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Apr 0007

Early

Shoulder Tackle


power 90%

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

Early

Backdrop Suplex


grapple 100%
53 90

Arbuckle Wahoo locks in a technically precise waistlock, wrenching Scary Carter off balance before executing a textbook backdrop suplex that sends the fan favorite crashing to the canvas. The heel smirks at the booing crowd while maintaining wrist control, demonstrating superior grappling fundamentals as Scary Carter grimaces from the impact.


Early

Bulldog


speed 90%

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

Early

Punches


brawl 100%
46 90

Arbuckle Wahoo backs Scary Carter into the corner and unleashes a vicious barrage of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, pummeling the fan-favorite with ruthless street-fight brutality until Scary Carter slumps against the turnbuckles.


Early

Crossbody


aerial 100%
Early

Hammerlock


grapple 90%

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

58 81

Arbuckle Wahoo snatches Scary Carter's arm and wrenches it into a textbook hammerlock, twisting the shoulder joint with technical precision while trash-talking the crowd. The arena erupts in boos as Arbuckle Wahoo methodically applies pressure, forcing Scary Carter to grimace while the heel smirks with sadistic satisfaction.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial -15%
Added by Hammerlock
Mid

Boston Crab


grapple 125%
65 113

Arbuckle Wahoo methodically wrenches back on the Boston Crab, applying textbook technical pressure as Scary Carter claws desperately toward the ropes. The heel leans back with surgical precision, sitting deep to maximize the torque on Scary Carter's spine while the crowd rallies behind the suffering babyface. Arbuckle Wahoo smirks at the anguished cries, maintaining perfect form on the submission hold.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
73 113

Arbuckle Wahoo takes a cheap shot, stepping in close and cracking Scary Carter right between the eyes with a brutal headbutt that echoes through the arena. The crowd erupts in boos as Scary Carter staggers backward, momentarily dazed and clutching his forehead while Arbuckle Wahoo smirks at the damage done.

Arbuckle Wahoo catches Scary Carter off guard with a vicious Bolo Buster, the devastating strike connecting flush with Scary Carter's jaw and sending them crashing to the canvas in a heap. The crowd erupts in boos as the referee counts three, cementing Arbuckle Wahoo's brutal victory.

Loser Winner
0 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.