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Sep 0001

Early

Hammerlock


grapple 90%

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

Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

59 47

General Custer catches Thaddeus Thunder's arm and wrenches it behind their back with technical precision, applying a textbook hammerlock while the crowd boos the methodical assault. The heel cranks the hold tighter, forcing Thaddeus Thunder to grimace in pain as General Custer uses superior grappling skill to control the early exchange completely.


Early

Sleeper Slam


power 65%
grapple 35%

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

grapple +20%
Added by Sleeper Slam
Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

aerial -15%
Added by Hammerlock
brawl -15%
Added by Hammerlock
51 44

General Custer sneaks behind the unsuspecting Thaddeus Thunder, viciously locking in a sleeper hold before the crowd can warn their hero, then ruthlessly plants him with a devastating slam that shakes the ring, drawing immediate heat as Thaddeus Thunder clutches the back of his head in early distress.


Early

Backdrop Suplex


grapple 100%
Early

Hurricanrana


aerial 90%

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

65 68

Thaddeus Thunder springs off the ropes with incredible athleticism, leaping high to catch General Custer's head between their thighs before whipping backward through the air, sending the startled heel crashing across the canvas with a picture-perfect hurricanrana as the crowd erupts in approval of the spectacular aerial display.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

power -15%
Added by Hurricanrana
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

36 61

Thaddeus Thunder expertly applies a textbook arm wringer, using precise technical skill to twist General Custer's arm at an uncomfortable angle. The crowd cheers as the methodical face maintains perfect control, refusing to release the hold despite the heel's desperate attempts to escape.


Mid

Boston Crab


grapple 125%
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

81 86

Thaddeus Thunder scales the turnbuckles as the crowd roars, launching into a perfect diving forearm that crashes into General Custer's jaw with pinpoint accuracy. The cowardly heel crumples to the mat, clutching his face as Thaddeus Thunder lands gracefully, feeding off the audience's thunderous approval while General Custer rolls toward the ropes in desperate retreat.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

grapple -35%
Added by Diving Forearm
Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

52 83

Thaddeus Thunder leaps onto General Custer's shoulders with lightning precision, the crowd erupting as they wrap their legs around the heel's head and execute a picture-perfect Frankensteiner, using momentum and technical skill to flip General Custer violently across the ring where they crash hard onto the canvas.


Late

Camel Clutch


grapple 80%
power 35%
speed 35%

Your opponent's next move loses 35% Aerial and Brawl.

Late

Fisherman Suplex


grapple 125%

If your opponent has more Grapple, this gains +50% Grapple.

grapple +50%
Added by Fisherman Suplex
72 93

Thaddeus Thunder hooks General Custer's leg with technical precision, lifting the exhausted heel perfectly vertical before bridging back into a picture-perfect Fisherman Suplex. The crowd roars as the referee counts, General Custer's shoulders pinned flat to the mat, the textbook execution leaving no room for escape.

Thaddeus Thunder ascends to the top rope, steadies himself as the crowd roars, and launches into the air with THUNDERSHOCK, crashing down onto General Custer with devastating precision. The impact echoes through the arena as General Custer lies motionless, and Thaddeus Thunder hooks the leg for the three-count, the referee's hand slapping the mat as justice is served.

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.