Skip to main content


0xEssential will verify the gaming contracts once we launch the Wrassling Arena. Until then, and for those interested who don't read Solidity, this documents how match gameplay works.

The gameplay is scripted, much like wrestling in real life. Players have no control over their Wrasslers or moves performed - the strategy is to challenge Wrasslers who you match up with well.


Each match is performed by the WrasslingMatch contract. This contract allows a Wrassleable token owner to challenge another Wrassleable NFT. The owner of the token that receives the challenge can accept the challenge, which performs the match.

The WrasslingMatch contract uses Chainlink VRF to request a provably random number that is used to perform the match, and the match is performed in a single transaction.

Each competitor starts the match with 1000 HP. The challenger performs the first move, and then moves alternate until one of the competitors reaches 0 HP. Each move calculates an HP hit based on a randomly selected move, where each move interacts with a Wrassler's attributes plus some luck to determine the final HP hit. Some moves work better for strong Wrasslers, while others work better for agile Wrasslers.


0xEssential creates and sets the list of moves for the WrasslingMatch contract. The JSON file that describes each move is available on IPFS, allowing for third parties to perform data analysis to look for an edge. Moves are mutable - 0xEssential will from time-to-time change the list of moves to keep gameplay varied.

This is the struct that defines a WrasslingMove:

    struct WrasslingMove {        string id;        uint256 impact;        uint256 aggressionMultiplier;        uint256 powerMultiplier;        uint256 speedMultiplier;        uint256 resilienceMultiplier;        uint256 determinationMultiplier;        uint256 awarenessMultiplier;        uint256 powerDefenseMultiplier;        uint256 speedDefenseMultiplier;        uint256 resilienceDefenseMultiplier;        uint256 determinationDefenseMultiplier;    }

Here is an example move:

{    impact: 150,    powerMultiplier: 25,    speedMultiplier: 10,    resilienceMultiplier: 17,    powerDefenseMultiplier: 19,    awarenessMultiplier: 12,    aggressionMultiplier: 9,    speedDefenseMultiplier: 30,    resilienceDefenseMultiplier: 10,    determinationMultiplier: 7,    determinationDefenseMultiplier: 7,}


Each move emits an MovePerformed event including the move id and the hpImpact as determined on-chain. We use a The Graph subgraph to index these events, and construct the narrative data implied by the move - for instance, we persist a winner on the subgraph entity by performing the same math logic performed by the contract. This winner isn't stored on chain, but can be reliably recreated from emitted events, or queried from the subgraph. We may eventually build our own indexing service depending on The Graph cost and performance.

In the Wrasslers demo, matches have been pre-performed and indexed, and when you select your competitors you are being shown one of the matches the 0xEssential team previously performed. This will be available in the Wrassling Arena, but the 0xEssential team has deep experience with low-latency web-socket events and will pursue an experience where every spectator of a match receives output simultaneously for live matches.