I sent a gladiator into the arena with no armour and one in each stat (turns out the game is fine with you not putting any stats into your initial gladiator)
Its total HP was fourteen; I've noticed that HP and energy go up each level, though I haven't bothered to note the amount yet.
My one charisma hero was pitted against another one charisma hero, and a taunt dealt three damage. Previous observations have revealed that sonic damage, unlike physical damage, doesn't vary; it is possible that three damage is the minimum a taunt can deal, though this is untested. I believe this will be the simplest hypothesis to test, and it should be therefore tested first. A fuller hypothesis, based on my observations, is that sonic damage is determined by your opponent's charisma subtracted from your own, with a minimum limit of three damage. EDIT: already disproven, I just dealt 2 with a taunt. Presumably three is merely a base... ANOTHER EDIT: I have had some variation in taunt damage this game, between 2 and 3. Sonic damage is more complex than I initially suspected.
Whenever hitting someone, a number appears in a small shield next to the damage bubble. I suspect this to be the amount of damage absorbed by armour/defences/something, but this is currently unproveable until we have a better understanding of damage calculation. Sonic damage always results in a 0 appearing in the shield. Even with the edits to the above paragraph, this observation remains true.
A gladiator with 1 attack against a gladiator with 1 defence has a 33% chance to hit with a charge attack. According to the game, attack and defence are the stats involved in to-hit calculations; I will take this as truth until proven otherwise, in which case, 33% is what I will refer to as 'base accuracy' for a charge. I will treat this as a self-evident truth until disproven. Similarly, a quick attack has a base accuracy of 66%, a normal attack has a base accuracy of 50%, and a power attack has a base accuracy of 33%.