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Dec 0001

Early

Crossbody


aerial 100%
Early

Crossbody


aerial 100%
40 56

Frank Moore springs off the ropes with explosive energy, soaring through the air as the crowd erupts in approval. The high-flying crossbody crashes into Kokomo Joe's chest, taking the heel completely off their feet and driving them hard into the canvas, drawing loud cheers from the fans.


Early

Body Slam


power 100%
Early

Shoulder Tackle


power 90%

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

38 56

Frank Moore bounces off the ropes with explosive momentum and drives their shoulder into Kokomo Joe's chest, the devastating impact sending the heel crashing hard to the mat as the capacity crowd roars its approval for the powerful display of strength.


Early

Punches


brawl 100%
Early

Kicks


speed 100%
59 57

Kokomo Joe backs Frank Moore into the corner and unleashes a vicious barrage of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, pummeling the fan-favorite with ruthless street-fight brutality until Frank Moore slumps against the turnbuckles.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
50 70

Frank Moore 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 Frank Moore kips up to his feet.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
74 71

Kokomo Joe rakes Frank Moore's eyes to stagger the fan favorite, then viciously cracks a brutal headbutt square into Frank Moore's forehead, sending them crumpling to the canvas as the crowd erupts in boos at the blatant street-fight tactics.


Mid

Power Slam


power 125%
Mid

Boston Crab


grapple 125%
48 68

Frank Moore expertly flips Kokomo Joe onto their stomach, stepping through and sitting back deep into a textbook Boston Crab as the crowd roars its approval. Kokomo Joe writhes in agony, clawing desperately at the canvas while Frank Moore maintains perfect technical form, wrenching back with precision to maximize the pressure on the lower back and legs.


Late

Super Kick


speed 150%
Late

DDT


grapple 150%
90 81

Kokomo Joe catches Frank Moore stumbling forward exhausted and suddenly springs up with lightning-quick precision, their boot smashing clean into Frank Moore'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

Vertical Suplex


power 150%
Late

Vertical Suplex


power 150%
57 93

Frank Moore digs deep into their reserves, hoisting the exhausted Kokomo Joe high into the air with a thunderous vertical suplex, holding them suspended for several seconds as the crowd roars its approval before driving them down with devastating force, the ring shaking from the impact as Kokomo Joe crumples in agony.

Frank Moore hoists the struggling Kokomo Joe onto their shoulders, and the arena erupts as they drive them down with Bone Rattler, the sickening impact echoing through the building. Kokomo Joe crumples motionless on the mat as the referee counts three, justice finally delivered to the roaring approval of the crowd.

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, 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. 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.

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

Matchups are announced one event in advance, so you can see your upcoming opponent and prepare before the match takes place.

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. Both wrestlers gain experience, and if they've earned enough, they level up.