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Nov 0003

Early

Kicks


speed 100%
Early

Crossbody


aerial 100%
76 87

David the Merman springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into All Smiles's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Early

Shoulder Tackle


power 90%

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

Early

Punches


brawl 100%
84 87

David the Merman backs All Smiles into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping All Smiles's head back before David the Merman smirks at the jeering audience.


Early

Body Slam


power 100%
Early

Running Knee


aerial 65%
brawl 35%

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

aerial -15%
Added by Shoulder Tackle
93 74

All Smiles catches the opportunistic David the Merman attempting a cheap shot, hoisting the heel effortlessly into the air before driving them down with a thunderous body slam that shakes the ring. The crowd erupts as David the Merman arches their back in pain, the devastating impact leaving them gasping on the mat while All Smiles stands tall.


Mid

Power Slam


power 125%
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

116 100

All Smiles catches the charging David the Merman with explosive force, hoisting the heel onto their shoulder before driving them spine-first into the canvas with a thunderous power slam that shakes the ring, drawing a roar of approval from the capacity crowd as David the Merman writhes in agony.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

Mid

Dropkick


aerial 125%
87 109

David the Merman springs off the middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into All Smiles's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Headbutt


brawl 125%
brawl -9%
Added by Running Knee
104 101

All Smiles fakes a dive through the ropes but catches himself, swinging back with blinding speed to deliver a tiger feint kick that snaps David the Merman's head backward, the crowd erupting as the heel staggers into the corner clutching his jaw.


Late

Powerbomb


power 130%

Your next move gains +60% Power.

Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

121 113

All Smiles summons their remaining strength to hoist the exhausted David the Merman onto their shoulders, the crowd roaring in anticipation. With one final surge of power, All Smiles drives David the Merman down with a thunderous powerbomb that shakes the ring, leaving the heel crumpled on the mat as the arena explodes in cheers.


Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +15%
Added by Tiger Feint Kick
Late

Diving Headbutt


aerial 125%

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

110 109

All Smiles explodes with desperate velocity, rebounding off the ropes in a blur and whipping their boot toward David the Merman's skull with lightning precision—the enzuigiri cracks across the heel's temple, dropping them instantly as the crowd erupts in thunderous approval for the high-speed counter.

All Smiles hoists the defiant David the Merman onto their shoulders, the arena erupting as they charge forward and drive them into the canvas with thunderous force—the I LOVE YOU :) connects perfectly! The impact echoes through the building as David the Merman lies motionless, and the referee counts three to a deafening roar of approval.

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.