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Apr 0002

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Crossbody


aerial 100%
63 83

THE BAD GUY launches off the ropes with a picture-perfect crossbody, catching Iron Carnage completely off-guard and driving him hard into the canvas. The crowd boos loudly as the cowardly heel takes advantage of Iron Carnage's early match focus, crashing down with full aerial impact and immediately hooking the leg for a cover attempt.


Early

Shoulder Tackle


power 90%

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

power +30%
Added by Bearhug
Early

Shoulder Tackle


power 90%

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

64 58

Iron Carnage bounces off the ropes with explosive momentum and drives their shoulder into THE BAD GUY's chest, the devastating impact sending the heel crashing hard to the mat as the capacity crowd roars its approval for the powerful display of strength.


Early

Forearm Strikes


brawl 90%

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

Early

Hurricanrana


aerial 90%

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

aerial -15%
Added by Shoulder Tackle
62 62

THE BAD GUY backs Iron Carnage into the corner and unleashes a furious barrage of stiff forearm strikes, each shot snapping the head back as the crowd roars its approval. The relentless brawling assault leaves Iron Carnage slumped against the turnbuckles, desperately trying to cover up as THE BAD GUY lands one final thunderous forearm that echoes throughout the arena.


Mid

Spinning Backfist


brawl 75%
speed 50%

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

Mid

Power Slam


power 125%
86 80

Iron Carnage suddenly pivots and whips around with a lightning-quick spinning backfist that cracks across THE BAD GUY's jaw, the sharp strike echoing through the arena as the crowd roars in approval. The cowardly heel stumbles backward, clutching their face, while Iron Carnage stands ready, fists clenched.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

79 90

THE BAD GUY catches Iron Carnage mid-charge, hoisting him overhead with raw power before falling backwards and launching the fan-favorite across the ring with a devastating fallaway slam. Iron Carnage crashes hard into the canvas, the impact echoing through the arena as the crowd boos the heel's impressive display of strength that leaves the face clutching his back in pain.


Mid

Corner Splash


speed 125%
Mid

Dropkick


aerial 125%
86 104

THE BAD GUY springs off the middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into Iron Carnage's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Late

Haymaker


brawl 125%

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

Late

Diving Headbutt


aerial 125%

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

86 104

THE BAD GUY scales the turnbuckles with malicious intent, measuring the battered Iron Carnage sprawled below. The crowd erupts in boos as the heel launches himself from the top rope, sailing through the air before crashing down with a sickening Diving Headbutt that connects flush with Iron Carnage's chest, leaving both wrestlers motionless as the impact echoes through the arena.


Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

Late

Top Rope Splash


aerial 150%
90 125

THE BAD GUY scales the turnbuckles with deliberate arrogance, taunting the crowd as Iron Carnage lies vulnerable below. The heel launches into a picture-perfect splash from the top rope, crashing down with devastating aerial precision across the prone champion's chest, driving every ounce of air from their lungs as the arena erupts in furious boos.

THE BAD GUY wrenches back on the Neck Snap, twisting Iron Carnage's body at an unnatural angle as the crowd roars in protest. Iron Carnage fights valiantly but finally taps out desperately, and THE BAD GUY refuses to release the hold immediately, grinning wickedly as the referee frantically calls for the bell.

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.