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Major Championship

Major Championship

Mar 0004

Early

Bulldog


speed 90%

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

Early

Shoulder Tackle


power 90%

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

80 77

Bad Brad Clark strikes with lightning quickness, snatching BAPA SCHAUB's head and sprinting forward before the crowd can even react. The boos rain down as Bad Brad Clark plants BAPA SCHAUB face-first into the canvas with a swift bulldog, popping up immediately with a smug grin while BAPA SCHAUB clutches their jaw in frustration.


Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
Early

Hammerlock


grapple 90%

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

76 81

BAPA SCHAUB wrenches Bad Brad Clark's arm behind their back with clinical precision, torquing the hammerlock while shoving their opponent's face into the turnbuckle. The technical submission draws jeers from the crowd as both heels jockey for control, with BAPA SCHAUB maintaining the torturous hold and driving their knee into Bad Brad Clark's spine for added pressure.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Body Slam


power 100%
89 85

Bad Brad Clark catches BAPA SCHAUB off-guard with a technically precise snap suplex, hooking the head and snapping backwards with sudden quickness. The crowd boos as BAPA SCHAUB crashes hard onto the mat, while Bad Brad Clark rolls through smoothly and smirks at the hostile reaction, clearly satisfied with the executed takedown.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Boston Crab


grapple 125%
102 113

BAPA SCHAUB methodically wrenches back on Bad Brad Clark's legs, applying a textbook Boston Crab with surgical precision while Bad Brad Clark claws desperately at the mat. The technically superior heel cranks the hold deeper, refusing to release as the crowd boos both competitors, with Bad Brad Clark's face contorting in agony.


Mid

Corner Splash


speed 125%
speed +5%
Added by Snap Suplex
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

116 103

Bad Brad Clark charges across the ring with explosive quickness, catching BAPA SCHAUB off-guard in the corner and crushing them with a lightning-fast splash that drives the air from their lungs, as the crowd boos both competitors with equal disdain.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

107 98

Bad Brad Clark whips around with lightning-quick precision, their heel cracking across BAPA SCHAUB's jaw with a vicious spinning kick that sends their opponent staggering backwards. The crowd boos both competitors as Bad Brad Clark smirks at their handiwork, BAPA SCHAUB crumpling against the ropes from the sudden, sharp strike.


Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

Late

DDT


grapple 150%
116 135

BAPA SCHAUB catches the exhausted Bad Brad Clark in a front facelock, methodically positioning him with technical precision before dropping straight down, spiking his skull into the canvas with a textbook DDT that echoes through the arena as the crowd boos both competitors.


Late

DDT


grapple 150%
Late

Vertical Suplex


power 150%
134 128

Bad Brad Clark catches the exhausted BAPA SCHAUB in a front facelock, methodically positioning him with technical precision before dropping straight down, spiking his skull into the canvas with a textbook DDT that echoes through the arena as the crowd boos both competitors.

Bad Brad Clark hoists BAPA SCHAUB onto their shoulders and drives them into the canvas with a thunderous Junkyard Bulldog Piledriver, the impact echoing throughout the arena as the crowd boos both competitors, and BAPA SCHAUB lies motionless while the referee counts three.

Winner Loser
5 3

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.