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Jul 0001

12
Early

Body Slam


power 100%
Early

Crossbody


aerial 100%
41 61

WHITE MEAT springs off the ropes with incredible elevation, soaring through the air before crashing down across Ghost Machine's chest with a picture-perfect crossbody that flattens the villain to the canvas as the crowd roars its approval for the high-flying maneuver.


Early

Kicks


speed 100%
Early

Punches


brawl 100%
43 22

Ghost Machine unleashes a lightning-quick flurry of rapid-fire kicks to WHITE MEAT's legs and midsection, the sharp strikes echoing through the arena as the crowd boos the cheap tactics. WHITE MEAT staggers backward, unable to counter the blistering speed, clutching his ribs as Ghost Machine smirks arrogantly.


Early

Punches


brawl 100%
Early

Kicks


speed 100%
65 31

Ghost Machine backs WHITE MEAT into the corner and unleashes a vicious flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd boos mercilessly. The heel continues the illegal assault, driving punch after brutal punch into WHITE MEAT's jaw before finally stepping back with a smug grin, leaving the fan-favorite reeling against the turnbuckles.


Mid

Corner Splash


speed 125%
Mid

Corner Splash


speed 125%
54 39

Ghost Machine whips WHITE MEAT into the corner and charges in with lightning speed, crushing the fan favorite with a devastating splash that draws immediate heat from the crowd. WHITE MEAT crumples to the mat, gasping for air as Ghost Machine backs away with a smug grin, soaking in the boos.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
66 28

Ghost Machine springs off the middle rope with surprising agility, launching both boots squarely into WHITE MEAT'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

Power Slam


power 125%
Mid

Dropkick


aerial 125%
51 76

WHITE MEAT launches into the air with picture-perfect form, both feet connecting flush with Ghost Machine's jaw in a spectacular dropkick that sends the villain crashing hard to the canvas as the crowd roars its approval for the high-flying display of athleticism.


Late

Super Kick


speed 150%
Late

DDT


grapple 150%
65 119

WHITE MEAT locks in the front facelock with technical precision, plants their feet, and drops backward, driving Ghost Machine's skull into the canvas with a picture-perfect DDT that sends the crowd into a frenzy as the heel crumples to the mat.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
62 92

WHITE MEAT scales the turnbuckles as the exhausted Ghost Machine struggles to rise, the crowd roaring in anticipation. Launching skyward with incredible height, WHITE MEAT soars through the air and crashes down with a picture-perfect splash, driving every ounce of air from Ghost Machine's lungs as the arena erupts in thunderous cheers.


Late

Top Rope Splash


aerial 150%
Late

Lariat


brawl 150%
80 33

Ghost Machine scales the turnbuckles while WHITE MEAT lies vulnerable, then launches into a picture-perfect splash from the top rope, crashing down with devastating precision as the crowd erupts in boos. The high-risk maneuver connects flush, driving every bit of air from WHITE MEAT's lungs as Ghost Machine hooks the leg for what could be the finish.

Ghost Machine catches WHITE MEAT staggering and unloads with the Deathwish, a vicious strike that drops WHITE MEAT like a stone. The arena erupts in boos as the referee counts three, Ghost Machine standing over the fallen hero with a sneer.

Winner Loser
5 4

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.