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Major Championship

Major Championship

Sep 0008

Early

Hurricanrana


aerial 90%

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

Early

Body Slam


power 100%
90 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

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.

power -15%
Added by Hurricanrana
grapple -15%
Added by Hurricanrana
83 64

THE BAD GUY charges across the ring with malicious intent, lowering their shoulder and plowing through Ichabod Wahoo with devastating force, the thunderous collision echoing throughout the arena as Ichabod Wahoo crashes hard to the mat, the impact drawing jeers from the crowd watching these two villains collide.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Backdrop Suplex


grapple 100%
88 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.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

106 114

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

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Boston Crab


grapple 125%
115 114

THE BAD GUY scales the turnbuckle while Ichabod Wahoo staggers in the center of the ring, launching off with a picture-perfect diving forearm that connects flush with Ichabod Wahoo's jaw. The crowd boos the aerial assault as Ichabod Wahoo crumples to the mat, with THE BAD GUY quickly capitalizing on the opportunistic strike.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Power Slam


power 125%
119 115

THE BAD GUY hoists Ichabod Wahoo onto their shoulders with ruthless efficiency, then falls backward while launching their opponent overhead in a devastating fallaway slam that sends Ichabod Wahoo crashing violently into the canvas. The impact echoes throughout the arena as THE BAD GUY demonstrates superior raw strength, leaving Ichabod Wahoo writhing in pain while the crowd boos both competitors mercilessly.


Late

Spinebuster


power 125%

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

power +50%
Added by Fallaway Slam
Late

Vertical Suplex


power 150%
161 138

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.


Late

Top Rope Splash


aerial 150%
Late

Powerbomb


power 130%

Your next move gains +60% Power.

150 120

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.

THE BAD GUY wrenches back on the Neck Snap, cranking Ichabod Wahoo's joints at a sickening angle as the arena erupts in boos. Ichabod Wahoo flails desperately, but THE BAD GUY applies even more pressure, forcing a violent tap out that seals the ruthless victory.

Winner Loser
5 3

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.