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Major Championship

Major Championship

Dec 0008

Early

Shoulder Tackle


power 90%

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

Early

Body Slam


power 100%
84 92

Ichabod Wahoo hooks THE BAD GUY around the waist, hoisting them up with raw power before driving them spine-first into the canvas with a thunderous body slam that shakes the ring, drawing boos from the crowd as both heels refuse to give an inch this early in the match.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

89 92

Ichabod Wahoo locks in a vicious sleeper hold, wrenching THE BAD GUY's neck backward before viciously hoisting them up and drilling them into the canvas with a brutal slam, drawing boos as both competitors show their ruthless nature early in this heel versus heel collision.


Early

Crossbody


aerial 100%
aerial +15%
Added by Sunset Flip
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

115 91

THE BAD GUY scales the turnbuckles with calculated precision, measuring Ichabod Wahoo who's still recovering from the early onslaught. Launching through the air with picture-perfect form, THE BAD GUY crashes down across Ichabod Wahoo's chest with a devastating crossbody, driving all the air from their lungs as both heels hit the canvas hard to a chorus of boos from the disgusted crowd.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

107 106

THE BAD GUY hoists Ichabod Wahoo high overhead with a devastating Gorilla Press, military pressing the struggling competitor above their head before callously hurling them down to the canvas with brutal authority. The thunderous impact echoes through the arena as Ichabod Wahoo writhes in agony, while the crowd jeers both competitors with disdain.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

aerial -35%
Added by Gorilla Press
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed +5%
Added by Snap Suplex
80 119

Ichabod Wahoo lures THE BAD GUY toward the ropes with a feint, then explosively swings through with a lightning-quick Tiger Feint Kick that cracks across THE BAD GUY's jaw, the boos intensifying as both heels resort to underhanded tactics and THE BAD GUY crumples backward into the ropes.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Power Slam


power 125%
120 115

THE BAD GUY hoists Ichabod Wahoo up with raw power, falling backward while launching their opponent overhead in a devastating fallaway slam that sends Ichabod Wahoo crashing hard across the ring. The impact echoes through the arena as both heels fight with vicious intensity, the crowd jeering the brutal display while THE BAD GUY sits up with a smirk, clearly getting the better of this ruthless exchange.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +5%
Added by Snap Suplex
speed +15%
Added by Tiger Feint Kick
130 137

Ichabod Wahoo catches THE BAD GUY off-guard with blinding speed, bouncing off the ropes and spinning through the air to crack a devastating kick across the back of THE BAD GUY's skull. The crowd boos as THE BAD GUY crumples to the mat, clutching their head while Ichabod Wahoo smirks at the damage inflicted.


Late

Spinebuster


power 125%

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

Late

Powerbomb


power 130%

Your next move gains +60% Power.

116 120

Ichabod Wahoo hoists the exhausted THE BAD GUY onto his shoulders with brutal force, parading around the ring to draw jeers from the disgusted crowd before viciously driving him down with a thunderous powerbomb that shakes the entire canvas, leaving THE BAD GUY crumpled in a broken heap as Ichabod Wahoo stands over him with a menacing sneer.

Ichabod Wahoo hoists THE BAD GUY onto their shoulders and drives them into the canvas with a thunderous Fallen Snap, the impact echoing throughout the arena as the crowd boos both competitors, and THE BAD GUY lies motionless while the referee counts three.

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.