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Feb 0001

27
Early

Punches


brawl 100%
Early

Crossbody


aerial 100%
65 38

Ghost Machine backs Frank Moore into the corner and unleashes a vicious flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd boos mercilessly. The heel continues the illegal assault, driving punch after brutal punch into Frank Moore's jaw before finally stepping back with a smug grin, leaving the fan-favorite reeling against the turnbuckles.


Early

Crossbody


aerial 100%
Early

Body Slam


power 100%
53 62

Frank Moore hoists the protesting Ghost Machine high overhead with raw power, holding them aloft as the crowd roars its approval, before driving them down hard into the canvas with a thunderous body slam that shakes the ring and leaves the heel writhing in pain.


Early

Body Slam


power 100%
Early

Kicks


speed 100%
41 46

Frank Moore unleashes a lightning-fast flurry of kicks, targeting Ghost Machine's legs and midsection with blinding speed, each strike landing with precision as the crowd roars its approval while the heel desperately tries to cover up and retreat.


Mid

Corner Splash


speed 125%
Mid

Dropkick


aerial 125%
28 48

Frank Moore springs off the ropes with lightning precision, launching into a picture-perfect dropkick that catches Ghost Machine square in the chest, sending the heel crashing hard into the turnbuckles as the crowd erupts in approval of the high-flying justice.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
66 58

Ghost Machine springs off the middle rope with surprising agility, launching both boots squarely into Frank Moore's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Mid

Headbutt


brawl 125%
Mid

Power Slam


power 125%
81 78

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


Late

Top Rope Splash


aerial 150%
Late

Vertical Suplex


power 150%
80 93

Frank Moore digs deep into their reserves, hoisting the exhausted Ghost Machine 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 Ghost Machine crumples in agony.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
62 57

Ghost Machine hoists the exhausted Frank Moore high overhead, holding him suspended for several agonizing seconds to showcase dominance before driving him brutally into the canvas with a thunderous vertical suplex. The impact echoes through the arena as boos rain down, Frank Moore clutching his spine while Ghost Machine smirks callously at the destruction.


Late

Lariat


brawl 150%
Late

Super Kick


speed 150%
98 69

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

Ghost Machine catches Frank Moore off guard with a vicious Deathwish, the devastating strike connecting flush with Frank Moore's jaw and sending them crashing to the canvas in a heap. The crowd erupts in boos as the referee counts three, cementing Ghost Machine's brutal victory.

Winner Loser
5 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.