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Nov 0001

Early

Punches


brawl 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

22 63

Iron Carnage locks their arms around WHITE MEAT's midsection and squeezes with raw determination, the crowd applauding the display of strength as WHITE MEAT grimaces in pain, their early-match energy tested by the crushing embrace that forces the air from their lungs.


Early

Crossbody


aerial 100%
Early

Shoulder Tackle


power 90%

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

power +30%
Added by Bearhug
72 64

WHITE MEAT springs off the ropes with incredible height, launching into a picture-perfect crossbody that catches Iron Carnage flush across the chest, driving both competitors to the mat as the capacity crowd roars in appreciation of the high-flying athleticism on display.


Early

Kicks


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

Bulldog


speed 90%

Your opponent's next move loses 15% Brawl and Power.

26 62

Iron Carnage explodes with lightning speed, hooking WHITE MEAT's head in a flash and driving him face-first into the canvas with a picture-perfect bulldog that echoes throughout the arena. The crowd roars in appreciation as both competitors demonstrate the quick-paced, high-energy style that has them on their feet early in this contest.


Mid

Headbutt


brawl 125%
brawl -15%
Added by Bulldog
Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

24 86

Iron Carnage suddenly pivots and whips around with a brutal spinning backfist that catches WHITE MEAT flush across the jaw, the sharp crack echoing through the arena as WHITE MEAT staggers backward into the ropes. The crowd gasps at the stiff strike, respecting the hard-hitting intensity both competitors are bringing to this evenly-matched contest.


Mid

Corner Splash


speed 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

39 78

Iron Carnage fakes a dive through the ropes but catches himself, lightning-quick reflexes allowing him to swing back and drive both boots into WHITE MEAT's jaw with the Tiger Feint Kick, the innovative strike catching his opponent completely off-guard as the crowd roars in appreciation of the slick maneuver, WHITE MEAT stumbling backward clutching his face.


Mid

Boston Crab


grapple 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +15%
Added by Tiger Feint Kick
103 90

WHITE MEAT skillfully captures Iron Carnage's legs, stepping through with technical precision before sitting back into a textbook Boston Crab, the crowd applauding the beautiful execution as Iron Carnage grimaces in pain, desperately clawing toward the ropes while WHITE MEAT maintains perfect form and control.


Late

Top Rope Splash


aerial 150%
Late

Rolling Elbow


speed 125%

If your opponent has more Speed, this gains +50% Speed.

speed +15%
Added by Tiger Feint Kick
108 97

WHITE MEAT scales the turnbuckles with the crowd roaring in approval, launching into a picture-perfect splash that crashes down onto Iron Carnage's chest with incredible height and rotation, driving every ounce of air from their opponent's lungs as the referee slides in for the count.


Late

Super Kick


speed 150%
Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +15%
Added by Tiger Feint Kick
47 100

Iron Carnage springs off the ropes with lightning precision, their boot cracking against WHITE MEAT's skull with a devastating Enzuigiri that echoes through the arena. The crowd erupts as WHITE MEAT crumples to the canvas, dazed by the lightning-quick strike delivered with surgical accuracy.

Iron Carnage ascends to the top turnbuckle as the crowd roars, leaping gracefully through the air to connect with Death Breaker flush on WHITE MEAT, who crashes hard into the canvas and lies motionless as the referee counts three.

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.