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Table of Contents
Paper Wrestler has wrestlers store momentum through matches. This momentum resets after each match.
With 3 or higher momentum stored in a match - a signature is stored. With 5 or higher momentum stored in a match - a
finisher is stored. When these are stored, the move will be used when it is applicable. For instance a “grounded attack” will only be used against a grounded opponent.
Generating Move Skillbooks
Skillbooks are gained a variety of was including bonus points, in-game achievements, etc. Below are the odds of each rarity being generated.
Legendary 0.5% Special 1% Very Rare 2% Rare 4% Unique 15% Uncommon 22.5% Common 55%
Selling Skillbooks
You will probably not want to keep all of your skillbooks. Selling skillbooks is as easy as using the Home→Manage Move Skill Books section. Skillbooks may be sold for either/both LP and PP.
Move skill books may not be sold again after being bought from the marketplace.
Gaining Momentum
* Successful body slam on an opponent and the text reads “slams”. This is why stronger/bigger wrestlers tend to win over smaller opponents as they can body slam more often.
* Body splashes or elbow drops from a turnbuckle climbing attack.
* Odds Per Attack X = 20-(Wrestler's “Momentum” Attribute)
so a Negative Momentum makes this even less likely. The base is 5% per attack.
Using Momentum
Besides momentum being used for signature and finisher moves, other actions may also be used with stored momementum.
A Come-back Kick Out
With a finisher stored - a wrestler will automatically use ALL stored momentum to kick out of a 3 count pinfall to prevent a loss.
Cage Match - Get Up
If knocked down in a cage match and a contender is climbing the ring, the contender will use all stored momentum to get back on their feet and start shaking the cage to prevent a loss.
Avoid Battle Royale Eliminations
In rulesets that feature over the top elimination such as the Battle Royale or Royal Rumble - stored Finishers may be used to avoid elimination in this match type.
Move Characteristics
The Other - “Guide Moves” section of the menu is very useful for getting a fast overview of all the moves and their characteristics. Described below is when and where the moves are used in a match's pace. A wrestler will use signature moves with a finisher stored and use a reduced amount of momentum.
Combination Move - These moves do NOT use momentum points but deal half the damage of signature/finisher moves.
Submission Move - These moves are held until broken. They inflict damage per round they are maintained. They may achieve victory if a contender submits.
Throw Move - These moves throw the opponent wrestler to the ground.
Pinning Move - These moves PIN the wrestler in addition to dealing damage.
Running Move - These moves in Irish Whip situations.
Illegal Move - These moves make the crowd boo at you. Although Faces can use them, they are considered “heelish”
Ground Attack Move - These can only be used on opponents on the ground.
High Flying Move - These are used when an opponent is on the ground. They also utilize the agility attribute for additional potential damage.
Irish Whip Move - These moves in Irish Whip situations.
Corner Move - These moves are used when the opponent is thrown into the turnbuckle.
Moves that do NOT have a “location” rule such as irish whip, ground attack, etc. are used in regular grapples when a grapple is won AND a signature/finisher is stored.