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Sep 0005

Early

Hurricanrana


aerial 90%

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

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

88 88

Power Ball springs off the ropes with surprising agility, wrapping their legs around Debt Collector's head and whipping them across the ring with a picture-perfect hurricanrana that draws boos from the crowd as the despised heel uses athletic prowess to ground the fan favorite early in this contest.


Early

Forearm Strikes


brawl 90%

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

Early

Sleeper Slam


power 65%
grapple 35%

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

power +30%
Added by Bearhug
power -15%
Added by Hurricanrana
grapple -15%
Added by Hurricanrana
74 88

Power Ball catches Debt Collector trying to retreat and locks in a tight sleeper hold, the crowd roaring its approval as the cowardly heel flails desperately. Using impressive power, Power Ball lifts Debt Collector high into the air while maintaining the choke, then drives them down hard with a devastating slam that echoes through the arena, leaving Debt Collector gasping on the mat.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Punches


brawl 100%
67 88

Power Ball unloads with a flurry of right hands, backing Debt Collector into the corner as the crowd roars its approval. The rapid-fire punches snap the heel's head back with each connection, Debt Collector desperately covering up but unable to escape the relentless assault.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

aerial +15%
Added by Sunset Flip
Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

127 110

Debt Collector scales the turnbuckle as Power Ball struggles to his feet, timing the moment perfectly before launching into a soaring diving forearm that crashes into Power Ball's jaw, sending the fan favorite crashing to the canvas as the crowd erupts in boos at the opportunistic aerial assault.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

94 101

Power Ball hoists the struggling Debt Collector high overhead in a devastating gorilla press, holding the heel aloft with raw power as the crowd roars its approval. With Debt Collector helplessly suspended above, Power Ball military presses once, twice, showcasing incredible strength before launching the villain crashing down to the canvas, where Debt Collector writhes in pain from the thunderous impact.


Mid

Dropkick


aerial 125%
aerial -35%
Added by Gorilla Press
Mid

Power Slam


power 125%
88 110

Power Ball catches the charging Debt Collector with explosive force, hoisting the heel onto their shoulder before driving them spine-first into the canvas with a thunderous power slam that shakes the ring, drawing a roar of approval from the capacity crowd as Debt Collector writhes in agony.


Late

Diving Headbutt


aerial 125%

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

Late

Vertical Suplex


power 150%
123 132

Power Ball digs deep into their reserves and hoists the defiant Debt Collector skyward, holding them inverted as the crowd roars with approval. After an agonizing vertical stall that showcases incredible strength despite late-match exhaustion, Power Ball drops backward with devastating impact, driving Debt Collector skull-first into the canvas with authority.

Power Ball catches Debt Collector rushing in and unleashes Lucky Numbers, the devastating strike connecting flush with Debt Collector's jaw! The crowd erupts as Debt Collector crumples to the canvas, completely unconscious, and Power Ball hooks the leg for the three-count victory.

Loser Winner
1 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.