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Aug 0005

Early

Forearm Strikes


brawl 90%

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

Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

74 88

Power Ball catches Debt Collector trying to escape to the corner and wraps both arms around the midsection, squeezing with raw intensity as the heel gasps for air and desperately claws at the face's shoulders. The crowd roars its approval as Power Ball lifts Debt Collector off the canvas, shaking violently while maintaining the crushing grip, forcing pained groans from the villain.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Body Slam


power 100%
power +30%
Added by Bearhug
67 114

Power Ball hoists the protesting Debt Collector high overhead with raw power, holding them aloft as the crowd roars its approval, before driving them down hard into the canvas with a thunderous body slam that shakes the ring and leaves the heel writhing in pain.


Early

Hurricanrana


aerial 90%

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

aerial +15%
Added by Sunset Flip
Early

Punches


brawl 100%
103 88

Debt Collector springs off the ropes with surprising agility, wrapping their legs around Power Ball'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.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
123 110

Debt Collector springs off the middle rope with surprising agility, launching both boots squarely into Power Ball's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Power Slam


power 125%
113 110

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


Mid

Spinning Backfist


brawl 75%
speed 50%

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

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

87 101

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.


Late

Rolling Elbow


speed 125%

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

Late

Vertical Suplex


power 150%
63 132

Power Ball summons their last reserves of strength, hoisting the exhausted Debt Collector high into the air with a thunderous Vertical Suplex, holding them vertical for what feels like an eternity before driving them brutally into the canvas—the crowd roaring in approval as the devastating impact leaves Debt Collector writhing in agony.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Lariat


brawl 150%
127 132

Power Ball grits through exhaustion and unleashes a brutal lariat that nearly decapitates Debt Collector, the thunderous clothesline sending the heel spinning inside-out before crashing hard to the mat. The crowd erupts as Power Ball stands over the fallen villain, fist still clenched from the devastating strike.

Power Ball catches Debt Collector flush with Lucky Numbers, the devastating strike connecting perfectly as the crowd erupts. Debt Collector crumples to the canvas, unconscious before hitting the mat, while Power Ball stands victorious 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, 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.