← Back to history

Dec 0005

Early

Punches


brawl 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

91 79

High Wire Lee corners Daniel Robinson and unleashes a barrage of vicious closed-fist punches, each shot connecting with brutal intent as the referee struggles to maintain control. The crowd boos both competitors as High Wire Lee backs off momentarily, leaving Daniel Robinson dazed against the turnbuckles.


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.

speed +5%
Added by Snap Suplex
92 77

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


Early

Crossbody


aerial 100%
Early

Bulldog


speed 90%

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

speed +5%
Added by Snap Suplex
93 92

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


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
speed +5%
Added by Snap Suplex
116 126

Daniel Robinson charges across the ring with explosive quickness, catching High Wire Lee off-guard in the corner and crushing them with a lightning-fast splash that drives the air from their lungs, as the crowd boos both competitors with equal disdain.


Mid

Headbutt


brawl 125%
brawl +15%
Added by Running Knee
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed +5%
Added by Snap Suplex
127 85

High Wire Lee rakes Daniel Robinson's eyes to distract the referee, then viciously cracks a brutal headbutt square into Daniel Robinson's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

107 81

High Wire Lee scales the turnbuckle with malicious intent as Daniel Robinson struggles to his feet, then launches into a perfectly executed diving forearm that crashes into Daniel Robinson's jaw, sending him sprawling across the canvas as the crowd showers both heels with boos.

High Wire Lee scales the turnbuckle as the crowd boos mercilessly, launching into a picture-perfect Tightrope Bomb that crashes down onto Daniel Robinson with devastating force. The impact flattens Daniel Robinson completely, and High Wire Lee hooks the leg for the three-count as the arena erupts in jeers.

Winner Loser
5 1

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.