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Jun 0001

Early

Crossbody


aerial 100%
Early

Crossbody


aerial 100%
39 53

Ghost Machine springs off the ropes with surprising agility, launching into a picture-perfect crossbody that catches Strong Carl completely off-guard, driving the fresh face down to the mat with a heavy thud as the crowd erupts in boos at the heel's opportunistic aerial assault.


Early

Hammerlock


grapple 90%

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

Early

Kicks


speed 100%
63 43

Strong Carl smoothly transitions behind Ghost Machine and expertly wrenches the arm into a tight hammerlock, using precise technical skill to control the heel's movement. The crowd cheers as Strong Carl applies textbook leverage, forcing Ghost Machine to grimace and reach desperately for the ropes while trapped in the fundamental submission hold.


Early

Kicks


speed 100%
Early

Punches


brawl 100%
brawl -15%
Added by Hammerlock
65 55

Strong Carl unleashes a lightning-quick flurry of rapid-fire kicks to Ghost Machine's legs and midsection, the speed forcing the heel to backpedal defensively as the crowd roars its approval, each strike landing clean before Ghost Machine can mount any counter.


Mid

Boston Crab


grapple 125%
Mid

Headbutt


brawl 125%
88 81

Strong Carl methodically turns over Ghost Machine, stepping through and sitting back deep into a textbook Boston Crab. The technical precision forces the heel to claw desperately at the canvas as Strong Carl leans back further, applying relentless pressure to the lower back. The crowd roars its approval as Ghost Machine grimaces in agony, trapped in the masterfully applied submission hold.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
49 66

Ghost Machine springs off the middle rope with surprising agility, launching both boots squarely into Strong Carl's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Mid

Corner Splash


speed 125%
Mid

Corner Splash


speed 125%
81 54

Strong Carl charges across the ring with lightning speed, catching Ghost Machine against the turnbuckles with a devastating corner splash that draws a thunderous ovation from the crowd. The impact crushes the air from Ghost Machine's lungs as Strong Carl's momentum flattens the heel against the pads, leaving Ghost Machine slumped and gasping.


Late

Top Rope Splash


aerial 150%
Late

Lariat


brawl 150%
59 98

Ghost Machine viciously swings a brutal lariat that catches Strong Carl flush across the throat, the sickening impact echoing throughout the arena as the exhausted hero crumples to the mat. The boos rain down as Ghost Machine stands over the fallen fan-favorite, soaking in the crowd's hatred while Strong Carl clutches at their neck in agony.


Late

DDT


grapple 150%
Late

Super Kick


speed 150%
105 65

Strong Carl clutches Ghost Machine's head with technical precision, trapping the exhausted heel in a textbook front facelock before driving straight down, spiking Ghost Machine's skull into the canvas with a perfectly executed DDT as the crowd roars its approval for the heroic maneuver.

Strong Carl hoists the staggering Ghost Machine onto their shoulders, and the arena erupts as they deliver Couch Lift with devastating precision, driving the heel's spine into the canvas with sickening impact—Ghost Machine crumples motionless as the referee counts three.

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, 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.