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Sep 0001

Early

Punches


brawl 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

65 63

Jason Smith fires off a sharp combination of punches that catch Iron Carnage flush on the jaw, staggering the competitor backward into the ropes as the capacity crowd roars in appreciation of the clean striking exchange, with Iron Carnage shaking off the cobwebs while acknowledging the solid shots.


Early

Kicks


speed 100%
Early

Bulldog


speed 90%

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

53 62

Iron Carnage explodes with lightning speed, hooking Jason Smith's head in a flash and dropping to the mat with a perfectly executed bulldog. The sudden impact sends Jason Smith face-first into the canvas as the crowd roars its approval for both competitors in this early display of athletic prowess.


Early

Body Slam


power 100%
power -15%
Added by Bulldog
Early

Forearm Strikes


brawl 90%

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

32 62

Iron Carnage unleashes a rapid-fire barrage of stiff forearm strikes, battering Jason Smith across the jaw and chest in a display of pure fighting spirit that has the crowd roaring their approval for both competitors as Jason Smith staggers backward.


Mid

Corner Splash


speed 125%
speed -15%
Added by Forearm Strikes
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

58 79

Iron Carnage whips around with lightning-quick precision, their spinning heel kick connecting flush with Jason Smith's jaw in a blur of motion that sends them staggering backward as the crowd roars in appreciation of the explosive strike's technical excellence.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
96 86

Jason Smith springs off the ropes with incredible elevation, launching into a picture-perfect dropkick that catches Iron Carnage square in the chest, sending them crashing to the canvas as the crowd roars in appreciation of the athletic display, both competitors earning respect in this hard-fought contest.


Mid

Power Slam


power 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

48 86

Iron Carnage suddenly pivots and whips around with a lightning-quick spinning backfist that catches Jason Smith flush across the jaw, the sharp crack echoing through the arena as the crowd gasps in appreciation of the strike's precision, sending Jason Smith stumbling backward in a daze.


Late

Lariat


brawl 150%
Late

Crossface


brawl 80%
power 35%
aerial 35%

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

brawl +15%
Added by Spinning Backfist
98 91

Jason Smith charges across the ring with desperate intensity, swinging their arm with raw, unbridled force that catches Iron Carnage flush across the chest, turning them inside out with a thunderous lariat that echoes throughout the arena as the capacity crowd erupts in appreciation for the hard-hitting, no-nonsense strike that leaves Iron Carnage flat on their back.


Late

Super Kick


speed 150%
speed -35%
Added by Crossface
Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

61 90

Iron Carnage springs off the ropes with lightning speed, their boot cracking against Jason Smith's temple with a devastating enzuigiri that echoes throughout the arena. The crowd roars in appreciation as Jason Smith crumples to the mat, stunned by the precision strike.

Iron Carnage ascends to the top turnbuckle as the crowd roars, leaping gracefully through the air to connect with Death Breaker flush on Jason Smith, who crashes hard into the canvas and lies motionless as the referee counts three.

Loser Winner
3 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, and guide them through feuds, 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 and perform in feud angles. 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.

Feuds and Heat

Once signed, wrestlers can feud with others in the promotion to build Heat. Heat increases the likelihood that two wrestlers will be booked against each other at the next event. Over time, Heat fades and may be less effective in certain situations. Wrestlers can only feud with opponents within 12 ranks above or below their current rank.

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

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. Heat between the two wrestlers resets to zero. Both wrestlers gain experience, and if they've earned enough, they level up.