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Moves Dodge by Acrobats

Below you can see how Acrobats are dodging moves instead of only gem Damage.
Hope you can fix that soon and its a priority on the list of bugs since its really annoying and a waste of Health Pack.
Thanks,
Brygab023
Comments
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Great video. I hope to see this addressed.
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The whole acro and trick dodge is game breaking and abused by the AI with the stupid RNG they have. They should at least work correctly.
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Dodge things are the worst in the WWE champions. I hope they remove from the game.
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Hello brygab, thanks for reporting this issue. Please provide additional details as shown in the reporting guide.
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The AI does NOT have special RNG. They don't get any benefits on trigger rate for dodges, extra turns, bleeds, or cascades.
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This definitely isn't a move dodge. If it was a move dodge then no damage would have been done by the finisher. Its another bug.
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Not trying to be argumentative or contradicting you, but if I had to throw out a number on the amount of times a CPU will dodge/extra turns/bleed/cascade to mine would be 10 or 20 for each 1 I get.
I've had the AI get 2+ extra turns all the time and even up to 5 extra turns in a single round, however I've yet to get more 2 extra turns ever and that's happened maybe twice to me since extra turn belts have been introduced.
This past feud Supersbt's MEM Rock dodged 5-6 moves in a single match, which ended up wasting a lot of props on my end to take him down.
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To get back on topic:
I experience the exact same behavior and I suspect it's got something to do with moves/finishers that interact with gems - which the Acro class seems to be able to dodge.
To stay with Batista: the Cheap Shot skill plate works on his finisher, while it really has absolutely no business doing so, since it should procc on a *Gem* critical hit - but the Batista Bomb is clearly not doing any Gem damage but just a modification, which seems to be able to trigger a dodge, too.
And to get to the dodges: dodges/crits/chance to procc are the worst general mechanic in the whole game. Stuff like crits are good fun in games where consistent damage over time will even those crits (and dodges) out, but since Champions is basically just a "I kill you on turn 1, or else you kill me on turn 1" on the highest competitive level, every single dodge can potentially lead to a loss.
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