Wrestler

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WrestlerV2-64x64.png

It's time to step into the ring, Wrestler. With five simple moves and some unique perks, you'll learn what it really means to expect the unexpected in the true kingdom of madness, Space Station 13!

Types of Wrestlers

Wrestlers comes in three distinct flavors:

Abilities

Each kind of wrestler has the same set of wrestling moves, none of which can be executed while unconscious. An asterisk (*) indicates that the move requires manual target selection if there's more than one person adjacent to you.

Icon Name Cooldown
(default)
While stunned / cuffed? Description
WrestlerIconKick.png Kick* 20 seconds Yes Kick somebody away from you with significant force, causing 15 BRUTE. When they land, they're knocked-down and stunned for 3 seconds, and their movement is slowed for 8 seconds. Has some noticeable camera shake. Good last-ditch move to use if you're about to be arrested or already handcuffed.
WrestlerIconStrike.png Strike* 15 seconds Stunned: Yes

Cuffed: No

Knock somebody down briefly. Specifically, it paralyzes them for 2 seconds and knocks them down to the floor for 3, while also dealing 15 BRUTE and causing them to misstep afterwards. Generally employed as a precursor for Drop.
WrestlerIconDrop.png Drop* 25 seconds No Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and knocking them down for 3 seconds. If you climbed onto something with the ability, it also does 25 BRUTE and has a 33% chance to outright gib them; it's guaranteed to do so if used on corpses. If not, it still deals 15 BRUTE, though with no chance to gib on its own.

On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 BRUTE and forcing you to stay knocked-down for 3 seconds.
WrestlerIconThrow.png Throw 20 seconds No Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them for 8 seconds and knocks them down for 3, and causes them to have a high chance of misstepping. It deals a significant amount of BRUTE, much more than if you had thrown them normally.
WrestlerIconSlam.png Slam 25 seconds No Requires an aggressive grab. Slam somebody into the floor, stunning them and knocking them down to the floor for 3 seconds. With an aggressive grab, you do 25 BRUTE. If you managed to get a neckgrab/chokehold, you slam them so hard they gib, complete with a cool explosion effect.

Fluff

Each of these abilities also has unique flavor text associated with them, in the format of "[name] [name of move] [target]". These are mostly for adding some extra flair to the experience; after all, wrestling is all about showmanship.

Ability Possible Move Name Examples
Drop elbow-drop, leg-drop, knee-drop, butt-drop, chop-drop Butcher chop-drops MMMMMinotaur!
The Callipygian butt-drops BOHRUM SULTAN!
Kick spin-kick, tiger-kick, jump-kick, hurricane-kick, tornado-kick, roundhouse-kick, crescent-kick, drop-kick, flip-kick, scissor-kick, spiral-kick, sweep-kick Big Tex tornado-kicks Mighty Bee!
Son of Mars roundhouse-kicks Sol Invictus!
Slam piledrive, powerbomb, bodyslam, gorilla-press, bulldog
"Turbo" is added if the slam had an aggressive grab, and "atomic" if kill-grab.
Barry Betelgeuse atomic bodyslams the Million Credit Man!
help me i am turn into wrassle monkie turbo gorilla-presses King Kong Khan!
Strike heart-punch, neck-chop, karate-chop, uppercut, palm-strike, elbow-strike, headbutt "Cold-Blooded" Cade Plano heart-punches The Cremator!
Frezzik the Giant headbutts The Ultimate Robuster!
Throw irish-whip, throw, hurl, toss, hammer-throw Paddy Strongjaw irish-whips Ringfiend!
Sssscourge of Io hammer-throws Lars Brullbarborn!

Passives

Every spaceperson knows how to chairflip into someone, suplex them, and flatout punch somebody, but you are much better at it than they are, and that's the bottom line:

  • Chairflipping/shoulder diving (launching yourself from boxing ropes) is more robust. See here for info on how to chairflip.
    • Chair flips deal more damage and stun longer: you cause 20 BRUTE instead of just 10 BRUTE and knock them down for 7 seconds instead of only 3.
    • They also have a 33% chance to gib the target. This works on corpses, i.e. you can ensure your victims stay dead.
    • Chairflips don't stun you or drain any stamina.
  • Suplexes are more robust too; see here on how to suplex. They do a little extra damage (10 BRUTE versus 9), and they don't drain stamina. You still get knocked-down, but you're out for 1.5 seconds instead of 3.9, allowing you to more easily chain suplexes.
    • To suplex: grab somebody aggressively, then flip. This stuns the other person for a while. If you have two people in aggressive grabs, you'll suplex them both.
  • Punches are more powerful. When punching someone, you have a 66% chance to do a "backfist" that does 4 extra BRUTE and sends them flying, knocking them down for 5 seconds.

In addition, you also have a few more useful traits:

  • You can *flip (Hotkey: R) to jump onto tables in the direction you're facing.
  • Speaking of flips, they don't cost any Stamina.
  • Folded chairs can be re-purposed as a formidable blunt weapon. Hitting someone with a folded chair still does the same amount of BRUTE (5 to be exact), but now you're guaranteed to "stamina-crit" your victim, wiping out huge chunks of their stamina. Just like in WWE!

Tips

  • Meth and similar drugs come will make you recover from stuns much faster, and some even boost your movement speed.
  • Chain your attacks properly. Pushing someone away with a Kick or punch can get you out of tough situations, but is less ideal if you want to follow up with other moves. Throw and Slam won't do you any good without a firm hold, and are generally difficult to pull off if the target isn't stunned. Drop only works on prone opponents and is therefore best used in combination with Strike.
  • Consider carrying a taser or any other type of ranged weapon as a backup. You can feasibly keep two attackers at arm's length, though larger mobs may quickly become impossible to control.
  • The belt (if you need one) retains the functionality of a normal utility belt.

How to stop a wrestler

Bring a gun to the match. All wrestlers work best when in melee range, and chairflips can only go so far. By going with ranged attacks, you deny them the advantage. Plus, it'll even the playing field a bit when confronting wrestlers that knock you out with ranged stuns and then finish you off with one of their moves.

Melee stuns are very risky; try nabbing them with a ranged stun first. Riot shotguns can knock them back a fair distance, providing much space, and wipe out a decent chunk of their stamina, and pulse rifles slow people down and can blow wrestlers quite far, denying the melee advantage. Try them shooting them into a wall and keep firing them into it. Tranq rifles can knock them out regardless of stamina, as well as flush out any drugs they're using, and the perennial favorites, tasers and energy guns, are still also useful. Flashbangs can hit a surprisingly wide area and can slow the wrestler down enough for you to nab them with another stun. Be sure to wear some eye protection, such as sunglasses!

If you need to go lethal, lasers are still a good choice; after all, wrasslin' is useless if it can't protect you from lasers to the face. Laser guns can work, but eguns are the ideal delivery vehicle; stun-stun-lethal is a powerful combo. Flamethrowers, poisoned fire extinguishers, and bombs can also work, but you must be careful with collateral damage and be mindful not to hit any bystanders.

Stay away from chairs. Remove them if you can; otherwise, stay at least three tiles away from them so the wrestler can't nab you with a chairflip.

There are a couple of ways to resist out of a grab and thus escape suplexing, and certain hats and masks can protect you from the chokehold. See Being Robust's "Grabbed" section for more comprehensive advice on countering grabs.

Conclusion

A skilled wrestler can be a force to be reckoned with, however even a novice shouldn't find it too difficult to reliably overpower and finished off lone targets. Taking on the entire station or just a small group of determined and well-equipped enemies can be hard if not impossible without proper preparation (hard drugs!) and an above-average level of robustness. Don't be afraid to break contact if you're unable to handle the heat. There's no shame in retreating if you can live to fight another day.

Supplementary Video


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