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Jun 0003

Early

Punches


brawl 100%
Early

Punches


brawl 100%
83 90

Nervous Nate unloads a vicious barrage of closed-fist punches to David the Merman's jaw, the referee turning a blind eye to the illegal strikes as both competitors favor the same underhanded tactics, drawing boos from the disgusted crowd as David the Merman stumbles backward into the ropes.


Early

Crossbody


aerial 100%
Early

Forearm Strikes


brawl 90%

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

84 81

David the Merman launches off the ropes with a soaring crossbody, catching Nervous Nate completely off-guard and flattening him to the mat with surprising early aggression. The crowd boos both competitors as David the Merman quickly scrambles up, smirking at the grounded Nervous Nate who clutches his chest in frustration.


Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

84 77

David the Merman charges forward with malicious intent, leaping into a brutal running knee that crashes into Nervous Nate's jaw, sending the rival villain staggering backward into the ropes as the crowd boos both competitors with equal disdain.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +6%
Added by Running Knee
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

100 82

David the Merman catches Nervous Nate charging in and levels them with a vicious big boot straight to the jaw, the brutal impact echoing throughout the arena as Nervous Nate crumples to the mat, and the crowd boos both competitors while David the Merman stands over their fallen opponent with a sneer.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

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

grapple +30%
Added by Belly-to-Belly Suplex
97 120

Nervous Nate clinches David the Merman in a tight waistlock, wrenching viciously before hoisting them overhead with precise technique and slamming them brutally to the canvas with the belly-to-belly suplex. The crowd jeers both competitors as Nervous Nate maintains the aggressive advantage, leaving David the Merman clutching their back in pain.


Mid

Dropkick


aerial 125%
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

105 103

David the Merman springs off the middle rope with explosive height, twisting mid-air before driving both boots square into Nervous Nate's jaw with a picture-perfect dropkick that echoes throughout the arena. Nervous Nate crumples to the mat as the crowd boos both competitors, though some can't help but appreciate the aerial excellence on display.


Late

Lariat


brawl 150%
Late

Haymaker


brawl 125%

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

125 113

David the Merman staggers forward and brutally clubs Nervous Nate across the throat with a vicious lariat, sending them crashing to the mat in a heap as the crowd boos both competitors, David the Merman standing over their fallen opponent with a sneer of contempt.

David the Merman ascends to the top turnbuckle while Nervous Nate lies helpless below, launching into Fish Out of Water with vicious precision. The impact drives Nervous Nate into the canvas, and the referee counts three as the crowd boos both competitors mercilessly.

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.