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Feb 0003

Early

Crossbody


aerial 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

81 73

David the Merman springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into Kurt Kross's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Early

Punches


brawl 100%
Early

Forearm Strikes


brawl 90%

Your opponent's next move loses 15% Grapple and Speed.

81 63

David the Merman backs Kurt Kross into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping Kurt Kross's head back before David the Merman smirks at the jeering audience.


Early

Forearm Strikes


brawl 90%

Your opponent's next move loses 15% Grapple and Speed.

Early

Hammerlock


grapple 90%

Your opponent's next move loses 15% Aerial and Brawl.

73 77

Kurt Kross smoothly transitions behind David the Merman and expertly wrenches the arm into a tight hammerlock, using precise technical skill to control the heel's movement. The crowd cheers as Kurt Kross applies textbook leverage, forcing David the Merman to grimace and reach desperately for the ropes while trapped in the fundamental submission hold.


Mid

Dropkick


aerial 125%
aerial -15%
Added by Hammerlock
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

grapple -15%
Added by Forearm Strikes
89 85

David the Merman springs off the second rope with surprising elevation, launching both boots into Kurt Kross's chest with a picture-perfect dropkick that sends the beloved competitor crashing hard into the corner turnbuckles, drawing loud boos as David the Merman smirks at the jeering crowd.


Mid

Headbutt


brawl 125%
brawl -35%
Added by Arm Wringer
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

73 81

Kurt Kross charges forward with righteous fury and drives a thunderous big boot straight into David the Merman's jaw, the brawling strike echoing through the arena as the crowd roars its approval while David the Merman crumples to the canvas in a heap.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

speed +5%
Added by Snap Suplex
93 81

David the Merman cuts off Kurt Kross's momentum with a vicious big boot, planting their sole directly into Kurt Kross's face with brutal street-fight intensity. The sickening thud echoes through the arena as Kurt Kross crumples to the mat, drawing furious boos from the crowd witnessing the callous assault.


Late

Top Rope Splash


aerial 150%
Late

Rolling Elbow


speed 125%

If your opponent has more Speed, this gains +50% Speed.

speed -35%
Added by Big Boot
speed +5%
Added by Snap Suplex
122 49

David the Merman scales the turnbuckles with malicious intent, taunting the crowd as the exhausted Kurt Kross lies helpless below. Launching into a picture-perfect splash, David the Merman crashes down with devastating aerial precision, driving every ounce of air from Kurt Kross's lungs as the referee counts and the arena erupts in furious boos.

David the Merman ascends to the top rope and leaps through the air, crashing down on Kurt Kross with the Fish Out of Water. The arena erupts in boos as Kurt Kross lies motionless, the referee counting three while David the Merman smirks over their fallen opponent.

Winner Loser
5 2

How to Play

Welcome to Wrestling Legacy

Build your pro wrestling camp from the ground up. Recruit wrestlers, equip them with gear and moves, sign them to promotions, all in pursuit of becoming World Champion.

Your Lockerroom

The Lockerroom is your home base where you manage your roster and recruit new talent. You can recruit one wrestler per day and carry a maximum of 15 wrestlers at a time.

Each wrestler's career lasts up to 180 matches. When they retire, they free up a spot for the next prospect to join your team.

Managing Your Wrestlers

Your wrestlers won't grow on their own. As they gain experience and level up, you'll improve their abilities to prepare them for bigger matches and tougher opponents.

When you open a wrestler's page, you'll see the following tabs.

Stats

Each wrestler has two sets of stats: Styles and Personalities. These determine how well they execute moves in the ring. Every time they level up, you can improve these stats.

Gear

Gear determines how your wrestler looks. You can purchase new gear from the shop and equip it to any wrestler on your roster.

Moves

Each wrestler performs a set of moves during a match, and those moves rely on their physical stats to determine effectiveness. You must choose four early match moves, four mid match moves, and four late match moves for every wrestler.

History

The History tab shows every match the wrestler has competed in. You can click any entry to view the full match details.

Awards

Wrestlers can win championships while signed to a promotion. The Awards tab serves as their trophy room and tracks their accomplishments.

Joining a Promotion

Wrestlers need to sign with a promotion in order to compete. Each in-game month, promotions run events where wrestlers are matched up against one another.

Contract

If a wrestler isn't currently signed, the Contract tab becomes available. From there, you can sign them to a promotion, choose the length of the deal, and set their pay per match.

Championships

Every promotion has a major championship that represents the top prize in the company. Some promotions also feature midcard championships for lower-ranked wrestlers.

If a midcard champion rises within 12 ranks of the major champion, the midcard title is vacated and that wrestler immediately earns a major championship match.

Wrestling Matches

Matchups are announced one event in advance, so you can see your upcoming opponent and prepare before the match takes place.

Each match is made up of nine move exchanges between two wrestlers. For every exchange, one move from each wrestler is selected. The wrestler with the higher score wins that portion of the match.

Moves

Moves happen in three phases: early, mid, and late. While each wrestler equips four moves for each phase, only three per phase are actually used during a match.

Each move's score is calculated as a percentage of the relevant Style stats. Some moves also include additional effects that trigger under specific conditions.

Results

After a match, wrestlers are paid according to their contracts. The winner gains Starpower while the loser loses Starpower, and rankings are adjusted accordingly. Both wrestlers gain experience, and if they've earned enough, they level up.