← Back to history

Dec 0005

Early

Backdrop Suplex


grapple 100%
Early

Body Slam


power 100%
92 90

Bad Brad Clark smoothly transitions behind BAPA SCHAUB, locking in a textbook waistlock before methodically bridging backward with technical precision. The crowd jeers as Bad Brad Clark demonstrates pure grappling mastery, driving BAPA SCHAUB's shoulders into the canvas with a perfectly executed suplex that showcases superior mat wrestling fundamentals.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Shoulder Tackle


power 90%

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

92 81

Bad Brad Clark catches BAPA SCHAUB off-guard with a technically precise snap suplex, hooking the head and whipping them over with surprising quickness before their opponent can counter. The crowd boos as Bad Brad Clark smoothly transitions through the grappling exchange, planting BAPA SCHAUB flat on their back with clinical efficiency in this early heel-versus-heel confrontation.


Early

Bulldog


speed 90%

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

speed -15%
Added by Shoulder Tackle
speed +5%
Added by Snap Suplex
Early

Backdrop Suplex


grapple 100%
74 94

BAPA SCHAUB expertly hooks Bad Brad Clark's arm and lifts with technical precision, bridging back to plant the opponent squarely on their shoulders with a textbook backdrop suplex that draws grudging acknowledgment from the crowd despite both competitors' villainous reputations.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

106 108

BAPA SCHAUB methodically twists Bad Brad Clark's arm with precise technical cruelty, wrenching the shoulder joint at a punishing angle while the crowd boos both competitors. The calculated submission hold showcases BAPA SCHAUB's superior grappling expertise as Bad Brad Clark grimaces in pain, trapped in the unforgiving hold.


Mid

Boston Crab


grapple 125%
Mid

Boston Crab


grapple 125%
115 118

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


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

110 103

Bad Brad Clark whips around with lightning-quick precision, their heel cracking across BAPA SCHAUB's jaw with a vicious spinning kick that sends their opponent staggering backwards. The crowd boos both competitors as Bad Brad Clark smirks at their handiwork, BAPA SCHAUB crumpling against the ropes from the sudden, sharp strike.


Late

Super Kick


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

Dragon Suplex


grapple 130%

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

143 122

Bad Brad Clark tunes up the band with theatrical mockery, and as the exhausted BAPA SCHAUB stumbles forward, he explodes with lightning-quick precision, drilling a devastating Super Kick square into BAPA SCHAUB's jaw that echoes throughout the arena, dropping him instantly to the canvas as the crowd boos both competitors with equal disdain.


Late

DDT


grapple 150%
Late

Vertical Suplex


power 150%
138 135

Bad Brad Clark catches the exhausted BAPA SCHAUB in a front facelock, methodically positioning him with technical precision before dropping straight down, spiking his skull into the canvas with a textbook DDT that echoes through the arena as the crowd boos both competitors.

Bad Brad Clark hoists BAPA SCHAUB high overhead with brutal efficiency, the heel showcasing raw power before driving them down with thunderous force for Junkyard Bulldog Piledriver. The impact echoes through the arena as BAPA SCHAUB crumples in a heap, motionless, while the crowd erupts in boos for both competitors. Bad Brad Clark stands victorious, sneering over the defeated body.

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.