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Major Championship

Major Championship

Nov 0007

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

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Body Slam


power 100%
power -15%
Added by Hurricanrana
87 77

THE BAD GUY ducks a wild swing and uses their explosive quickness to slide between Ichabod Wahoo's legs, hooking them behind the knees and rolling them backward into a sunset flip pinning combination as the crowd boos both competitors, with Ichabod Wahoo kicking out at two but looking momentarily rattled by the crafty counter.


Early

Crossbody


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

Sleeper Slam


power 65%
grapple 35%

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

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

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

115 114

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

Dropkick


aerial 125%
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

125 105

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

Boston Crab


grapple 125%
103 114

Ichabod Wahoo methodically turns THE BAD GUY onto his stomach, stepping through the legs with technical precision before sitting back deep into a textbook Boston Crab, wrenching the lower back and spine as THE BAD GUY claws desperately at the canvas, the crowd jeering both competitors as the submission hold is locked in tight.


Late

Spinebuster


power 125%

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

power +50%
Added by Spinebuster
Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +15%
Added by Tiger Feint Kick
158 132

THE BAD GUY catches the charging Ichabod Wahoo and with brutal force drives him spine-first into the canvas with a thunderous spinebuster, the impact echoing throughout the arena as the crowd boos both competitors while Ichabod Wahoo writhes in agony from the devastating power move.

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.

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.