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Major Championship

Major Championship

Oct 0007

Early

Body Slam


power 100%
Early

Crossbody


aerial 100%
91 99

THE BAD GUY scales the turnbuckle and launches into a picture-perfect crossbody, crashing down onto Ichabod Wahoo with precision timing as the crowd boos the aerial display. Ichabod Wahoo crumples to the mat under the impact, gasping for air while THE BAD GUY quickly rolls through and poses arrogantly over the fallen opponent.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

91 87

Ichabod Wahoo catches THE BAD GUY off-guard with a technically precise snap suplex, hooking the head and whipping them over with surprising quickness before their opponent can counter. The crowd boos as Ichabod Wahoo smoothly transitions through the grappling exchange, planting THE BAD GUY flat on their back with clinical efficiency in this early heel-versus-heel confrontation.


Early

Backdrop Suplex


grapple 100%
Early

Shoulder Tackle


power 90%

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

91 81

Ichabod Wahoo exploits an opening with clinical precision, wrapping up THE BAD GUY and hoisting them overhead with a textbook backdrop suplex, dropping them spine-first onto the canvas. The technically sound execution draws grudging acknowledgment from the crowd as THE BAD GUY writhes in pain, clutching their back while Ichabod Wahoo sneers arrogantly.


Mid

Power Slam


power 125%
Mid

Dropkick


aerial 125%
114 124

THE BAD GUY springs off the middle rope with calculated precision, twisting through the air before driving both boots squarely into Ichabod Wahoo's jaw, sending the rival crashing backward into the corner turnbuckles as the crowd jeers the impressive yet opportunistic aerial assault that leaves Ichabod Wahoo dazed and slumped against the ropes.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

105 114

THE BAD GUY scales the turnbuckle and launches through the air with a vicious diving forearm, crashing into Ichabod Wahoo's jaw as the crowd boos both competitors. Ichabod Wahoo crumples to the mat, clutching their face while THE BAD GUY smirks arrogantly.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed +5%
Added by Snap Suplex
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

118 103

Ichabod Wahoo slingshots through the ropes with lightning quickness, his boot cracking across THE BAD GUY's jaw with a vicious Tiger Feint Kick that sends the rival heel stumbling backward as the crowd boos both competitors, but Ichabod Wahoo smirks with satisfaction at his underhanded precision.


Late

Dragon Suplex


grapple 130%

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

Late

Top Rope Splash


aerial 150%
118 149

THE BAD GUY scales the turnbuckles with exhausted determination, measuring the worn-down Ichabod Wahoo sprawled below. Launching with reckless abandon, THE BAD GUY soars through the air, crashing down chest-first across Ichabod Wahoo's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as Ichabod Wahoo convulses from the devastating aerial assault.


Late

Vertical Suplex


power 150%
Late

Spinebuster


power 125%

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

power +50%
Added by Spinebuster
137 158

THE BAD GUY catches the staggering Ichabod Wahoo with devastating precision, hoisting them up before driving them spine-first into the canvas with brutal, bone-crushing force that echoes throughout the arena. The exhausted Ichabod Wahoo writhes in agony as the crowd boos both competitors, while THE BAD GUY stands over their fallen opponent with vicious satisfaction.

THE BAD GUY wrenches back on the Neck Snap, torquing Ichabod Wahoo's joints at a sickening angle as the crowd boos both competitors. Ichabod Wahoo fights desperately but finally taps out in agony, and THE BAD GUY refuses to release the hold even after the bell, drawing nuclear heat before finally standing over their defeated rival.

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.