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Nov 0001

Early

Body Slam


power 100%
Early

Kicks


speed 100%
38 70

Disco Doug unleashes a lightning-quick flurry of stiff kicks to Old Flattop Joe's legs and midsection, each strike landing with sharp precision before the fan-favorite can mount a defense, forcing Old Flattop Joe to stumble backward as the crowd voices their displeasure with the heel's aggressive tactics.


Early

Kicks


speed 100%
Early

Punches


brawl 100%
65 65

Disco Doug backs Old Flattop Joe into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping Old Flattop Joe's head back before Disco Doug smirks at the jeering audience.


Early

Punches


brawl 100%
Early

Crossbody


aerial 100%
51 23

Old Flattop Joe unleashes a furious barrage of right hands, backing Disco Doug into the corner as the crowd roars with approval. The heel desperately tries to cover up, but Old Flattop Joe's relentless strikes connect cleanly, snapping Disco Doug's head back with each brutal impact until the official steps in to break it up.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
64 88

Disco Doug whips Old Flattop Joe into the corner and charges in with lightning speed, crushing the fan favorite with a devastating splash that draws immediate heat from the crowd. Old Flattop Joe crumples to the mat, gasping for air as Disco Doug backs away with a smug grin, soaking in the boos.


Mid

Corner Splash


speed 125%
Mid

Boston Crab


grapple 125%
81 35

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


Mid

Boston Crab


grapple 125%
Mid

Headbutt


brawl 125%
51 81

Disco Doug rakes Old Flattop Joe's eyes to stop his momentum, then unleashes a vicious headbutt that echoes through the arena, splitting open Old Flattop Joe's forehead as the crowd erupts in boos at the blatant street-fight tactics that leave the fan favorite staggering backward.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
57 35

Old Flattop Joe summons their last reserves of strength, hoisting the exhausted Disco Doug high into the air with a thunderous Vertical Suplex, holding them vertical for what feels like an eternity before driving them brutally into the canvas—the crowd roaring in approval as the devastating impact leaves Disco Doug writhing in agony.


Late

Super Kick


speed 150%
Late

Super Kick


speed 150%
98 105

Disco Doug catches Old Flattop Joe stumbling forward exhausted and suddenly springs up with lightning-quick precision, their boot smashing clean into Old Flattop Joe's jaw with a devastating Super Kick that echoes through the arena, sending the fan favorite crashing to the mat as the crowd erupts in furious boos at the opportunistic strike.


Late

DDT


grapple 150%
Late

DDT


grapple 150%
62 42

Old Flattop Joe catches the exhausted Disco Doug in a front facelock, expertly positioning for the classic DDT. With technical precision honed through years of training, Old Flattop Joe drops straight down, spiking Disco Doug's skull into the canvas with devastating impact. The arena erupts as Disco Doug crumples to the mat, and Old Flattop Joe immediately covers for what could be the finish.

Old Flattop Joe and Disco Doug clash in mid-ring, both attempting simultaneously—their bodies collide with brutal force before crashing to the canvas in a heap. Neither wrestler stirs as the referee checks on both, the arena falling into stunned silence at the chaotic double-down.

Draw Draw
4 4

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.