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Nov 0003

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 77

Kurt Kross swiftly locks up with General Custer, expertly hooking the arm and snapping the hips with technical precision to execute a crisp suplex that plants the heel flat on their back, drawing cheers from the crowd as Kurt Kross maintains control early in the contest.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Forearm Strikes


brawl 90%

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

brawl -15%
Added by Hammerlock
60 61

Kurt Kross unloads with a rapid-fire barrage of forearm strikes, backing General Custer into the corner as the crowd roars with approval. The relentless brawling assault leaves the heel stunned and covering up, unable to mount any defense against the righteous onslaught.


Early

Sleeper Slam


power 65%
grapple 35%

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

grapple -15%
Added by Forearm Strikes
grapple +20%
Added by Sleeper Slam
Early

Hammerlock


grapple 90%

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

79 81

Kurt Kross expertly captures General Custer's arm and smoothly transitions into a tight hammerlock, wrenching the limb behind their back with technical precision. The crowd cheers as Kurt Kross applies methodical pressure, forcing General Custer to grimace and reach desperately for the ropes while the face wrestler maintains perfect control of the hold.


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.

75 103

Kurt Kross expertly applies a textbook arm wringer, torquing General Custer's shoulder with precise technical skill that draws appreciative cheers from the crowd. The heel grimaces and drops to one knee, frantically slapping at their trapped arm as Kurt Kross maintains perfect control of the hold.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

brawl -35%
Added by Arm Wringer
grapple +30%
Added by Belly-to-Belly Suplex
Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

brawl -35%
Added by Arm Wringer
speed +5%
Added by Snap Suplex
74 61

General Custer locks in a clinch and viciously wrenches Kurt Kross overhead with a textbook belly-to-belly suplex, the technical execution drawing boos as Kurt Kross crashes hard into the canvas. General Custer smirks at the jeering crowd while Kurt Kross writhes in pain, clutching their lower back.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

brawl +10%
Added by Spinning Backfist
82 116

Kurt Kross catches General Custer attempting a cheap shot, expertly wrapping both arms around the midsection and demonstrating superior technical skill with a crisp belly-to-belly suplex that plants the villain hard on the canvas. The crowd roars its approval as Kurt Kross maintains control, the perfectly executed grappling maneuver leaving General Custer gasping and clutching their back.

Kurt Kross catches General Custer rushing in and unleashes Skull & Krossbones, the devastating strike connecting flush with General Custer's jaw! The crowd erupts as General Custer crumples to the canvas, completely unconscious, and Kurt Kross hooks the leg for the three-count victory.

Loser Winner
1 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.