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Dec 0003

Early

Punches


brawl 100%
Early

Punches


brawl 100%
90 53

Nervous Nate backs Jimmy Fukka into the corner and unleashes a vicious flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd boos mercilessly. The heel continues the illegal assault, driving punch after brutal punch into Jimmy Fukka's jaw before finally stepping back with a smug grin, leaving the fan-favorite reeling against the turnbuckles.


Early

Hammerlock


grapple 90%

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

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

74 75

Jimmy Fukka ducks under Nervous Nate's attempted clothesline with lightning-quick reflexes, slides between their legs, and explosively rolls them backward into a surprise sunset flip! The crowd roars as Jimmy Fukka uses pure speed and agility to catch the unsuspecting heel off-guard, stacking their shoulders firmly to the mat!


Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Crossbody


aerial 100%
aerial -15%
Added by Hammerlock
aerial +15%
Added by Sunset Flip
77 83

Jimmy Fukka sprints off the ropes with explosive momentum, launching into a picture-perfect crossbody that catches Nervous Nate square in the chest, sending the heel crashing to the mat as the crowd erupts in approval of the high-flying offense.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

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

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

107 95

Nervous Nate sneers at the crowd's protests as he cinches in a tight waist lock, wrenching Jimmy Fukka's ribs with vicious intent before explosively arching backward, launching the fan-favorite overhead with a textbook belly-to-belly suplex that sends Jimmy Fukka crashing hard into the canvas, the heel methodically rising with a satisfied smirk while Jimmy Fukka writhes in pain.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Dropkick


aerial 125%
103 104

Jimmy Fukka springs off the ropes with lightning precision, launching into a picture-perfect dropkick that catches Nervous Nate square in the chest, sending the heel crashing hard into the turnbuckles as the crowd erupts in approval of the high-flying justice.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

94 78

Nervous Nate methodically wrenches Jimmy Fukka's arm with textbook technical precision, twisting the joint at a cruel angle while the crowd boos the deliberate infliction of pain. The heel adds insult to injury by taunting the suffering Jimmy Fukka, applying extra torque with a smug grin.


Late

Fisherman Suplex


grapple 125%

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

Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

aerial +30%
Added by Frankensteiner
103 133

Jimmy Fukka scales the turnbuckle as the crowd roars, launching into a picture-perfect rotation through the air before crashing down across Nervous Nate's chest with devastating precision, the arena exploding as the heel writhes in agony beneath the high-flying heroics.


Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

Late

Top Rope Splash


aerial 150%
aerial +45%
Added by Shooting Star Press
117 162

Jimmy Fukka ascends to the top turnbuckle as the exhausted Nervous Nate writhes below, then launches into a picture-perfect splash from the heavens, crashing down with full body impact as the crowd erupts in thunderous approval while Nervous Nate convulses from the devastating high-flying assault.

Jimmy Fukka scales to the top rope as the crowd roars, measuring the vulnerable Nervous Nate below. With perfect precision, Jimmy Fukka launches into the air and connects with dead wife, crashing down onto Nervous Nate with devastating impact. The arena explodes as Nervous Nate lies motionless, and the referee counts three. Justice is 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.