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Nov 0004

Early

Shoulder Tackle


power 90%

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

Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

81 91

High Wire Lee charges forward with malicious intent, leaping into a brutal running knee that crashes into BAPA SCHAUB's jaw, sending the rival villain staggering backward into the ropes as the crowd boos both competitors with equal disdain.


Early

Backdrop Suplex


grapple 100%
Early

Hurricanrana


aerial 90%

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

aerial -15%
Added by Shoulder Tackle
90 68

BAPA SCHAUB exploits an opening with clinical precision, wrapping up High Wire Lee and hoisting them overhead with a textbook backdrop suplex, dropping them spine-first onto the canvas. The technically sound execution draws grudging acknowledgment from the crowd as High Wire Lee writhes in pain, clutching their back while BAPA SCHAUB sneers arrogantly.


Early

Hammerlock


grapple 90%

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

grapple -15%
Added by Hurricanrana
Early

Crossbody


aerial 100%
68 91

High Wire Lee launches off the ropes with a soaring crossbody, catching BAPA SCHAUB completely off-guard and flattening him to the mat with surprising early aggression. The crowd boos both competitors as High Wire Lee quickly scrambles up, smirking at the grounded BAPA SCHAUB who clutches his chest in frustration.


Mid

Power Slam


power 125%
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl -15%
Added by Hammerlock
brawl +23%
Added by Running Knee
113 112

BAPA SCHAUB scoops up High Wire Lee with ruthless efficiency, hoisting the rival heel high overhead before drilling them into the canvas with a thunderous power slam that shakes the ring. The devastating impact leaves High Wire Lee arching in pain as the crowd boos both competitors, though some appreciate the raw brutality of the maneuver.


Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

Mid

Headbutt


brawl 125%
103 114

High Wire Lee rakes BAPA SCHAUB's eyes to distract the referee, then viciously cracks a brutal headbutt square into BAPA SCHAUB's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Mid

Boston Crab


grapple 125%
Mid

Dropkick


aerial 125%
113 114

High Wire Lee springs off the middle rope with a perfectly executed dropkick, both boots smashing into BAPA SCHAUB's jaw and sending them crashing backward into the turnbuckles as the crowd voices their displeasure at both competitors with resounding boos.


Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

grapple +60%
Added by Dragon Suplex
Late

Diving Headbutt


aerial 125%

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

171 114

BAPA SCHAUB locks in the waistlock with surgical precision, hoisting the exhausted High Wire Lee overhead in a perfect bridge despite both men running on fumes. The technically flawless Dragon Suplex plants High Wire Lee directly on the back of his neck, and BAPA SCHAUB holds the bridge tight as the crowd boos the devastating maneuver, neither villain earning sympathy in this brutal exchange.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
135 137

High Wire Lee scales the turnbuckles with exhausted determination, measuring the worn-down BAPA SCHAUB sprawled below. Launching with reckless abandon, High Wire Lee soars through the air, crashing down chest-first across BAPA SCHAUB's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as BAPA SCHAUB convulses from the devastating aerial assault.

High Wire Lee ascends to the top turnbuckle while BAPA SCHAUB lies helpless below, launching into Tightrope Bomb with vicious precision. The impact drives BAPA SCHAUB into the canvas, and the referee counts three as the crowd boos both competitors mercilessly.

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.