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Major Championship

Major Championship

Aug 0011

Early

Forearm Strikes


brawl 90%

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

Early

Punches


brawl 100%
90 100

David the Merman corners STICKY GREEN against the ropes and unleashes a vicious flurry of closed-fist punches, forcing the referee to issue warnings as the crowd boos the blatant rule-breaking, with STICKY GREEN covering up defensively before slumping to the canvas.


Early

Punches


brawl 100%
Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

100 100

David the Merman charges forward with malicious intent, leaping explosively to drive a devastating knee strike into STICKY GREEN's jaw, the sickening impact echoing through the arena as STICKY GREEN crumples to the mat while the crowd rains down boos on both competitors.


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.

brawl +24%
Added by Running Knee
90 114

David the Merman unleashes a vicious barrage of forearm strikes, catching STICKY GREEN off-guard with brutal, street-fight intensity. The crowd boos as David the Merman backs their opponent into the corner, each strike landing with ruthless precision, leaving STICKY GREEN dazed and reeling from the early onslaught.


Mid

Headbutt


brawl 125%
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

aerial -15%
Added by Hammerlock
125 100

STICKY GREEN rakes David the Merman's eyes to distract the referee, then viciously cracks a brutal headbutt square into David the Merman's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

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

grapple -35%
Added by Diving Forearm
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

90 115

David the Merman ruthlessly levels STICKY GREEN with a vicious Big Boot straight to the jaw, the brutal street-fight strike echoing through the arena as STICKY GREEN crumples to the mat, and the crowd boos both competitors with equal disdain.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Dropkick


aerial 125%
115 125

David the Merman springs off the middle rope with calculated precision, twisting through the air before driving both boots squarely into STICKY GREEN's jaw, sending the rival crashing backward into the corner turnbuckles as the crowd jeers the impressive yet opportunistic aerial assault that leaves STICKY GREEN dazed and slumped against the ropes.


Late

DDT


grapple 150%
Late

Top Rope Splash


aerial 150%
150 150

David the Merman scales the turnbuckles with exhausted desperation, launching into a picture-perfect splash that crashes down onto the equally battered STICKY GREEN, who writhes in agony beneath the high-impact aerial assault as the crowd boos both competitors mercilessly.


Late

Lariat


brawl 150%
Late

Lariat


brawl 150%
150 150

David the Merman charges across the ring with malicious intent, extending their arm and nearly decapitating an exhausted STICKY GREEN with a vicious lariat that echoes throughout the arena, sending their opponent crashing to the canvas as the crowd boos the brutal display of violence.


Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

Late

Discus Clothesline


brawl 130%

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

130 130

David the Merman spins violently and crashes a brutal discus clothesline into STICKY GREEN's jaw, the sickening impact echoing through the arena as both exhausted competitors stagger. STICKY GREEN crumples to the mat in a heap while the crowd boos the vicious strike, David the Merman sneering down at their fallen opponent.

David the Merman ascends to the top rope as STICKY GREEN struggles to stand, and with calculated cruelty launches into the Fish Out of Water, crashing down with devastating impact that leaves STICKY GREEN motionless on the canvas as the arena erupts in boos for the ruthless victory.

Loser Winner
1 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, 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. 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.

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

Matchups are announced one event in advance, so you can see your upcoming opponent and prepare before the match takes place.

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. Both wrestlers gain experience, and if they've earned enough, they level up.