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Dec 0003

Early

Body Slam


power 100%
Early

Sleeper Slam


power 65%
grapple 35%

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

65 75

General Custer sneaks behind the unsuspecting John Brown and viciously locks in a sleeper hold, wrenching back with malicious intent as the crowd boos thunderously. Before John Brown can mount a defense, General Custer hoists them up and brutally drives them into the canvas with a powerful slam, the impact echoing throughout the arena.


Early

Punches


brawl 100%
Early

Backdrop Suplex


grapple 100%
34 65

General Custer clinches John Brown from behind with technical precision, expertly hooking both arms under for perfect leverage before snapping backwards with textbook form, driving John Brown overhead and planting shoulders-first into the canvas with a crisp backdrop suplex that draws immediate boos from the crowd as the heel grins wickedly at the early statement.


Early

Backdrop Suplex


grapple 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

24 60

General Custer catches John Brown off guard with a lightning-quick snap suplex, using superior technical precision to hook the head and bridge backwards in one fluid motion. The crowd boos as General Custer smirks arrogantly, having grounded the fan favorite early with clinical efficiency.


Mid

Power Slam


power 125%
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

81 75

John Brown catches the charging General Custer mid-ring, hoisting the heel high overhead before driving them down with a thunderous power slam that shakes the entire canvas, drawing a massive roar from the crowd as General Custer writhes in pain from the devastating impact.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

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
75 86

General Custer sneers at the crowd's protests as he cinches in a tight waist lock, wrenching John Brown's ribs with vicious intent before explosively arching backward, launching the fan-favorite overhead with a textbook belly-to-belly suplex that sends John Brown crashing hard into the canvas, the heel methodically rising with a satisfied smirk while John Brown writhes in pain.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Boston Crab


grapple 125%
81 81

General Custer fakes a kick through the ropes, causing John Brown to flinch backward, then springs up and delivers a lightning-quick boot to the side of the head as the crowd roars its approval, sending John Brown stumbling along the ropes in a dazed state.


Late

Super Kick


speed 150%
speed +15%
Added by Tiger Feint Kick
Late

Crossface


brawl 80%
power 35%
aerial 35%

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

107 72

John Brown tunes up the band in the corner, stomping the mat rhythmically as the crowd roars in anticipation, and when General Custer staggers to their feet, John Brown explodes forward with lightning speed, connecting flush with a devastating Super Kick that echoes throughout the arena, sending General Custer crashing to the canvas as the fans erupt in celebration.


Late

Lariat


brawl 150%
Late

Camel Clutch


grapple 80%
power 35%
speed 35%

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

speed +5%
Added by Snap Suplex
51 101

General Custer traps the exhausted John Brown in a torturous Camel Clutch, wrenching back with precise technical cruelty as the crowd roars in protest, the heel applying maximum pressure to the spine and neck while taunting the suffering hero beneath them.

General Custer catches John Brown staggering and unloads with the Terminus, a vicious strike that drops John Brown like a stone. The arena erupts in boos as the referee counts three, General Custer standing over the fallen hero with a sneer.

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.