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Jan 0004

Early

Crossbody


aerial 100%
Early

Body Slam


power 100%
51 65

John Brown hoists the protesting Crips Ben Wall high into the air with raw power, holding them aloft for a moment as the crowd roars its approval, before driving them hard into the canvas with a thunderous body slam that shakes the ring and leaves Crips Ben Wall arching their back in pain.


Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Backdrop Suplex


grapple 100%
50 24

Crips Ben Wall corners John Brown against the ropes and wraps their arms around the challenger's midsection, squeezing with brutal intent while trash-talking directly in their face. The crowd boos loudly as Crips Ben Wall shakes John Brown violently side to side, using the illegal leverage of the ropes before the referee forces a break, leaving John Brown gasping and clutching their ribs.


Early

Punches


brawl 100%
Early

Kicks


speed 100%
50 65

John Brown unleashes a lightning-quick flurry of rapid-fire kicks to Crips Ben Wall's legs and midsection, the speed forcing the heel to backpedal defensively as the crowd roars its approval, each strike landing clean before Crips Ben Wall can mount any counter.


Mid

Headbutt


brawl 125%
Mid

Power Slam


power 125%
63 81

John Brown hoists the protesting Crips Ben Wall onto their shoulder with raw strength, pausing for a moment as the crowd roars its approval, then drives them down hard into the canvas with a thunderous power slam that shakes the ring, leaving the heel sprawled and gasping for air.


Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

43 75

John Brown catches Crips Ben Wall trying to regroup in the corner and unleashes a lightning-quick spinning heel kick that connects flush with the jaw, the crowd erupting as the heel crumples to the mat, clutching their face in agony.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

Mid

Boston Crab


grapple 125%
33 30

Crips Ben Wall clutches John Brown in a tight waistlock, wrenching viciously before explosively arching backward to hurl the fan favorite through the air with a perfectly executed belly-to-belly suplex. The crowd boos as Crips Ben Wall releases late, adding extra torque to send John Brown crashing hard into the canvas, immediately clutching their back in pain.


Late

Crossface


brawl 80%
power 35%
aerial 35%

Your opponent's next move loses 35% Grapple and Speed.

Late

Dragon Suplex


grapple 130%

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

grapple +60%
Added by Dragon Suplex
75 46

Crips Ben Wall viciously wrenches back on the crossface, grinding their forearm across John Brown's face with brutal malice as the exhausted fan favorite writhes in agony. The heel cranks the submission with sadistic intent, ignoring the referee's warnings while the crowd boos mercilessly, watching their hero's face contort in pain.


Late

Diving Headbutt


aerial 125%

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

Late

Vertical Suplex


power 150%
64 98

John Brown digs deep into their reserves and hoists the defiant Crips Ben Wall skyward, holding them inverted as the crowd roars with approval. After an agonizing vertical stall that showcases incredible strength despite late-match exhaustion, John Brown drops backward with devastating impact, driving Crips Ben Wall skull-first into the canvas with authority.

John Brown wrenches back on the Last Rites, bending Crips Ben Wall at an impossible angle as the crowd roars its approval. The heel's face contorts in agony, hand hovering desperately over the mat before finally slapping it repeatedly in submission. The referee calls for the bell as John Brown releases the hold, justice served.

Loser Winner
3 5

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.