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Apr 0001

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Body Slam


power 100%
61 62

Frank Moore showcases raw strength early on, hoisting Ernie White high overhead before driving them down with a thunderous body slam that shakes the ring, drawing appreciative cheers from the capacity crowd as both competitors demonstrate their power in this physical chess match.


Early

Body Slam


power 100%
power +30%
Added by Bearhug
Early

Backdrop Suplex


grapple 100%
75 37

Ernie White catches Frank Moore in a collar-and-elbow tie-up, showcasing superior strength as they hoist their opponent high overhead before driving them down hard into the canvas with a thunderous body slam that echoes throughout the arena, drawing appreciative cheers from the crowd as both competitors display their power early in this evenly-matched contest.


Early

Punches


brawl 100%
Early

Crossbody


aerial 100%
62 38

Ernie White unloads a rapid flurry of stiff punches to Frank Moore's jaw, each strike echoing through the arena as the crowd roars in appreciation of the technical striking display. Frank Moore staggers backward into the ropes, respecting the competitor's clean aggression.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
38 58

Frank Moore charges across the ring with blistering speed, launching into a picture-perfect corner splash that crashes into Ernie White's chest, driving the air from their lungs as the crowd roars its approval for the lightning-quick offensive burst.


Mid

Headbutt


brawl 125%
Mid

Dropkick


aerial 125%
78 48

Ernie White grits their teeth and fires a desperation headbutt that catches Frank Moore flush on the bridge of the nose, staggering them backward as the crowd gasps at the unexpected roughhouse tactic. Both warriors shake off the cobwebs, the impact clearly felt by each competitor in this hard-fought contest.


Mid

Corner Splash


speed 125%
Mid

Power Slam


power 125%
70 78

Frank Moore catches Ernie White charging in and hoists them high overhead before driving them down with a thunderous power slam that shakes the ring. The crowd erupts in appreciation as Frank Moore hooks the leg for a near-fall, both competitors showing mutual respect despite the devastating impact.


Late

Top Rope Splash


aerial 150%
Late

DDT


grapple 150%
45 56

Frank Moore hooks Ernie White's head with technical precision, wrenching the arm tight before dropping down and spiking Ernie White's skull into the canvas with a textbook DDT that draws an appreciative roar from the crowd for the picture-perfect execution.


Late

Vertical Suplex


power 150%
Late

Super Kick


speed 150%
87 69

Ernie White digs deep into their reserves, hoisting the exhausted Frank Moore high overhead with tremendous power before holding them vertical for what feels like an eternity. The crowd rises to their feet in appreciation as Ernie White falls backward, driving Frank Moore spine-first into the canvas with devastating impact, leaving both warriors gasping but Ernie White firmly in control.


Late

Super Kick


speed 150%
Late

Top Rope Splash


aerial 150%
84 57

Ernie White suddenly explodes with a lightning-quick super kick that catches Frank Moore square on the jaw, the crack echoing through the arena as the crowd gasps in appreciation of the perfectly-timed strike that sends Frank Moore crashing to the canvas.

Ernie White explodes forward with Dark Hammer, the devastating strike connecting flush with Frank Moore's jaw in a thunderous crack that echoes throughout the arena. Frank Moore crumples instantly to the mat, out cold, as the referee slides in for the three-count while the crowd erupts in respectful appreciation for both warriors.

Winner Loser
5 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, 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.