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Aug 0001

Early

Shoulder Tackle


power 90%

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

Early

Crossbody


aerial 100%
58 83

THE BAD GUY springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into Ernie White's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Hurricanrana


aerial 90%

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

aerial -15%
Added by Shoulder Tackle
65 62

Ernie White catches THE BAD GUY trying to escape to the corner and wraps both arms around the midsection, squeezing with raw intensity as the heel gasps for air and desperately claws at the face's shoulders. The crowd roars its approval as Ernie White lifts THE BAD GUY off the canvas, shaking violently while maintaining the crushing grip, forcing pained groans from the villain.


Early

Bulldog


speed 90%

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

Early

Shoulder Tackle


power 90%

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

59 57

Ernie White explodes across the ring with lightning speed, hooking THE BAD GUY'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 BAD GUY clutches their face in pain.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed -15%
Added by Shoulder Tackle
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

72 95

THE BAD GUY scales the turnbuckle while Ernie White struggles to his feet, then launches into a picture-perfect diving forearm that crashes into the fan favorite's jaw, drawing loud boos as Ernie White crumples to the canvas from the opportunistic aerial assault.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Dropkick


aerial 125%
81 104

THE BAD GUY springs off the middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into Ernie White's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Power Slam


power 125%
75 79

THE BAD GUY catches the charging Ernie White mid-ring, hoisting them high overhead with a show of raw strength before driving them brutally into the canvas with a thunderous power slam that shakes the ring, drawing venomous boos as THE BAD GUY flexes over the crumpled hero.


Late

Spinebuster


power 125%

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

Late

Diving Headbutt


aerial 125%

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

80 104

THE BAD GUY scales the turnbuckles with malicious intent, ignoring the crowd's jeers as the exhausted Ernie White lies vulnerable on the canvas. The heel launches himself through the air with reckless abandon, crashing headfirst into Ernie White's chest with a devastating diving headbutt that draws gasps from the audience as both wrestlers lie motionless.

THE BAD GUY wrenches back on the Neck Snap, twisting Ernie White's body at an unnatural angle as the crowd roars in protest. Ernie White fights valiantly but finally taps out desperately, and THE BAD GUY refuses to release the hold immediately, grinning wickedly as the referee frantically calls for the bell.

Loser Winner
2 5

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.