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Nov 0001

Early

Hurricanrana


aerial 90%

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

Early

Sleeper Slam


power 65%
grapple 35%

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

74 69

BIG MAGIC springs off the ropes with lightning speed, leaping high to catch William King's head between their thighs before spinning through the air in a dazzling rotation that sends the villain flipping head-over-heels across the canvas, the crowd erupting in thunderous approval as William King crashes hard onto their back.


Early

Hammerlock


grapple 90%

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

Early

Body Slam


power 100%
power -15%
Added by Hurricanrana
68 61

BIG MAGIC expertly captures William King'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 BIG MAGIC's hold remains locked tight, controlling the early pace.


Early

Crossbody


aerial 100%
Early

Kicks


speed 100%
82 62

BIG MAGIC sprints off the ropes with explosive momentum, launching into a picture-perfect crossbody that catches William King square in the chest, sending the heel crashing to the mat as the crowd erupts in approval of the high-flying offense.


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
103 90

BIG MAGIC springs off the ropes with lightning precision, launching into a picture-perfect dropkick that catches William King square in the chest, sending the heel crashing hard into the turnbuckles as the crowd erupts in approval of the high-flying justice.


Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

99 83

BIG MAGIC springs to the top rope with incredible agility, timing the moment perfectly as William King staggers forward. Launching through the air, BIG MAGIC catches the villain's head between their legs and whips backward in a beautiful arc, sending William King crashing headfirst into the canvas with a picture-perfect Frankensteiner that electrifies the crowd into a thunderous ovation.

BIG MAGIC wrenches back on the Zero Hour, bending William King's body at a sickening angle as the crowd roars its approval. The heel claws desperately at the mat, pride crumbling as the pressure becomes unbearable, finally slapping the canvas repeatedly in submission while BIG MAGIC holds the lock, ensuring justice is served.

Winner Loser
5 0

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.