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Nov 0001

Early

Shoulder Tackle


power 90%

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

Early

Body Slam


power 100%
43 65

Mean Dean hooks FLYIN’ BRIAN around the waist, hoisting them up with raw power before driving them spine-first into the canvas with a thunderous body slam that shakes the ring, drawing boos from the crowd as both heels refuse to give an inch this early in the match.


Early

Hurricanrana


aerial 90%

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

Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
74 30

FLYIN’ BRIAN springs off the ropes and leaps onto Mean Dean's shoulders, whipping through a picture-perfect hurricanrana that sends Mean Dean tumbling across the canvas. The crowd boos as FLYIN’ BRIAN arrogantly poses, while Mean Dean clutches their neck in pain.


Early

Hammerlock


grapple 90%

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

Early

Crossbody


aerial 100%
61 65

Mean Dean scales the turnbuckle and launches into a picture-perfect crossbody, crashing down onto FLYIN’ BRIAN with precision timing as the crowd boos the aerial display. FLYIN’ BRIAN crumples to the mat under the impact, gasping for air while Mean Dean quickly rolls through and poses arrogantly over the fallen opponent.


Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

Mid

Dropkick


aerial 125%
aerial -15%
Added by Hammerlock
96 72

FLYIN’ BRIAN scales the turnbuckle with calculated precision, timing Mean Dean's groggy approach perfectly before launching into a picture-perfect Frankensteiner that sends Mean Dean violently flipping across the canvas, their head and neck absorbing the brutal impact as the crowd boos both competitors with equal disdain.


Mid

Dropkick


aerial 125%
aerial +30%
Added by Frankensteiner
Mid

Power Slam


power 125%
127 81

FLYIN’ BRIAN springs off the middle rope with a perfectly executed dropkick, both boots smashing into Mean Dean's jaw and sending them crashing backward into the turnbuckles as the crowd voices their displeasure at both competitors with resounding boos.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Corner Splash


speed 125%
94 44

FLYIN’ BRIAN scales the turnbuckle while Mean Dean staggers in the center of the ring, launching off with a picture-perfect diving forearm that connects flush with Mean Dean's jaw. The crowd boos the aerial assault as Mean Dean crumples to the mat, with FLYIN’ BRIAN quickly capitalizing on the opportunistic strike.


Late

Fisherman Suplex


grapple 125%

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

Late

Vertical Suplex


power 150%
85 98

Mean Dean brutally hoists the exhausted FLYIN’ BRIAN overhead, holding him suspended for several agonizing seconds before driving him spine-first into the canvas with a devastating vertical suplex. The impact echoes throughout the arena as both heels draw jeers, Mean Dean rolling away clutching his back while FLYIN’ BRIAN writhes in agony.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

DDT


grapple 150%
107 44

FLYIN’ BRIAN scales to the top rope with methodical precision, glancing back at the stirring Mean Dean before launching into a breathtaking rotation through the air, crashing down across Mean Dean's chest with devastating impact that draws reluctant gasps from the disgusted crowd.

FLYIN’ BRIAN hoists Mean Dean onto their shoulders and drives them into the canvas with a thunderous Seismic Drop, the impact echoing throughout the arena as the crowd boos both competitors, and Mean Dean lies motionless while the referee counts three.

Winner Loser
5 3

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.