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Sep 0008

Early

Kicks


speed 100%
Early

Forearm Strikes


brawl 90%

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

88 90

SUPERSTUD unleashes a blistering series of forearm strikes, backing Dave the Merman into the corner with raw aggression as the crowd roars its approval. The face connects with rapid-fire blows, each shot snapping the heel's head back, until Dave the Merman slumps against the turnbuckles, overwhelmed by the relentless striking assault.


Early

Crossbody


aerial 100%
Early

Kicks


speed 100%
88 90

SUPERSTUD unleashes a lightning-quick flurry of rapid-fire kicks to Dave the Merman's legs and midsection, the speed forcing the heel to backpedal defensively as the crowd roars its approval, each strike landing clean before Dave the Merman can mount any counter.


Early

Body Slam


power 100%
Early

Punches


brawl 100%
88 100

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


Mid

Power Slam


power 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

110 120

SUPERSTUD catches Dave the Merman jawing at the referee and suddenly spins through with a vicious backfist that cracks across the heel's jaw, sending spit flying as the crowd roars its approval, Dave the Merman crumpling backward into the ropes from the street-fight style impact.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Headbutt


brawl 125%
brawl +6%
Added by Spinning Backfist
110 131

SUPERSTUD has had enough of Dave the Merman's dirty tactics and fires back with a vicious headbutt that sends the villain staggering backward into the ropes, drawing a roar of approval from the crowd as Dave the Merman clutches their forehead in pain.

SUPERSTUD catches Dave the Merman rushing in and unleashes Singularity, the devastating strike connecting flush with Dave the Merman's jaw! The crowd erupts as Dave the Merman crumples to the canvas, completely unconscious, and SUPERSTUD hooks the leg for the three-count victory.

Loser Winner
0 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.