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Jun 0002

Early

Hammerlock


grapple 90%

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

Early

Bulldog


speed 90%

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

74 68

Kurt Kross expertly captures Bad Brad Clark's arm and smoothly transitions into a tight hammerlock, wrenching the limb behind their back with technical precision. The crowd cheers as Kurt Kross applies methodical pressure, forcing Bad Brad Clark to grimace and reach desperately for the ropes while the face wrestler maintains perfect control of the hold.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

72 76

Bad Brad Clark catches Kurt Kross off-guard with a technically precise snap suplex, wrapping their arms around the waist before explosively bridging backward and spiking Kurt Kross's shoulders into the canvas. The crowd boos as Bad Brad Clark smirks while Kurt Kross arches in pain, clutching their back from the crisp, calculated maneuver.


Early

Bulldog


speed 90%

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

speed +5%
Added by Snap Suplex
Early

Kicks


speed 100%
speed +5%
Added by Snap Suplex
49 80

Bad Brad Clark unleashes a lightning-quick flurry of rapid-fire kicks to Kurt Kross's legs and midsection, the sharp strikes echoing through the arena as the crowd boos the cheap tactics. Kurt Kross staggers backward, unable to counter the blistering speed, clutching his ribs as Bad Brad Clark smirks arrogantly.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Boston Crab


grapple 125%
81 95

Bad Brad Clark wrenches back on the Boston Crab with technical precision, grinding Kurt Kross's spine at a brutal angle while the crowd boos mercilessly. The heel ignores the referee's position checks, applying extra torque and sitting deeper to maximize Kurt Kross's suffering, drawing anguished groans from the trapped babyface.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed -35%
Added by Big Boot
speed +5%
Added by Snap Suplex
94 65

Kurt Kross expertly applies a textbook arm wringer, using precise technical skill to twist Bad Brad Clark's arm at an uncomfortable angle. The crowd cheers as the methodical face maintains perfect control, refusing to release the hold despite the heel's desperate attempts to escape.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +5%
Added by Snap Suplex
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

81 87

Bad Brad Clark methodically cranks on the arm wringer, torquing Kurt Kross's shoulder at a vicious angle while the crowd boos the calculated torment. The heel sneers at the struggling babyface, adding extra pressure with technical precision before wrenching the hold tighter, forcing Kurt Kross to grimace in agony.


Late

Discus Clothesline


brawl 130%

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

brawl -35%
Added by Arm Wringer
brawl +9%
Added by Spinning Backfist
Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

grapple +60%
Added by Dragon Suplex
73 144

Bad Brad Clark hooks both arms from behind, wrenching Kurt Kross's exhausted body backward with precise technical control before bridging into a picture-perfect Dragon Suplex that plants the face firmly on their neck and shoulders, holding the bridge as the arena erupts in boos at the ruthless execution.

Bad Brad Clark hoists the dazed Kurt Kross onto their shoulders, then viciously drives them down with the Junkyard Bulldog Piledriver, the entire ring shaking from the brutal impact as the crowd erupts in furious boos while Kurt Kross lies motionless on the canvas.

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.