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Jun 0001

19
Early

Shoulder Tackle


power 90%

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

Early

Punches


brawl 100%
54 19

Ernie White charges across the ring with tremendous force, building momentum before leveling THE BODY with a devastating shoulder tackle that sends the heel crashing to the mat. The arena erupts as Ernie White stands tall, flexing with authority while THE BODY writhes on the canvas, clearly rattled by the raw power display early in this contest.


Early

Bulldog


speed 90%

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

Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
55 30

Ernie White explodes across the ring with lightning speed, hooking THE BODY's head in a flash before the heel can react, then plants them face-first into the canvas with a rapid-fire bulldog that electrifies the crowd with thunderous cheers as THE BODY clutches their face in pain.


Early

Forearm Strikes


brawl 90%

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

Early

Backdrop Suplex


grapple 100%
59 65

THE BODY locks in a technically precise waistlock, wrenching Ernie White off balance before executing a textbook backdrop suplex that sends the fan favorite crashing to the canvas. The heel smirks at the booing crowd while maintaining wrist control, demonstrating superior grappling fundamentals as Ernie White grimaces from the impact.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Corner Splash


speed 125%
speed -15%
Added by Forearm Strikes
76 39

Ernie White fakes a dive through the ropes but catches himself, swinging back with blinding speed to deliver a tiger feint kick that snaps THE BODY's head backward, the crowd erupting as the heel staggers into the corner clutching his jaw.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +15%
Added by Tiger Feint Kick
Mid

Dropkick


aerial 125%
88 99

THE BODY springs off the middle rope with surprising agility, launching both boots squarely into Ernie White's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Boston Crab


grapple 125%
69 81

THE BODY methodically wrenches back on the Boston Crab, applying textbook technical pressure as Ernie White claws desperately toward the ropes. The heel leans back with surgical precision, sitting deep to maximize the torque on Ernie White's spine while the crowd rallies behind the suffering babyface. THE BODY smirks at the anguished cries, maintaining perfect form on the submission hold.


Late

Haymaker


brawl 125%

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

Late

Super Kick


speed 150%
81 53

Ernie White fires back with a thunderous haymaker that catches THE BODY flush on the jaw, the exhausted crowd erupting as the punch sends the heel stumbling backward into the ropes, desperately clutching at the top rope to stay upright while Ernie White shakes out their fist.


Late

Spinebuster


power 125%

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

Late

Lariat


brawl 150%
75 29

Ernie White catches the charging THE BODY, hoisting them high before driving them spine-first into the canvas with devastating force that shakes the ring. The crowd erupts as THE BODY writhes in agony, clutching their back while Ernie White rises to their feet, feeding off the thunderous ovation.

Ernie White cuts off THE BODY's desperate comeback attempt with a thunderous Dark Hammer, the devastating strike connecting flush and sending the heel crashing to the canvas in a heap as the crowd erupts in approval, the referee counting the decisive three-count victory.

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, 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.