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Mar 0001

Early

Kicks


speed 100%
Early

Crossbody


aerial 100%
42 65

FLYIN’ BRIAN launches off the ropes with a picture-perfect crossbody, catching Ernie White completely off-guard and driving him hard into the canvas. The crowd boos loudly as the cowardly heel takes advantage of Ernie White's early match focus, crashing down with full aerial impact and immediately hooking the leg for a cover attempt.


Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Backdrop Suplex


grapple 100%
61 55

Ernie White catches FLYIN’ BRIAN attempting a cheap shot and wraps both arms around the midsection, squeezing tight with a bearhug that draws cheers from the crowd. The face fighter uses raw strength to lift the protesting heel off the mat, shaking violently while FLYIN’ BRIAN gasps for air and frantically slaps at the shoulders, trapped in the crushing embrace.


Early

Body Slam


power 100%
power +30%
Added by Bearhug
Early

Body Slam


power 100%
75 48

Ernie White hoists the protesting FLYIN’ BRIAN high overhead with raw power, holding them aloft as the crowd roars its approval, before driving them down hard into the canvas with a thunderous body slam that shakes the ring and leaves the heel writhing in pain.


Mid

Corner Splash


speed 125%
Mid

Power Slam


power 125%
53 60

FLYIN’ BRIAN catches Ernie White charging in and hoists him up with a sneer, holding him high overhead to taunt the booing crowd before driving him brutally into the canvas with a devastating power slam that shakes the ring, leaving Ernie White clutching his back in agony.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
38 81

FLYIN’ BRIAN 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

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
78 23

Ernie White has had enough of FLYIN’ BRIAN's dirty tactics and fires back with a vicious headbutt that sends the villain staggering backward into the ropes, drawing a roar of approval from the crowd as FLYIN’ BRIAN clutches their forehead in pain.


Late

Lariat


brawl 150%
Late

Super Kick


speed 150%
93 27

Ernie White unleashes a vicious lariat that nearly decapitates the despicable FLYIN’ BRIAN, the sheer impact echoing throughout the arena as the crowd roars with approval, watching their hero deliver brutal justice to the hated villain who crumples to the mat.


Late

Super Kick


speed 150%
Late

DDT


grapple 150%
63 83

FLYIN’ BRIAN clutches the exhausted Ernie White's head, wrenching it into position with calculated malice before dropping backward with a technically precise DDT that spikes the fan favorite's skull into the canvas, drawing venomous boos as FLYIN’ BRIAN smirks at the devastated crowd.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
87 98

FLYIN’ BRIAN scales the turnbuckles while Ernie White lies vulnerable, then launches into a picture-perfect splash from the top rope, crashing down with devastating precision as the crowd erupts in boos. The high-risk maneuver connects flush, driving every bit of air from Ernie White's lungs as FLYIN’ BRIAN hooks the leg for what could be the finish.

FLYIN’ BRIAN hoists the dazed Ernie White onto their shoulders, then viciously drives them down with the Seismic Drop, the entire ring shaking from the brutal impact as the crowd erupts in furious boos while Ernie White lies motionless on the canvas.

Loser Winner
4 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.