← Back to history

Jan 0003

Early

Shoulder Tackle


power 90%

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

Early

Running Knee


aerial 65%
brawl 35%

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

63 83

High Wire Lee catches General Gene off-guard, charging forward and leaping to drive a vicious running knee strike into the jaw that echoes throughout the arena. The heel capitalizes on the early momentum, watching with smug satisfaction as the face crumbles to the mat while the crowd erupts in disapproval.


Early

Forearm Strikes


brawl 90%

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

Early

Punches


brawl 100%
brawl -9%
Added by Running Knee
37 76

High Wire Lee backs General Gene 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 General Gene's head back before High Wire Lee smirks at the jeering audience.


Early

Sleeper Slam


power 65%
grapple 35%

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

Early

Crossbody


aerial 100%
77 83

High Wire Lee springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into General Gene's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

102 95

General Gene methodically applies the arm wringer with textbook precision, twisting High Wire Lee'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

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 -35%
Added by Arm Wringer
114 75

General Gene catches High Wire Lee attempting a cheap shot, expertly wrapping both arms around the midsection and demonstrating superior technical skill with a crisp belly-to-belly suplex that plants the villain hard on the canvas. The crowd roars its approval as General Gene maintains control, the perfectly executed grappling maneuver leaving High Wire Lee gasping and clutching their back.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

81 95

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


Late

Fisherman Suplex


grapple 125%

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

grapple -35%
Added by Diving Forearm
Late

Top Rope Splash


aerial 150%
aerial -35%
Added by Gorilla Press
80 95

High Wire Lee scales the turnbuckles with malicious intent, taunting the crowd as the exhausted General Gene lies helpless below. Launching into a picture-perfect splash, High Wire Lee crashes down with devastating aerial precision, driving every ounce of air from General Gene's lungs as the referee counts and the arena erupts in furious boos.

High Wire Lee scales to the top rope as the battered General Gene struggles to stand, and with a vicious sneer launches into Tightrope Bomb, crashing down with devastating precision that leaves General Gene motionless on the canvas as the crowd erupts in furious boos at the heartless finish.

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.