock ever reaches 7 days during the course of the match, you will be disqualified and the match will be awarded to your opponent.

You have 36 hours to complete your move. If you do complete it in this time, it will be forfeited, and your wrestler will lose momentum.

Cheating

Wrestlers that cheat will be sanctioned. The first sanction will be the removal of all of the wrestler's wins. The second sanction is a 30 day ban. The third sanction is a 1 year ban.

A wrestler is considered to be cheating when they violate the spirit of the game. This includes, but is not limited to, using a second account to wrestle against yourself, pre-arranging the outcome of any match, exploiting flaws in the game to defeat an opponent, etc.

Moves

Moves vary in the degree of risk, and are ordered in the move list in rough order of their riskiness. This does not mean all moves inflict the same health damage. Some moves are more effective than others. As you gain more experience you'll begin to see which moves are better than others.

Repeating moves closely together will reduce the effectiveness of the move. Thus, the more variety of moves the better.

Momentum affects how likely a move is to succeed. When your wrestler has low momentum, moves are not as likely to succeed. Because of this, it's often necessary to use low risk moves to build up momentum.

Some moves are only available when the opponent has a low health score. For example, you cannot pin an opponent until their health is less than 20. These moves are more effective when the opponent's health is low. Attempting a pin when your opponent has a health score of 18 is unlikely to succeed, but if they have a health score of 3, the pin will very likely work.

Blocking

After you attempt a move that fails, you will be given an opportunity to select a move to block. If your opponent attempts the move that you are blocking, it will always fail. Try to figure out what move the opponent might use, and keep in mind that they'll have to vary their moves to have the highest chance of success. You can only block moves that you have access to, so you will not be able to block moves that the opponent has earned that you haven't yet.

Wrestler Bucks

Wrestler Bucks are the currency of your wrestler.

You can earn wrestler bucks in a number of ways, but the most obvious is to win matches. You can also earn Bucks by inviting friends to use the Wrestler (5 points per invite, up to 20 invites).

Once you've earned Bucks, you can use them to buy new moves for your matches and new images to use in your profile in the Wrestler Store. Buying moves will increase your abilities in a match, giving you more moves to choose. Generally, the more expensive the move, the more effective it is on average.

You can also use Wrestler Bucks to buy items to dress your wrestler.

Rankings and Champions

Wrestlers are ranked based on their win/loss performance.

Each wrestler is ranked in the overall rankings as well as their country and network. Each of these also has a title holder.

Wrestlers are unranked until the end of the first day.

You can challenge anyone in the overall rankings, country rankings or network rankings so long as they are within 5 rankings positions of you. So, for example, if you are ranked 68th, you can challenge any wrestler ranked 63rd to 73rd.

If you are ranked in the top 5 of a section, you can challenge the champion. If you beat the champion, you become champion for that section. However, you will only become champion for the section that you are eligible. For example, imagine that you are ranked 43rd in the overall rankings and 3rd in the New Zealand rankings. It turns out that the New Zealand champion also happens to be the overall champion. However, because you are ranked only 43rd overall, even if you beat the New Zealand champion, you will not win the overall title... only the New Zealand title.

There is only one title match going on at a time for any title. The first qualifying challenge that is accepted by the title holder is a title match. If a title match is already in progress, any challenges accepted by the title holder are non-title matches. A title holder must accept a title match within 3 days after gaining or defending the title.

Stables

Stables are groups of wrestlers that join together under a name, and work together. A wrestler can be in only one stable at a time.

Any wrestler can start a stable, but to join another stable they must be invited by one of the stable's members. Stables can include up to 12 wrestlers.

When you start a stable, you are the leader. The leader can evict members from the stable, update the name of the stable, as well as assign a different person to be leader. You cannot leave a stable if you are the leader (unless you are the only person in the stable). You'll need to assign leadership of the stable to another member before you leave the stable.

A wrestler can leave a stable at any time (unless they are the leader).

Stable Challenges

Stable challenges allow you and your stablemates to take on another stable.

Any member of a stable can challenge another stable. However, any stable can only have 3 open challenges at any given time, so members of your stable should coordinate which challenges to make. To challenge a stable, just go to their stable page and click the 'Challenge this stable' link.

After a challenge is made, members of the challenging stable will be immediately notified via email, including a link to join the challenge. The challenging stable has 2 days to sign up at least 3 of its members for the challenge. If 3 members do not sign up in that timeframe, the challange is cancelled.

As soon as 3 members of the challenging stable have signed up, members of the target stable will be notified. For the next 2 days, members of both stables can sign up for the challenge.

At the end of this 2 day period, if 3 members of the target stable join the challenge, the matches begin. The number of matches will be the minimum of the number of signups from each of the stables. So, if 5 members sign up from one stable and 8 members sign up from the other stable, there will be 5 matches.

Match competitors are assigned at random. Since there will be fewer matches than people who signed up in many cases, some members of a stable may not have a match.

The winner of a stable challenge will be the stable with the most wins of the matches that took place. Each member of the winning stable, whether they wrestled or not, will receive bonus bucks related to the number of matches in the challenge. The more matches, the larger the bonus.

Stables are ranked based on their performance in these stable challenges. The winning stable will receive points based on the total number of matches in the challenge. The losing stable will lose points based on how many matches they lost by. If the challenge ends in a tie, each stable will receive points based on how many wins they achieved in the challenge.

Stable rankings are updated nightly.