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Apr 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.

37 68

Bad Brad Clark catches General Gene off-guard with lightning-quick reflexes, darting behind and hooking the head before sprinting forward and driving General Gene face-first into the canvas with a sudden bulldog, drawing immediate heat from the crowd as the cowardly heel capitalizes on the early cheap shot.


Early

Shoulder Tackle


power 90%

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

power -15%
Added by Bulldog
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
53 53

Bad Brad Clark charges across the ring with devastating force, plowing through General Gene with a thunderous shoulder tackle that sends the heel crashing hard to the mat, the impact echoing through the arena as the crowd roars its approval for the powerful offensive statement.


Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
speed +5%
Added by Snap Suplex
75 68

General Gene catches the unsuspecting Bad Brad Clark from behind, wrapping their arm tightly around the heel's neck before lifting them high into the air and driving them down with a thunderous Sleeper Slam that shakes the ring, drawing a huge roar from the crowd as Bad Brad Clark crumples to the mat.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
81 91

Bad Brad Clark suddenly pivots and whips around with blinding quickness, their heel cracking across General Gene's jaw before the crowd favorite can react, sending them staggering backward as the arena erupts in boos at the opportunistic strike.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Boston Crab


grapple 125%
95 95

Bad Brad Clark methodically applies the arm wringer with textbook precision, twisting General Gene's limb at calculated angles while maintaining perfect control of the hold. The crowd cheers as the technical master systematically wrenches the shoulder joint, forcing the protesting heel to grimace and frantically search for an escape that won't come, each rotation drawing louder approval from the appreciative audience.


Mid

Power Slam


power 125%
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

88 87

General Gene hoists the protesting Bad Brad Clark onto their shoulder with raw strength, pausing for a moment as the crowd roars its approval, then drives them down hard into the canvas with a thunderous power slam that shakes the ring, leaving the heel sprawled and gasping for air.


Late

Fisherman Suplex


grapple 125%

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

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +5%
Added by Snap Suplex
104 103

General Gene hooks Bad Brad Clark's leg with technical precision, bridging back into a picture-perfect fisherman suplex that plants the villain's shoulders flush against the canvas. The exhausted crowd erupts as the referee slides into position for the pin attempt, General Gene's bridge holding firm despite the late-match fatigue.


Late

Torture Rack


power 80%
grapple 35%
brawl 35%

Your opponent's next move loses 35% Speed and Aerial.

Late

Dragon Suplex


grapple 130%

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

99 99

Bad Brad Clark hoists the battered General Gene across their shoulders in the devastating Torture Rack, the crowd erupting as the face warrior bends the villain's spine with brutal authority, showcasing raw power late in this grueling contest while General Gene writhes helplessly in agony.


Late

Camel Clutch


grapple 80%
power 35%
speed 35%

Your opponent's next move loses 35% Aerial and Brawl.

Late

DDT


grapple 150%
94 114

Bad Brad Clark clutches the exhausted General Gene's head, wrenching it into a front facelock with methodical precision before sitting out sharply and spiking the crowd favorite's skull into the canvas with a textbook DDT, drawing a chorus of boos as General Gene crumples limply to the mat.

General Gene charges forward with , but Bad Brad Clark counters at the last second, and both wrestlers crash to the mat in a devastating collision. Neither moves. The referee checks both competitors as the stunned crowd falls silent, realizing no one is getting up from this one.

Draw Draw
3 3

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.