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Aug 0002

Early

Hammerlock


grapple 90%

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

Early

Punches


brawl 100%
77 77

David the Merman expertly captures Kurt Kross'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 David the Merman's hold remains locked tight, controlling the early pace.


Early

Forearm Strikes


brawl 90%

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

Early

Forearm Strikes


brawl 90%

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

brawl -15%
Added by Hammerlock
63 58

Kurt Kross unleashes a blistering series of forearm strikes, backing David the Merman into the corner with raw aggression as the crowd roars its approval. The face connects with rapid-fire blows, each shot snapping the heel's head back, until David the Merman slumps against the turnbuckles, overwhelmed by the relentless striking assault.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

grapple -15%
Added by Forearm Strikes
speed -15%
Added by Forearm Strikes
Early

Running Knee


aerial 65%
brawl 35%

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

53 78

David the Merman charges forward and leaps with explosive momentum, driving their knee viciously into Kurt Kross's jaw with a sickening crack that echoes through the arena, sending the fan-favorite crashing to the mat as the crowd erupts in hostile boos at the cheap shot.


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

Headbutt


brawl 125%
brawl +11%
Added by Running Knee
124 105

Kurt Kross locks up with David the Merman, 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 David the Merman 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

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

81 90

David the Merman scales the turnbuckle while Kurt Kross struggles to his feet, then launches into a picture-perfect diving forearm that crashes into the fan favorite's jaw, drawing loud boos as Kurt Kross crumples to the canvas from the opportunistic aerial assault.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

grapple -35%
Added by Diving Forearm
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

68 89

David the Merman catches Kurt Kross charging in and viciously drives a boot straight into their jaw, the brutal strike echoing through the arena as Kurt Kross crumples to the mat. The crowd erupts in boos as David the Merman sneers, standing over their fallen opponent with ruthless satisfaction.


Late

Discus Clothesline


brawl 130%

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

Late

Diving Headbutt


aerial 125%

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

91 98

David the Merman scales the turnbuckles with malicious intent, measuring the battered Kurt Kross sprawled below. The crowd erupts in boos as the heel launches himself from the top rope, sailing through the air before crashing down with a sickening Diving Headbutt that connects flush with Kurt Kross's chest, leaving both wrestlers motionless as the impact echoes through the arena.


Late

Fisherman Suplex


grapple 125%

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

Late

Top Rope Splash


aerial 150%
106 117

David the Merman scales the turnbuckles with deliberate arrogance, taunting the crowd as Kurt Kross lies vulnerable below. The heel launches into a picture-perfect splash from the top rope, crashing down with devastating aerial precision across the prone champion's chest, driving every ounce of air from their lungs as the arena erupts in furious boos.

David the Merman climbs to the top rope as Kurt Kross struggles to their feet, then launches into the devastating Fish Out of Water, crashing down with vicious impact that leaves Kurt Kross motionless on the mat while the crowd erupts in boos at the heel's calculated brutality.

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.