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Dec 0004

Early

Backdrop Suplex


grapple 100%
Early

Bulldog


speed 90%

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

91 68

Bad Brad Clark cinches in a tight waistlock and executes a textbook backdrop suplex, arching back with technical precision to dump All Smiles squarely on their shoulders. The heel smirks at the booing crowd while maintaining wrist control, transitioning smoothly into a grounded position as the face grimaces from the impact.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Body Slam


power 100%
91 93

All Smiles hoists the protesting Bad Brad Clark 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.


Early

Kicks


speed 100%
speed +5%
Added by Snap Suplex
Early

Kicks


speed 100%
96 76

Bad Brad Clark unleashes a lightning-quick flurry of rapid-fire kicks to All Smiles's legs and midsection, the sharp strikes echoing through the arena as the crowd boos the cheap tactics. All Smiles staggers backward, unable to counter the blistering speed, clutching his ribs as Bad Brad Clark smirks arrogantly.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
Mid

Power Slam


power 125%
109 116

All Smiles hoists the protesting Bad Brad Clark onto their shoulder with raw strength, pausing for a moment as the crowd roars its approval, then drives them down hard into the canvas with a thunderous power slam that shakes the ring, leaving the heel sprawled and gasping for air.


Mid

Boston Crab


grapple 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

power -35%
Added by Spinning Heel Kick
114 71

Bad Brad Clark methodically traps All Smiles's legs, flipping them over with cruel precision into a textbook Boston Crab, leaning back with technical malice as the crowd boos the submission hold. All Smiles grimaces in agony, clawing desperately toward the ropes while Bad Brad Clark wrenches the hold deeper, displaying masterful grappling control that has the face competitor trapped center-ring.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

105 107

All Smiles hoists Bad Brad Clark high overhead with raw, devastating power, military pressing the squirming heel above their head as the crowd roars its approval. The face flexes momentarily, showcasing their incredible strength before violently slamming Bad Brad Clark down to the canvas with thunderous impact that shakes the ring.


Late

Super Kick


speed 150%
speed +5%
Added by Snap Suplex
Late

Powerbomb


power 130%

Your next move gains +60% Power.

141 121

Bad Brad Clark feigns a leg injury to lure in the sympathetic All Smiles, then explodes with lightning-quick precision, his boot smashing into All Smiles's jaw with a devastating Super Kick that echoes throughout the arena as the crowd erupts in boos at the despicable tactic.


Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +15%
Added by Tiger Feint Kick
118 110

Bad Brad Clark traps the exhausted All Smiles in a perfect waistlock from behind, wrenching back with technical precision before bridging into a devastating Dragon Suplex that plants the fan favorite squarely on the back of his neck, holding the bridge as the referee counts and the arena erupts in boos at the heel's masterful execution.

Bad Brad Clark hoists the dazed All Smiles onto their shoulders, then viciously drives them down with the Junkyard Bulldog Piledriver, the entire ring shaking from the brutal impact as the crowd erupts in furious boos while All Smiles lies motionless on the canvas.

Winner Loser
5 3

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.