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May 0006

Early

Running Knee


aerial 65%
brawl 35%

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

Early

Bulldog


speed 90%

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

94 87

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

Kicks


speed 100%
95 97

Daniel Robinson unleashes a lightning-quick barrage of stiff kicks to High Wire Lee's legs and midsection, each strike landing with sharp precision as the fresh heel scrambles to cover up, drawing boos from the crowd who despise both competitors equally as Daniel Robinson backs their opponent into the corner.


Early

Hurricanrana


aerial 90%

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

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

86 72

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


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Corner Splash


speed 125%
109 121

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

Dropkick


aerial 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

119 112

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


Mid

Headbutt


brawl 125%
brawl -5%
Added by Running Knee
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

112 81

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


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

124 126

Daniel Robinson springs to the top rope with lightning speed, but High Wire Lee staggers toward the corner exhausted from the grueling match. Daniel Robinson exploits the opening with a perfectly-timed enzuigiri that cracks off High Wire Lee's skull, dropping the rival to the canvas as the crowd boos the opportunistic strike.


Late

Top Rope Splash


aerial 150%
aerial +45%
Added by Shooting Star Press
Late

Sharpshooter


speed 80%
grapple 35%
aerial 35%

Your opponent's next move loses 35% Brawl and Power.

speed +40%
Added by Springboard Enzuigiri
185 150

High Wire Lee scales the turnbuckles with malicious intent, measuring the battered Daniel Robinson sprawled below. With a snarl toward the booing crowd, High Wire Lee leaps majestically through the air, crashing down with a picture-perfect splash that drives every ounce of air from Daniel Robinson's lungs, leaving both villains gasping as the arena erupts in disdain.

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

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, 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.