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Feb 0002

Early

Running Knee


aerial 65%
brawl 35%

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

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

76 61

High Wire Lee charges forward with malicious intent, leaping into a brutal running knee that crashes into Debt Collector's jaw, sending the rival villain staggering backward into the ropes as the crowd boos both competitors with equal disdain.


Early

Crossbody


aerial 100%
Early

Forearm Strikes


brawl 90%

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

76 62

High Wire Lee scales the turnbuckles with calculated precision, measuring Debt Collector who's still recovering from the early onslaught. Launching through the air with picture-perfect form, High Wire Lee crashes down across Debt Collector'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.

Early

Hurricanrana


aerial 90%

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

68 73

Debt Collector springs off the ropes and leaps onto High Wire Lee's shoulders, whipping through a picture-perfect hurricanrana that sends High Wire Lee tumbling across the canvas. The crowd boos as Debt Collector arrogantly poses, while High Wire Lee clutches their neck in pain.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

87 79

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


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +14%
Added by Running Knee
Mid

Dropkick


aerial 125%
98 101

Debt Collector springs off the middle rope with a perfectly executed dropkick, both boots smashing into High Wire Lee's jaw and sending them crashing backward into the turnbuckles as the crowd voices their displeasure at both competitors with resounding boos.


Mid

Headbutt


brawl 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed -35%
Added by Big Boot
95 59

High Wire Lee grabs Debt Collector by the hair and viciously drives their forehead into Debt Collector's face with a brutal headbutt, the sickening crack echoing through the arena as Debt Collector staggers backward, dazed and disoriented, while the crowd boos both competitors' blatant disregard for the rules.


Late

Diving Headbutt


aerial 125%

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

aerial +50%
Added by Diving Headbutt
Late

Diving Headbutt


aerial 125%

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

133 101

High Wire Lee scales the turnbuckles with calculated malice, surveying the exhausted Debt Collector sprawled below. With the crowd booing intensely, High Wire Lee launches into a reckless Diving Headbutt, crashing skull-first into Debt Collector's chest with devastating aerial precision, both wrestlers writhing in pain as High Wire Lee secures the brutal advantage.

High Wire Lee ascends to the top turnbuckle while Debt Collector lies helpless below, launching into Tightrope Bomb with vicious precision. The impact drives Debt Collector into the canvas, and the referee counts three as the crowd boos both competitors mercilessly.

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, 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.