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Jul 0001

Early

Body Slam


power 100%
Early

Crossbody


aerial 100%
38 51

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


Early

Crossbody


aerial 100%
Early

Punches


brawl 100%
40 54

Old Vendetta unloads with a flurry of right hands, backing Kokomo Joe into the corner as the crowd roars its approval. The rapid-fire punches snap the heel's head back with each connection, Kokomo Joe desperately covering up but unable to escape the relentless assault.


Early

Kicks


speed 100%
Early

Kicks


speed 100%
60 46

Kokomo Joe unleashes a lightning-quick flurry of rapid-fire kicks to Old Vendetta's legs and midsection, the sharp strikes echoing through the arena as the crowd boos the cheap tactics. Old Vendetta staggers backward, unable to counter the blistering speed, clutching his ribs as Kokomo Joe smirks arrogantly.


Mid

Power Slam


power 125%
Mid

Dropkick


aerial 125%
48 64

Old Vendetta launches himself skyward with incredible elevation, his boots connecting perfectly with Kokomo Joe's jaw in a picture-perfect dropkick that sends the villain crashing to the canvas. The crowd erupts as Kokomo Joe clutches his face in pain, rolling toward the ropes while Old Vendetta kips up to his feet.


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
50 55

Old Vendetta catches the charging Kokomo Joe mid-ring, hoisting the heel high overhead before driving them down with a thunderous power slam that shakes the entire canvas, drawing a massive roar from the crowd as Kokomo Joe writhes in pain from the devastating impact.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
74 58

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


Late

Lariat


brawl 150%
Late

Vertical Suplex


power 150%
89 66

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


Late

Vertical Suplex


power 150%
Late

Super Kick


speed 150%
57 69

Old Vendetta tunes up the band in the corner as the crowd roars, stalking the staggering Kokomo Joe who turns around right into a lightning-quick Super Kick that cracks across the jaw! The impact echoes through the arena as Kokomo Joe crumples to the mat, and the fans explode in celebration of the perfectly-timed strike of justice.

Old Vendetta locks in The Closer, wrenching back with righteous intensity as Kokomo Joe flails desperately, finally tapping frantically. The arena erupts as justice is served, Kokomo Joe crumbling in defeat.

Loser Winner
3 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.