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Jan 0001

Early

Body Slam


power 100%
Early

Crossbody


aerial 100%
36 61

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


Early

Punches


brawl 100%
Early

Kicks


speed 100%
65 26

Arbuckle Wahoo unloads a vicious barrage of closed-fist punches to MR HANDSOME's jaw, the referee turning a blind eye to the illegal strikes as both competitors favor the same underhanded tactics, drawing boos from the disgusted crowd as MR HANDSOME stumbles backward into the ropes.


Early

Kicks


speed 100%
Early

Body Slam


power 100%
22 51

MR HANDSOME hooks Arbuckle Wahoo 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.


Mid

Power Slam


power 125%
Mid

Headbutt


brawl 125%
45 78

MR HANDSOME grabs Arbuckle Wahoo by the hair and viciously drives their forehead into Arbuckle Wahoo's face with a brutal headbutt, the sickening crack echoing through the arena as Arbuckle Wahoo staggers backward, dazed and disoriented, while the crowd boos both competitors' blatant disregard for the rules.


Mid

Boston Crab


grapple 125%
Mid

Dropkick


aerial 125%
81 76

Arbuckle Wahoo methodically turns MR HANDSOME onto his stomach, stepping through the legs with technical precision before sitting back deep into a textbook Boston Crab, wrenching the lower back and spine as MR HANDSOME claws desperately at the canvas, the crowd jeering both competitors as the submission hold is locked in tight.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
81 33

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


Late

Super Kick


speed 150%
Late

Vertical Suplex


power 150%
33 77

MR HANDSOME hoists the exhausted Arbuckle Wahoo high into the air, holding him vertical for several agonizing seconds to maximize the damage before driving him brutally into the canvas with a devastating suplex. The impact echoes through the arena as the crowd boos both competitors, Arbuckle Wahoo writhing in pain while MR HANDSOME smirks callously at the destruction.


Late

Vertical Suplex


power 150%
Late

Super Kick


speed 150%
54 39

Arbuckle Wahoo hoists the exhausted MR HANDSOME 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, Arbuckle Wahoo drops backward, driving MR HANDSOME spine-first into the canvas with devastating power that echoes throughout the arena.


Late

DDT


grapple 150%
Late

Top Rope Splash


aerial 150%
98 92

Arbuckle Wahoo sneers as he hooks MR HANDSOME's head, wrenching the neck with methodical cruelty before driving him skull-first into the canvas with a textbook DDT, the sickening thud drawing boos as both heels battle for dominance late in this brutal contest.

Arbuckle Wahoo connects with a devastating Bolo Buster, the strike landing flush as MR HANDSOME crumples to the canvas in a heap. The crowd boos as Arbuckle Wahoo stands over the motionless body, smirking with vicious satisfaction at their fallen rival.

Winner Loser
5 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.