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May 0001

15
Early

Shoulder Tackle


power 90%

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

Early

Hammerlock


grapple 90%

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

57 63

Strong Carl expertly captures THE BAD GUY's arm and wrenches it behind in a textbook hammerlock, the technical precision drawing appreciative cheers from the crowd as the heel grimaces and tries to squirm free, but Strong Carl's hold remains locked tight, controlling the early pace.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

aerial -15%
Added by Hammerlock
Early

Crossbody


aerial 100%
aerial -15%
Added by Shoulder Tackle
53 33

THE BAD GUY suddenly drops down and rolls through Strong Carl's legs with surprising quickness, hooking both legs for the sunset flip! The crowd boos as the heel uses their fresh speed advantage to catch the face off-guard, stacking Strong Carl's shoulders to the mat in one fluid motion before the referee slides in to count!


Early

Hurricanrana


aerial 90%

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

aerial +15%
Added by Sunset Flip
Early

Backdrop Suplex


grapple 100%
82 70

THE BAD GUY catches Strong Carl off guard with a lightning-quick leap, wrapping their legs around the hero's head before whipping them across the ring with a picture-perfect hurricanrana, drawing boos from the crowd as Strong Carl crashes hard into the mat.


Mid

Power Slam


power 125%
Mid

Boston Crab


grapple 125%
grapple -15%
Added by Hurricanrana
79 77

THE BAD GUY catches the charging Strong Carl mid-ring, hoisting them high overhead with a show of raw strength before driving them brutally into the canvas with a thunderous power slam that shakes the ring, drawing venomous boos as THE BAD GUY flexes over the crumpled hero.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Power Slam


power 125%
90 21

THE BAD GUY scales the turnbuckle as Strong Carl struggles to his feet, timing the moment perfectly before launching into a soaring diving forearm that crashes into Strong Carl's jaw, sending the fan favorite crashing to the canvas as the crowd erupts in boos at the opportunistic aerial assault.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
98 81

THE BAD GUY springs off the second rope with surprising elevation, launching both boots into Strong Carl's chest with a picture-perfect dropkick that sends the beloved competitor crashing hard into the corner turnbuckles, drawing loud boos as THE BAD GUY smirks at the jeering crowd.

THE BAD GUY wrenches back on Neck Snap, applying maximum torque as Strong Carl writhes in agony, refusing to submit until consciousness fades and the referee calls for the bell, the heel celebrating with sadistic satisfaction while the crowd erupts in furious boos.

Winner Loser
5 1

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, and guide them through feuds, 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 and perform in feud angles. 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.

Feuds and Heat

Once signed, wrestlers can feud with others in the promotion to build Heat. Heat increases the likelihood that two wrestlers will be booked against each other at the next event. Over time, Heat fades and may be less effective in certain situations. Wrestlers can only feud with opponents within 12 ranks above or below their current rank.

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

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. Heat between the two wrestlers resets to zero. Both wrestlers gain experience, and if they've earned enough, they level up.