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Aug 0001

Early

Punches


brawl 100%
Early

Crossbody


aerial 100%
65 65

Mean Dean scales the turnbuckle and launches into a picture-perfect crossbody, crashing down onto Charles Williams with precision timing as the crowd boos the aerial display. Charles Williams crumples to the mat under the impact, gasping for air while Mean Dean quickly rolls through and poses arrogantly over the fallen opponent.


Early

Body Slam


power 100%
Early

Body Slam


power 100%
48 65

Mean Dean hooks Charles Williams around the waist, hoisting them up with raw power before driving them spine-first into the canvas with a thunderous body slam that shakes the ring, drawing boos from the crowd as both heels refuse to give an inch this early in the match.


Early

Crossbody


aerial 100%
Early

Backdrop Suplex


grapple 100%
60 29

Charles Williams scales the turnbuckles with calculated precision, measuring Mean Dean who's still recovering from the early onslaught. Launching through the air with picture-perfect form, Charles Williams crashes down across Mean Dean's chest with a devastating crossbody, driving all the air from their lungs as both heels hit the canvas hard to a chorus of boos from the disgusted crowd.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
81 44

Charles Williams rakes Mean Dean's eyes to break free, then viciously smashes his forehead into Mean Dean's nose in a brutal street-fight fashion, drawing boos from the disgusted crowd as Mean Dean stumbles backward clutching his face while Charles Williams sneers at the damage inflicted.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
75 81

Mean Dean springs off the middle rope with calculated precision, twisting through the air before driving both boots squarely into Charles Williams's jaw, sending the rival crashing backward into the corner turnbuckles as the crowd jeers the impressive yet opportunistic aerial assault that leaves Charles Williams dazed and slumped against the ropes.


Mid

Boston Crab


grapple 125%
Mid

Boston Crab


grapple 125%
31 36

Mean Dean expertly flips Charles Williams onto his stomach and steps through, securing a textbook Boston Crab with technical precision. The crowd boos as Mean Dean sits deep into the hold, wrenching back on Charles Williams's spine with methodical cruelty while Charles Williams claws desperately at the mat, trapped in the center of the ring.


Late

Vertical Suplex


power 150%
Late

DDT


grapple 150%
72 44

Charles Williams hoists the exhausted Mean Dean skyward with raw, punishing force, holding them vertical for several agonizing seconds to showcase their dominance as the crowd boos relentlessly. With a thunderous crash, Charles Williams drops backward, driving Mean Dean spine-first into the canvas with devastating power that echoes throughout the arena.


Late

DDT


grapple 150%
Late

Top Rope Splash


aerial 150%
38 98

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


Late

Top Rope Splash


aerial 150%
Late

Super Kick


speed 150%
90 53

Charles Williams scales the turnbuckles with exhausted determination, measuring the worn-down Mean Dean sprawled below. Launching with reckless abandon, Charles Williams soars through the air, crashing down chest-first across Mean Dean's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as Mean Dean convulses from the devastating aerial assault.

Charles Williams lunges forward with desperate fury, attempting , but Mean Dean counters with equal venom—both collide mid-ring in a sickening crash, bodies crumpling to the canvas as the referee checks both motionless competitors, and the stunned crowd sits in eerie silence.

Draw Draw
4 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.