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Feb 0006

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Punches


brawl 100%
77 92

David the Merman corners Nervous Nate and unleashes a barrage of vicious closed-fist punches, each shot connecting with brutal intent as the referee struggles to maintain control. The crowd boos both competitors as David the Merman backs off momentarily, leaving Nervous Nate dazed against the turnbuckles.


Early

Forearm Strikes


brawl 90%

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

Early

Running Knee


aerial 65%
brawl 35%

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

81 91

David the Merman charges forward with malicious intent, leaping into a brutal running knee that crashes into Nervous Nate's jaw, sending the rival villain staggering backward into the ropes as the crowd boos both competitors with equal disdain.


Early

Hammerlock


grapple 90%

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

Early

Forearm Strikes


brawl 90%

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

brawl +6%
Added by Running Knee
74 88

David the Merman unloads a vicious series of forearm strikes, catching Nervous Nate flush across the jaw with brutal street-fight intensity, backing the opponent into the corner as the boos rain down from the disgusted crowd who watch both competitors abandon any pretense of sportsmanship in this early brawl.


Mid

Headbutt


brawl 125%
Mid

Headbutt


brawl 125%
brawl -15%
Added by Hammerlock
113 101

Nervous Nate rakes David the Merman's eyes to distract the referee, then viciously cracks a brutal headbutt square into David the Merman's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Dropkick


aerial 125%
103 114

David the Merman springs off the middle rope with calculated precision, twisting through the air before driving both boots squarely into Nervous Nate's jaw, sending the rival crashing backward into the corner turnbuckles as the crowd jeers the impressive yet opportunistic aerial assault that leaves Nervous Nate dazed and slumped against the ropes.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

94 105

David the Merman scales the turnbuckle and launches through the air with a vicious diving forearm, crashing into Nervous Nate's jaw as the crowd boos both competitors. Nervous Nate crumples to the mat, clutching their face while David the Merman smirks arrogantly.

David the Merman ascends to the top turnbuckle while Nervous Nate lies helpless below, launching into Fish Out of Water with vicious precision. The impact drives Nervous Nate into the canvas, and the referee counts three as the crowd boos both competitors mercilessly.

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.