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Feb 0004

Early

Hammerlock


grapple 90%

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

Early

Running Knee


aerial 65%
brawl 35%

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

81 88

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.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Forearm Strikes


brawl 90%

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

brawl -15%
Added by Hammerlock
brawl +5%
Added by Running Knee
77 70

Kurt Kross swiftly locks in a front facelock, expertly hooking David the Merman's near arm before snapping backwards with technical precision, sending the heel crashing to the mat with a textbook suplex that draws approving cheers from the capacity crowd.


Early

Forearm Strikes


brawl 90%

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

Early

Punches


brawl 100%
73 88

David the Merman backs Kurt Kross into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping Kurt Kross's head back before David the Merman smirks at the jeering audience.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +5%
Added by Snap Suplex
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

89 101

David the Merman cuts off Kurt Kross's momentum with a vicious big boot, planting their sole directly into Kurt Kross's face with brutal street-fight intensity. The sickening thud echoes through the arena as Kurt Kross crumples to the mat, drawing furious boos from the crowd witnessing the callous assault.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +31%
Added by Spinning Backfist
Mid

Headbutt


brawl 125%
118 110

Kurt Kross catches the retreating David the Merman with a thunderous big boot straight to the jaw, the impact echoing through the arena as the heel crumples to the mat, drawing roars of approval from the crowd who've been waiting to see justice delivered.


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.

103 101

Kurt Kross expertly applies a textbook arm wringer, torquing David the Merman's shoulder with precise technical skill that draws appreciative cheers from the crowd. The heel grimaces and drops to one knee, frantically slapping at their trapped arm as Kurt Kross maintains perfect control of the hold.


Late

Haymaker


brawl 125%

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

brawl +50%
Added by Haymaker
Late

Discus Clothesline


brawl 130%

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

brawl -35%
Added by Arm Wringer
142 84

Kurt Kross winds up and unleashes a devastating haymaker that connects squarely with David the Merman's jaw, the sickening crack echoing through the arena as the crowd erupts in approval, watching the despised villain crumple to the canvas from the righteous punch.


Late

Discus Clothesline


brawl 130%

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

Late

Lariat


brawl 150%
brawl +57%
Added by Discus Clothesline
105 182

David the Merman viciously swings a brutal lariat that catches Kurt Kross flush across the throat, the sickening impact echoing throughout the arena as the exhausted hero crumples to the mat. The boos rain down as David the Merman stands over the fallen fan-favorite, soaking in the crowd's hatred while Kurt Kross clutches at their neck in agony.


Late

Fisherman Suplex


grapple 125%

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

Late

Top Rope Splash


aerial 150%
113 132

David the Merman scales the turnbuckles while Kurt Kross lies vulnerable, then launches into a picture-perfect splash from the top rope, crashing down with devastating precision as the crowd erupts in boos. The high-risk maneuver connects flush, driving every bit of air from Kurt Kross's lungs as David the Merman hooks the leg for what could be the finish.

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
4 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.