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Minor Championship 1

Minor Championship 1

Nov 0001

Early

Body Slam


power 100%
Early

Kicks


speed 100%
23 65

Hunter Riot unleashes a lightning-quick barrage of stiff kicks to Glad Proletariat's legs and midsection, each strike snapping with vicious precision as the crowd boos both competitors, leaving Glad Proletariat staggered and grimacing against the ropes.


Early

Kicks


speed 100%
Early

Body Slam


power 100%
65 39

Glad Proletariat unleashes a lightning-quick barrage of stiff kicks to Hunter Riot's legs and midsection, each strike snapping with vicious precision as the crowd boos both competitors, leaving Hunter Riot staggered and grimacing against the ropes.


Early

Backdrop Suplex


grapple 100%
Early

Punches


brawl 100%
70 55

Glad Proletariat exploits an opening with clinical precision, wrapping up Hunter Riot 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 Hunter Riot writhes in pain, clutching their back while Glad Proletariat sneers arrogantly.


Mid

Power Slam


power 125%
Mid

Dropkick


aerial 125%
29 41

Hunter Riot springs off the middle rope with calculated precision, twisting through the air before driving both boots squarely into Glad Proletariat's jaw, sending the rival crashing backward into the corner turnbuckles as the crowd jeers the impressive yet opportunistic aerial assault that leaves Glad Proletariat dazed and slumped against the ropes.


Mid

Boston Crab


grapple 125%
Mid

Corner Splash


speed 125%
88 81

Glad Proletariat methodically wrenches back on Hunter Riot's legs, applying a textbook Boston Crab with surgical precision while Hunter Riot claws desperately at the mat. The technically superior heel cranks the hold deeper, refusing to release as the crowd boos both competitors, with Hunter Riot's face contorting in agony.


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
35 49

Hunter Riot scoops up Glad Proletariat with ruthless efficiency, hoisting the rival heel high overhead before drilling them into the canvas with a thunderous power slam that shakes the ring. The devastating impact leaves Glad Proletariat arching in pain as the crowd boos both competitors, though some appreciate the raw brutality of the maneuver.


Late

Super Kick


speed 150%
Late

Lariat


brawl 150%
98 83

Glad Proletariat measures up the exhausted Hunter Riot, suddenly stomping the mat to draw attention before exploding forward with lightning-quick precision, her boot cracking viciously against Hunter Riot's jaw in a devastating Super Kick that echoes throughout the arena, dropping her opponent in a heap as the crowd voices their disdain for both competitors.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
35 50

Hunter Riot scales the turnbuckles with exhausted desperation, launching into a picture-perfect splash that crashes down onto the equally battered Glad Proletariat, who writhes in agony beneath the high-impact aerial assault as the crowd boos both competitors mercilessly.


Late

Top Rope Splash


aerial 150%
Late

Vertical Suplex


power 150%
42 59

Hunter Riot brutally hoists the exhausted Glad Proletariat overhead, holding him suspended for several agonizing seconds before driving him spine-first into the canvas with a devastating vertical suplex. The impact echoes throughout the arena as both heels draw jeers, Hunter Riot rolling away clutching his back while Glad Proletariat writhes in agony.

Hunter Riot hoists Glad Proletariat into position and drives them down with Mortal Dive, the sickening impact echoing through the arena as Glad Proletariat crumples lifelessly to the mat. The crowd boos mercilessly as Hunter Riot sneers over the fallen body, claiming a brutal victory in this war between villains.

Loser Winner
4 5

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.