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Major Championship

Major Championship

Jan 0008

Early

Shoulder Tackle


power 90%

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

Early

Sleeper Slam


power 65%
grapple 35%

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

82 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

Hurricanrana


aerial 90%

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

Early

Backdrop Suplex


grapple 100%
90 91

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.


Early

Crossbody


aerial 100%
Early

Body Slam


power 100%
power -15%
Added by Hurricanrana
100 78

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


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

115 106

THE BAD GUY scales the turnbuckle with malicious intent as Ichabod Wahoo struggles to his feet, then launches into a perfectly executed diving forearm that crashes into Ichabod Wahoo's jaw, sending him sprawling across the canvas as the crowd showers both heels with boos.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial -35%
Added by Gorilla Press
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

83 114

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.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

power +50%
Added by Fallaway Slam
Mid

Boston Crab


grapple 125%
150 114

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.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Dragon Suplex


grapple 130%

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

grapple +60%
Added by Dragon Suplex
130 173

Ichabod Wahoo hooks both arms behind THE BAD GUY's exhausted frame, bridging back with textbook precision to execute a picture-perfect Dragon Suplex that plants the depleted opponent square on their neck and shoulders, the technically flawless pin drawing grudging appreciation from the crowd despite both competitors' villainous reputations.


Late

Spinebuster


power 125%

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

power +50%
Added by Spinebuster
Late

Vertical Suplex


power 150%
159 138

THE BAD GUY catches the staggering Ichabod Wahoo charging in, hoisting them up with brutal force before driving them spine-first into the canvas with a thunderous spinebuster that shakes the ring. The crowd jeers as THE BAD GUY holds the impact position, sneering down at their flattened opponent while Ichabod Wahoo writhes in pain, clutching their lower back.


Late

Diving Headbutt


aerial 125%

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

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +15%
Added by Tiger Feint Kick
125 132

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.

Ichabod Wahoo hoists THE BAD GUY high overhead with brutal efficiency, the heel showcasing raw power before driving them down with thunderous force for Fallen Snap. The impact echoes through the arena as THE BAD GUY crumples in a heap, motionless, while the crowd erupts in boos for both competitors. Ichabod Wahoo stands victorious, sneering over the defeated body.

Loser Winner
4 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.