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Oct 0001

Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Bulldog


speed 90%

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

68 62

MILF MAN catches Iron Carnage off-guard with a technically precise snap suplex, wrapping their arms around the waist before explosively bridging backward and spiking Iron Carnage's shoulders into the canvas. The crowd boos as MILF MAN smirks while Iron Carnage arches in pain, clutching their back from the crisp, calculated maneuver.


Early

Hammerlock


grapple 90%

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

Early

Forearm Strikes


brawl 90%

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

74 62

MILF MAN slithers behind Iron Carnage and viciously wrenches the arm into a tight hammerlock, twisting with technical precision while trash-talking the crowd. The heel methodically cranks the hold, drawing boos as Iron Carnage grimaces in pain, trapped in the early technical assault.


Early

Forearm Strikes


brawl 90%

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

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

brawl -15%
Added by Hammerlock
58 53

MILF MAN corners Iron Carnage and unleashes a vicious barrage of forearm strikes, cracking shot after shot across the face's jaw with reckless abandon. The heel shows no regard for sportsmanship, connecting with a brutal final forearm that staggers Iron Carnage backward as the crowd erupts in boos at the ruthless attack.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +5%
Added by Snap Suplex
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed -15%
Added by Forearm Strikes
power +30%
Added by Bearhug
71 84

Iron Carnage fakes a dive through the ropes but catches himself, swinging back with blinding speed to deliver a tiger feint kick that snaps MILF MAN's head backward, the crowd erupting as the heel staggers into the corner clutching his jaw.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Corner Splash


speed 125%
speed +15%
Added by Tiger Feint Kick
94 97

Iron Carnage charges across the ring with lightning speed, catching MILF MAN off-guard in the corner before unleashing a thunderous splash that crushes the air from their opponent's lungs. The crowd erupts as MILF MAN crumples to the mat, clutching their ribs while Iron Carnage feeds off the roaring approval.


Mid

Boston Crab


grapple 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

brawl -35%
Added by Arm Wringer
speed +15%
Added by Tiger Feint Kick
103 72

MILF MAN wrenches back on the Boston Crab with technical precision, grinding Iron Carnage's spine at a brutal angle while the crowd boos mercilessly. The heel ignores the referee's position checks, applying extra torque and sitting deeper to maximize Iron Carnage's suffering, drawing anguished groans from the trapped babyface.


Late

DDT


grapple 150%
Late

Haymaker


brawl 125%

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

brawl +5%
Added by Spinning Backfist
123 90

MILF MAN clutches the exhausted Iron Carnage's head, wrenching it into a front facelock with methodical precision before sitting out sharply and spiking the crowd favorite's skull into the canvas with a textbook DDT, drawing a chorus of boos as Iron Carnage crumples limply to the mat.

MILF MAN scales to the top rope as the battered Iron Carnage struggles to stand, and with a vicious sneer launches into The Krusher, crashing down with devastating precision that leaves Iron Carnage motionless on the canvas as the crowd erupts in furious boos at the heartless finish.

Winner Loser
5 2

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.