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Sep 0004

Early

Crossbody


aerial 100%
Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

91 85

Tomato Man springs off the ropes with surprising agility, launching into a picture-perfect crossbody that catches Power Ball completely off-guard, driving the fresh face down to the mat with a heavy thud as the crowd erupts in boos at the heel's opportunistic aerial assault.


Early

Shoulder Tackle


power 90%

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

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

72 87

Power Ball catches Tomato Man 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 Tomato Man gasps for air and frantically slaps at the shoulders, trapped in the crushing embrace.


Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

Early

Body Slam


power 100%
power +30%
Added by Bearhug
65 112

Power Ball hoists the protesting Tomato Man high into the air with raw power, holding them aloft for a moment as the crowd roars its approval, before driving them hard into the canvas with a thunderous body slam that shakes the ring and leaves Tomato Man arching their back in pain.


Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

Mid

Headbutt


brawl 125%
87 109

Power Ball has had enough of Tomato Man'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 Tomato Man clutches their forehead in pain.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

aerial +30%
Added by Frankensteiner
Mid

Power Slam


power 125%
132 108

Tomato Man scales the turnbuckle as Power Ball struggles to his feet, timing the moment perfectly before launching into a soaring diving forearm that crashes into Power Ball's jaw, sending the fan favorite crashing to the canvas as the crowd erupts in boos at the opportunistic aerial assault.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

92 99

Power Ball hoists the struggling Tomato Man high overhead in a devastating gorilla press, holding the heel aloft with raw power as the crowd roars its approval. With Tomato Man helplessly suspended above, Power Ball military presses once, twice, showcasing incredible strength before launching the villain crashing down to the canvas, where Tomato Man writhes in pain from the thunderous impact.


Late

Top Rope Splash


aerial 150%
aerial -35%
Added by Gorilla Press
Late

Vertical Suplex


power 150%
105 129

Power Ball digs deep into their reserves, hoisting the exhausted Tomato Man high into the air with a thunderous vertical suplex, holding them suspended for several seconds as the crowd roars its approval before driving them down with devastating force, the ring shaking from the impact as Tomato Man crumples in agony.

Power Ball catches Tomato Man flush with Lucky Numbers, the devastating strike connecting perfectly as the crowd erupts. Tomato Man crumples to the canvas, unconscious before hitting the mat, while Power Ball stands victorious as the referee counts three.

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, 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. 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.

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

Matchups are announced one event in advance, so you can see your upcoming opponent and prepare before the match takes place.

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. Both wrestlers gain experience, and if they've earned enough, they level up.