Personality Traits

The new personality system (also featured in MyCareer) gauges a variety of stats to influence Superstar traits and actions in Universe mode, and affects how the AI will use characters during gameplay. Stories will unfold according to the Superstars personality traits, with specific cutscenes only happening if it makes sense for those involved. By default, these sliders are tuned to align with Superstars’ traits shown on WWE programming. They can be adjusted manually, or gradually developed through gameplay.

  • Prideful - Egotistical
    Prideful is a superstar who plays fair, but has no problem showing that they are confident in themselves: this one would be a champion coming out and watching the challenger from the stage. Egotistical is a superstar who won't play fair, and will taunt more: this one would get you a cutscene where the champion attacks the challenger from behind with the belt.
  • Respectful - Disrespectful
    Respectful is pretty self-explanatory. He'll be the one who offers hand shakes before/after the match. Disrespectful is the opposite, they'll slap the person's hand away, or attack them.
  • Perseverant - Desperate
    The desperate trait is more likely to use weapons when on the verge of losing, willing to get DQ'd if it means saving themselves.
  • Loyal - Treacherous
    Loyal people are less likely to betray allies. Treacherous people are more likely to turn on their partners and betray/trick people.
  • Bold - Cowardly
    Bold people have no problem bringing the fight to you, even saving people from attacks. Cowards will run away, possibly even getting themselves counted out intentionally during matches.
  • Disciplined - Aggressive
    Disciplined people will prefer fighting in the ring, may also make them less likely to use weapons in No DQ matches. Aggressive people will attack their rival before/after matches and will fight more viciously.

Thanks to TexanFreakshow for the help with Personality Traits.

Status Effects

The new Status Effects in WWE Universe Mode (introduced in WWE 2K16) are temporary bonuses and penalties that are triggered through gameplay or storylines. The most common effects temporarily boost a Superstar’s attributes, some others affect how much a personality trait can be changed through gameplay, giving you the chance to solidify a trait or push it towards the opposite end. Status Effects also include Injuries, that are inflicted when you deal a huge amount of damage to a specific part of the body.

Conqueror (Rivalry):
The Competitor has beaten the biggest and the best, increasing all offensive and defensive attributes by 3. Stacks up to 5 times.

Determined Recovery (Rivalry):
The competitor will not allow their injuries to stop them, doubling the rate the injuries are healed. Critical Injuries also heal to a Minor Injury instead of a Major Injury.

Cohesion (Rivalry):
The Competitor has proven to be unstoppable with their tag partner, increasing all attributes by 5 and doubling the rate that the "Loyal" personality trait increases.

Cold Streak:
The Competitor becomes demoralized from losses, decreasing all attributes by 1. Stacks up to 10 times.

Distracted (Rivalry):
The competitor becomes distracted, causing all attributes to decrease by 5.

Confident (Rivalry):
The competitor becomes confident, doubling the rate of change for "Prideful/Egotistical" personality trait.

Competitive (Rivalry):
The competitor becomes more competitive, doubling the rate of change for the "Respectful/Disrespectful" personality trait.

Stubborn (Rivalry):
The competitor becomes stubborn, doubling the rate of change for the "Perseverant/Desperate" personality trait.

Unpredictable (Rivalry):
The competitor becomes unpredictable, double the rate of change for the "Loyal/Treacherous" personality trait.

Impressionable (Rivalry):
The competitor becomes impressionable, double the rate of change for the "Bold/Cowardly" personality trait.

Focused (Rivalry):
The competitor becomes focused on an objective, double the rate of change for the "Disciplined/Aggressive" personality trait.

Momentum:
The competitor becomes energized from a burst of momentum, increasing the Momentum and defensive Attributes by 1. Stacks up to 10 times.

Hot Streak:
The competitor becomes encouraged after a big victory, increases all attributes by 1. Stacks up to 10 times.

Minor Head Injury:
The Competitor is afflicted by a small head injury, reducing the defensive attributes for the head by 5. Head health also begins at yellow damage.

Minor Torso Injury:
The Competitor is afflicted by a small torso injury, reducing the defensive attributes for the torso by 5. Torso health also begins at yellow damage.

Minor Arms Injury:
The Competitor is afflicted by a small arm injury, reducing the defensive attributes for the arms by 5. Arm health also begins at yellow damage.

Minor Legs Injury:
The Competitor is afflicted by a small leg injury, reducing the defensive attributes for the legs by 5. Leg health also begins at yellow damage.

Major Head Injury:
The Competitor's Head Durability attribute is reduced by 10. Head health also begins at orange damage. This effect degrades to a Minor Head Injury when it ends.

Major Torso Injury:
The Competitor's Torso Durability attribute is reduced by 10. Torso health also begins at orange damage. This effect degrades to a Minor Torso Injury when it ends.

Major Arms Injury:
The Competitor's Arm Durability attribute is reduced by 10. Arm health also begins at orange damage. This effect degrades to a Minor Arms Injury when it ends.

Major Legs Injury:
The Competitor's Leg Durability attribute is reduced by 10. Leg health also begins at orange damage. This effect degrades to a Minor Legs Injury when it ends.

Critical Injury:
The Competitor is afflicted by a critical injury and cannot participate in matches, except for rivalry matches. This effect degrades to a Major Injury when it ends.

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