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Oct 0001

Early

Crossbody


aerial 100%
Early

Hammerlock


grapple 90%

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

83 68

THE BAD GUY scales the turnbuckles with calculated precision, measuring Arbuckle Wahoo who's still recovering from the early onslaught. Launching through the air with picture-perfect form, THE BAD GUY crashes down across Arbuckle Wahoo's chest with a devastating crossbody, driving all the air from their lungs as both heels hit the canvas hard to a chorus of boos from the disgusted crowd.


Early

Hurricanrana


aerial 90%

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

aerial -15%
Added by Hammerlock
Early

Backdrop Suplex


grapple 100%
62 75

Arbuckle Wahoo exploits an opening with clinical precision, wrapping up THE BAD GUY and hoisting them overhead with a textbook backdrop suplex, dropping them spine-first onto the canvas. The technically sound execution draws grudging acknowledgment from the crowd as THE BAD GUY writhes in pain, clutching their back while Arbuckle Wahoo sneers arrogantly.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Forearm Strikes


brawl 90%

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

72 68

THE BAD GUY ducks under Arbuckle Wahoo's strike and explosively somersaults between their legs, using lightning-quick agility to yank them backwards into a sudden pinning predicament, drawing boos as both villains scramble for advantage early in this underhanded contest.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial +15%
Added by Sunset Flip
Mid

Boston Crab


grapple 125%
101 94

THE BAD GUY hoists Arbuckle Wahoo up with raw power, falling backward while launching their opponent overhead in a devastating fallaway slam that sends Arbuckle Wahoo crashing hard across the ring. The impact echoes through the arena as both heels fight with vicious intensity, the crowd jeering the brutal display while THE BAD GUY sits up with a smirk, clearly getting the better of this ruthless exchange.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
104 95

THE BAD GUY springs off the middle rope with explosive height, twisting mid-air before driving both boots square into Arbuckle Wahoo's jaw with a picture-perfect dropkick that echoes throughout the arena. Arbuckle Wahoo crumples to the mat as the crowd boos both competitors, though some can't help but appreciate the aerial excellence on display.


Mid

Power Slam


power 125%
Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

79 94

Arbuckle Wahoo hooks THE BAD GUY with methodical precision, wrenching the arms tight before violently arching back and slamming THE BAD GUY overhead with a textbook belly-to-belly suplex. The technical execution draws grudging acknowledgment from the hostile crowd as THE BAD GUY crashes hard on the canvas, clutching their spine while Arbuckle Wahoo smirks at the damage inflicted.


Late

Top Rope Splash


aerial 150%
Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

125 99

THE BAD GUY scales the turnbuckles with exhausted determination, measuring the worn-down Arbuckle Wahoo sprawled below. Launching with reckless abandon, THE BAD GUY soars through the air, crashing down chest-first across Arbuckle Wahoo's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as Arbuckle Wahoo convulses from the devastating aerial assault.

THE BAD GUY wrenches back on Neck Snap, torquing Arbuckle Wahoo's limbs at a sickening angle as the crowd boos relentlessly. Arbuckle Wahoo flails desperately before finally tapping out in agony, handing THE BAD GUY a ruthless victory neither competitor deserved.

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.