- Stamina Meter: This is the yellow second bar below your Superstar’s name. Running and attacking will deplete this bar, taking breaks will allow it to regenerate. If depleted your Superstar will be unable to perform any actions until it refills.
- Stun Meter: This meter appears above your opponent's head when you hit them with any attacks. Once filled, the opponent becomes stunned, unable to reverse or defend against attacks for a limited time.
- Vitality Meter: Located below your Superstar’s name, this meter has two levels: green and red. The green meter represents recoverable vitality and will regenerate if you avoid taking further damage. If the green meter is fully depleted, you’ll drop into the red level, which represents permanent damage—this portion cannot be regenerated. The more your health drops, the harder it becomes to kick out of pinfall attempts, escape submissions, and recover from being knocked down.
- Special Meter: This is the third blue bar below your superstar's name. Fill this bar to perform a Signature Move, indicated by a card with a star icon.
- Finisher Meter: The fourth orange bar below your superstar's name fills as you perform moves, taunts, or deal damage. Divided into three segments, each filled segment allows you to perform a Finishing Move. You can store up to three Finishing Moves, and a guillotine icon will appear when you're ready to execute one. Some Superstar’s have a Super Finisher if they store up three Finishing Moves as highlighted by a lightning bolt connecting all three slots when filled.
- Limb Damage Indicator: It is the body image shown on the right of your bars.This indicator shows damage to specific body parts: head, torso, arms, and legs. Damage indicators change from grey to yellow, orange, and then red as they receive more damage. The more damaged your limbs are, the more susceptible they become to submissions targeting those parts.
What are the different types of meters and how do they work?
Last Updated: 25d