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May 0002

Early

Forearm Strikes


brawl 90%

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

Early

Bulldog


speed 90%

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

63 70

Speed Wright suddenly darts forward with surprising quickness, catching Kurt Kross off-guard in the early going. Before the crowd favorite can react, Speed Wright hooks an arm around his head and drops sharply to the mat, driving Kurt Kross's face into the canvas with a lightning-fast bulldog that draws immediate heat from the audience.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Kicks


speed 100%
speed -15%
Added by Forearm Strikes
72 66

Kurt Kross catches Speed Wright off-guard with a crisp collar-and-elbow tie-up, smoothly transitioning into a textbook snap suplex that sends the heel crashing onto the mat with technical precision. The crowd roars in approval as Kurt Kross floats over for a quick cover, showing early control of this contest.


Early

Hammerlock


grapple 90%

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

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

74 61

Kurt Kross expertly captures Speed Wright's arm and wrenches it behind in a textbook hammerlock, the technical precision drawing appreciative cheers from the crowd as the heel grimaces and tries to squirm free, but Kurt Kross's hold remains locked tight, controlling the early pace.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Corner Splash


speed 125%
94 98

Speed Wright whips Kurt Kross into the corner and charges in with lightning speed, crushing the fan favorite with a devastating splash that draws immediate heat from the crowd. Kurt Kross crumples to the mat, gasping for air as Speed Wright backs away with a smug grin, soaking in the boos.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

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

grapple +30%
Added by Belly-to-Belly Suplex
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

121 90

Kurt Kross locks up with Speed Wright, expertly controlling the clinch with technical precision before explosively arching backward and launching the protesting heel overhead with a textbook belly-to-belly suplex that sends Speed Wright crashing hard into the canvas, drawing roaring approval from the crowd as Kurt Kross maintains wrist control throughout the throw.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +5%
Added by Snap Suplex
Mid

Spinning Backfist


brawl 75%
speed 50%

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

81 79

Kurt Kross catches Speed Wright jawing at the referee and suddenly spins through with a vicious backfist that cracks across the heel's jaw, sending spit flying as the crowd roars its approval, Speed Wright crumpling backward into the ropes from the street-fight style impact.


Late

Haymaker


brawl 125%

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

brawl +24%
Added by Spinning Backfist
Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

104 101

Kurt Kross staggers forward on sheer willpower, loading up a desperate haymaker that catches the arrogant Speed Wright flush on the jaw, spinning him completely around as the crowd erupts in thunderous approval, the brawling strike delivering rough justice to the despised villain who crumples to the canvas clutching his face.

Kurt Kross cuts off Speed Wright's desperate comeback attempt with a thunderous Skull & Krossbones, the devastating strike connecting flush and sending the heel crashing to the canvas in a heap as the crowd erupts in approval, the referee counting the decisive three-count victory.

Winner Loser
5 2

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.