Classes

Classes in symbolize a wrestler main proficiency within the different aspects of wrestling. A wrestler class is chosen upon creation of the character and cannot be changed at any point until retirement. Currently the five classes are: Balanced, Resistance, Speed, Strength and Technique.

Each class has its own Statistics, with the exception of the Balanced class.

In TWG, the each class will grant a wrestler two bonuses:

- 50% reduced timer when training the respective Stat, for example: a resistance wrestler takes 2h20 to train the Resitance stat from 15 to 16, but takes 4h40 to train all the other stats on the same level. The only exception to this is the Balanced class, which gains a 12,5% reduction on the timer on all four stats.

- A unique and exclusive skill.

Skills
Each statistic has 5 Skills that can be improved to add points to basic fighting atributes of your character.

Every time you increase a statistic you gain a certain amount of skill points that you can distribute between those skills. Keep in mind that a skill can never be a higher level than the statistic it belongs to.

Every class also has access to an exclusive 6th skill under the respective statistic:

- Resistance unique skill: Endurance

- Speed unique skill: Quickness

- Strenght unique skill: Fury

- Technique unique skill: Mastery

- Balanced unique skill: Versatility (requires skill points on all 4 statistics to upgrade)

Tireless
For each point spent on Tireless, your base stamina is increased by 2%. Every action during a match requires a stamina cost, and when you lose all your stamina, you won't be able to complete your actions successfully, and your health points will drop faster. Think of Stamina as the fuel of other skills. The more stamina you lose, the less efficient your other skills will be, so make sure to have enough stamina to get through the match. Tireless increases your wrestler's base stamina by 2% for every level. The percentage bonus will only affect your base Stamina, and not stamina obtained from advanced techniques or Special abilities. Tip: If you see a sudden shift of performance and you suddenly become weaker after hitting a strong move, or dropping colors too fast while you're the one attacking then that's an indication of lack of stamina.

Toughness
For each point spent on Toughness, your Damage Resilience (DR) is increased by 1%. Toughness (DR) reduces the damage you take from all sources and is capped at 80%, meaning no matter how much damage reduction you have, the minimum damage you can take from an attack is 20%. Having 100% damage reduction however doesn't mean you will always take the minimum damage, because you have to factor in your opponent damage increasers. Damage reduction will get deducted from the damage increaser of your opponent, so if your opponent has more direct/submission damage increaser than your damage reduction, then your damage reduction will be nulled, and you'll take the full if not more damage from his move.

Thick Skin
For each point spent on Thick Skin, you gain 20 health points. HP is the amount of damage you can take before you are completely whipped out. Your wrestler name color in match reports indicate your current health, and it goes from green to red, with red being the lowest. Health points work as a shield for your stamina, and once it is all gone, your stamina will be exposed making you an easy target, once stamina reaches 0 It is game over for you, so load on health points to protect your wrestler.

Willpower
For each point spent on Willpower, you gain 1 point on Pin Opposition Skill. This skill increases your chances to kick out of pinning manuevres more effectively. If you are struggling to kick out of a pinning maneuver while you still have some health to fight, then this is what you need to keep fighting til you have nothing left. Willpower will only help you kick out of pinning maneuvers, and won't help you escape submission maneuvers.

Pacification
Decrease the maximum number of allowed consecutive attacks to your opponents by one every 5 points on this skill. Increases your amount of Attacks Denied. Attacks Denied reduces the amount of your opponent's Allowed Attacks, making Pacification a direct counter to Frenzied Urge.

However, no matter how much Pacification you have, your opponent's amount of allowed attacks can't be pushed further down than three Allowed Attacks. This is one of the few skills you can't boost through Advanced Techniques.

Endurance (Resistance Class Exclusive)
For each point spent on Endurance, you gain 20 health points and 1% to Damage Resilience.

Improved Reflexes
For each point spent on Improved Reflexes, you gain 1 point on Dodge Bonus. Increases your Dodge, which is a defensive skill. Dodge improves your chances of avoiding your opponent's attacks, and enables you to start your own attack sequence. Dodge (or block) is very important for you to preserve your healthy state, and survive the match if you're not tanky (don't have a lot of health points, and stamina).

Head Start
For each point spent on Head Start, you gain 1 point on Initiative Bonus. Increases your Initiatve (Ini). Initiative is what decides if you will react quickly and attack first, and it is mainly used in four situations (initiative checks): when someone escapes a submission hold, when an attack sequence ends uninterrupted, when someone tries to use a taunt and in the start of matches to decide who gains the upper hand.

If you roll more initiative than your opponent, you will be the first one to attack in these situations.

Lightness
For each point spent on Lightness, Stamina costs are reduced by 0.95%. Executing moves, dodging, or keeping submission holds drains your stamina slowly. Lightness (Stamina Reducer) reduces the amount of Stamina you lose when executing moves and when you get hit. This is one of the few skills you can't boost through Advanced Techniques.

Elasticity
For each point spent on Elasticity, you gain one point on Pin Bonus. Increases your Pinning Bonus. Pin Bonus increases your wrestler's chance to successfully pin your opponent and end the match ealier than it is supposed to. Pin Bonus builds are mainly built around a high damage pin finisher, or pinning trademark that would keep the opponent down after hitting.

Frenzied Urge
Increase the maximum number of your allowed consecutive attacks by one for every 5 points between this skill and your opponents "Pacification" skill. Frenzied Urge increases your amount of allowed attacks in your attack sequences. Every 5 points of this skill increases the amount of your allowed attacks by one, which means that only every 5 points are useful!

Think of this skill as ball possession in football. The more attacks allowed you have the higher your chances are to have more attacks during a match than your opponent does. But this is only true if you can keep hitting without getting dodged. This is one of the few skills you can't boost through Advanced Techniques

Quickness (Speed Class Exclusive)
For each point spent on Quickness, you gain 1 point to Initiative Bonus and 1 point to Pin Bonus.

Might
For each point spent on Might, you gain 1% Bonus on your direct damage increase, causing your moves to deal more damage. Might, also known as Direct Damage Increaser (DDI), increases all direct damage that comes from direct damage moves, trademarks and finishers.

Might/DDI will make your wrestler hit harder, which makes it easier for you to bring your opponent's health down. This skill is used to counter the opponent's Damage Resistance, and drain your opponent health points.

Rage
For each point spent on Rage, you gain 1 Adrenaline point whenever you hit your opponent, and half a point whenever you are hit. This skill increases your Adrenaline Gain (AG). Adrenaline gain is a key factor when it comes to creating your finisher and decides how much adreanline your wrestler will gain during every turn.

If you don't know it yet, You cumulate adrenaline gain every turn, and it is like this:

Every attack = your total adrenaline gain

Each time you get attacked = 50% of your adrenaline gain.

Let's explain how it works with some math:

Say you have 20 Adrenaline gain, your match is currently at the turn 20, and you have had 8 attacks so far, and got hit 12 times. Your adrenaline at this point will be:

(20 adrenaline gain x 8 turns x 1(the attacking factor)) + (20 adrenaline gain x 12 turns x 0.5 (50% factor for being hit)) = 380 Adrenaline. So At turn 20, you will be able to hit a finisher that has a 360 adrenaline cost or less.

Matches usually have 80 turns, so you have to know how much adrenaline gain you make per turn, assess when you will be able to gain enough adrenaline, and base your finisher's cost on it.

Unstoppable Blow
For each point spent on Unstoppable Blow, you gain 1 Attack Bonus point on direct damage moves and finishers. More attack bonus will make your moves harder to dodge. Increases your Attack Bonus (AB). Attack bonus is the main factor in hitting or missing moves. To hit your move you have to have more attack bonus than your opponent dodge or block.

Your attack bonus comes from two sources: - Your skills (Skill points, Advanced techniques .. etc): This is the main source for all the game skills - Move attack bonus: Each move has a different attack bonus that adds up to your skills to help you hit that particular move.

Your moves + Skills attack bonuses add up to form a total attack bonus that is put against your opponent's dodge or block then to determine whether you hit or miss your move.

Stiff Blow
For each point spent on Stiff Blow, you gain 1% chance to make your opponent bleed (for moves that allow bleeding). Increases your Bleeding Bonus (BB). BB gives your bleeding moves (marked by a 'Wounding: X') a higher chance to cut your opponent. Cuts drain your opponent's health and if you manage to cut your opponent 5 times in a match, it will result in a knockout giving you the victory automatically.

Berserker
For each point spent on Berserker, you gain 2% chance to complete your attack sequence. Increases your chance to complete your attack sequence. This is one of the few skills you can't boost through Advanced Techniques.

Attack sequences are the total successive attacks you can make without being dodged/blocked.

You can increase your attack sequence length by improving Frenzied Urge (Speed Statistic Skill) while Berserker increases your chances of completing the attack sequence. Berserker increases your chances by 2% per point, and at 100% you'll be able to fully hit your attack sequence.

Fury (Strenght Class Exclusive)
For each point spent on Fury, you gain 1% Bonus to Direct Damage and 1 extra Attack Bonus point.

Block
For each point spent on Block, you gain 1 point on Block Skill. Block is another defensive skill that allows you to nullify your opponent's attack, but the difference between this and dodge, is that block doesn't give you back the initiative. Block however is easier to use and with the sufficient amount, you can block every attack in your opponent's attack sequence.

If you prefer you can combine both dodge and block so that you can block to avoid getting hit until your dodge kick in allowing you to attack back.

Power Grappling (SDI)
For each point spent on Power Grappling, you gain 1% bonus on damage dealt by submission moves and finishers. Power grappling is specific to submission builds, so unless you have submission maneuvers in your moves arsenal, this skill will be useless to you.

Power grappling is your Submission Damage Increaser (SDI). It increases the damage of your submission holds, and improves your chances of injuring your opponent. Injuries cause your opponent to lose stamina each turn, and if you manage to injure your oppnent five times during a match you will automatically win.

Ruthless Grasp (SB)
For each point spent on Ruthless Grasp, you gain 1 point on Submission Bonus (SB). When you execute a submission move it will hit your opponent with initial damage followed by potentially two 'holds'.

These holds deal submission damage with a chance of injuring your opponent and the damage is increased by SDI (Power Grappling). SB increases your chance of getting a double hold with your submissions preventing your opponent from escaping, therefore indirectly increases your submissions' damage.

Escape Artist
For each point spent on Escape Artist, you gain 1 point on Escape Submission Manoeuvre Skill, which improves your chances of escaping your opponent's submission holds. Submission Escape/Escape Artist directly counters Ruthless Grasp.

Escape artist will only help you escape submission maneuvers, and won't help you kick out of pinning maneuvers.

Feint
For each point spent on Feint, you gain 2% chance to interrupt your opponent's attack sequence. Increases your chance of interrupting your opponent's attack sequence. Feint is the opposite of Berserker, in that it increases your chances of interrupting the attack sequence even when your block/dodge doesn't trigger. Feint as well as Berserker are useless, unless they are paired with good amounts of Pacification (Resistance Skill) for Feint, and Frenzied Urge (Speed Skill) for Berserker. This is one of the few skills you can't boost through Advanced Techniques.

Mastery (Technique Class Exclusive)
For each point spent on Mastery, you gain 1 point on Submission Bonus and 1% bonus on Submission Bonus Damage.

Balanced Skill Tree
Balanced class doesnt have its own skill tree.

Versatility (Balanced Class Exclusive)
For each point spent on Versatility, you gain:

- 1% Bonus to Direct Damage - 1 point to Attack Bonus - 1 point to Initiative Bonus - 1 point to Bonus Pin - 20 Health Points - 1% to Damage Resilience - 1 point on Submission Bonus - 1% bonus on Submission Damage

In order to increase your Versatility skill you need skill points available of all four statistics. Example: To upgrade versatility from level 9 to level 10, you need 10 points on each of your skills (Strength, Speed, Technique, and Resistance).

Reseting Skills
If you are unhappy with your build, at any given point you can reset all your skills to recover the skill points spent on them by clicking on the Reset Button on the bottom of the Skills Page at the cost of 50 Tournament Points (TPs). Your statistics will remain as they were (despite the game stating at the top of the screen that they will be reseted as well) but you will be able to redistribute all your skill points acumulated.

When reseting your skills, all the moves you have bought will also be sold. The level progress on these moves (number of executions) will not be lost and will be stored in form of a free timer, that you can use to instantly upgrade any moves that you will buy after the reset.