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Aug 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 incredible athleticism, leaping high to catch William King's head between their thighs before whipping backward through the air, sending the startled heel crashing across the canvas with a picture-perfect hurricanrana as the crowd erupts in approval of the spectacular aerial display.


Early

Backdrop Suplex


grapple 100%
Early

Shoulder Tackle


power 90%

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

power -15%
Added by Hurricanrana
65 54

BIG MAGIC locks in a tight waistlock, demonstrating technical precision as they arch back and launch William King overhead with a textbook backdrop suplex. The heel crashes hard onto the mat, and the crowd roars its approval as BIG MAGIC maintains control with flawless grappling fundamentals.


Early

Crossbody


aerial 100%
aerial -15%
Added by Shoulder Tackle
Early

Kicks


speed 100%
70 62

BIG MAGIC springs off the ropes with incredible elevation, soaring through the air before crashing down across William King's chest with a picture-perfect crossbody that flattens the villain to the canvas as the crowd roars its approval for the high-flying maneuver.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

7 71

William King explodes with lightning-quick rotation, their heel cracking viciously across BIG MAGIC's jaw before the hero can react, sending them sprawling to the canvas as jeers rain down from the disgusted crowd.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Power Slam


power 125%
power -35%
Added by Spinning Heel Kick
94 65

BIG MAGIC scales the turnbuckle as the crowd roars, launching into a picture-perfect diving forearm that connects flush with William King's jaw, sending the heel crashing to the canvas as the arena erupts in approval of the high-flying justice delivered from above.


Mid

Dropkick


aerial 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

103 83

BIG MAGIC launches into the air with picture-perfect form, both feet connecting flush with William King's jaw in a spectacular dropkick that sends the villain crashing hard to the canvas as the crowd roars its approval for the high-flying display of athleticism.

BIG MAGIC wrenches back on the Zero Hour, bending William King at an impossible angle as the crowd roars its approval. The heel's face contorts in agony, hand hovering desperately over the mat before finally slapping it repeatedly in submission. The referee calls for the bell as BIG MAGIC releases the hold, justice served.

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.