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Sep 0005

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.

74 83

David the Merman corners Nervous Nate and unloads a vicious barrage of forearm strikes, each brutal blow echoing through the arena as the crowd boos both competitors. The relentless assault drives Nervous Nate backward against the ropes, unable to mount any defense as David the Merman pummels away with street-fight intensity, finally backing off with a satisfied sneer.


Early

Punches


brawl 100%
Early

Punches


brawl 100%
brawl -15%
Added by Hammerlock
90 78

Nervous Nate unloads a vicious barrage of closed-fist punches to David the Merman's jaw, the referee turning a blind eye to the illegal strikes as both competitors favor the same underhanded tactics, drawing boos from the disgusted crowd as David the Merman stumbles backward into the ropes.


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.


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 while Nervous Nate staggers in the center of the ring, launching off with a picture-perfect diving forearm that connects flush with Nervous Nate's jaw. The crowd boos the aerial assault as Nervous Nate crumples to the mat, with David the Merman quickly capitalizing on the opportunistic strike.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

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

grapple -35%
Added by Diving Forearm
grapple +30%
Added by Belly-to-Belly Suplex
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl -35%
Added by Arm Wringer
brawl +19%
Added by Running Knee
102 91

Nervous Nate hooks David the Merman with methodical precision, wrenching the arms tight before violently arching back and slamming David the Merman overhead with a textbook belly-to-belly suplex. The technical execution draws grudging acknowledgment from the hostile crowd as David the Merman crashes hard on the canvas, clutching their spine while Nervous Nate smirks at the damage inflicted.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Headbutt


brawl 125%
103 115

David the Merman rakes Nervous Nate's eyes to break free, then viciously smashes his forehead into Nervous Nate's nose in a brutal street-fight fashion, drawing boos from the disgusted crowd as Nervous Nate stumbles backward clutching his face while David the Merman sneers at the damage inflicted.


Late

Fisherman Suplex


grapple 125%

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

Late

Top Rope Splash


aerial 150%
103 137

David the Merman scales the turnbuckles with exhausted determination, measuring the worn-down Nervous Nate sprawled below. Launching with reckless abandon, David the Merman soars through the air, crashing down chest-first across Nervous Nate's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as Nervous Nate convulses from the devastating aerial assault.

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
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.