← Back to history

Jun 0011

Early

Body Slam


power 100%
Early

Punches


brawl 100%
91 100

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.


Early

Kicks


speed 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

91 90

Dave the Merman unleashes a lightning-quick flurry of stiff kicks to SUPERSTUD's legs and midsection, each strike landing with sharp precision before the fan-favorite can mount a defense, forcing SUPERSTUD to stumble backward as the crowd voices their displeasure with the heel's aggressive tactics.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Forearm Strikes


brawl 90%

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

91 90

Dave the Merman suddenly drops down and rolls through SUPERSTUD's legs with surprising quickness, hooking both legs for the sunset flip! The crowd boos as the heel uses their fresh speed advantage to catch the face off-guard, stacking SUPERSTUD's shoulders to the mat in one fluid motion before the referee slides in to count!


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed -15%
Added by Forearm Strikes
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

100 115

SUPERSTUD catches the retreating Dave the Merman with a thunderous big boot, the sole of their boot crashing into the heel's jaw with brutal street-fight intensity! The crowd roars its approval as Dave the Merman crumples to the mat, clutching their face while SUPERSTUD stands tall, delivering the rough justice the villain deserves.


Mid

Power Slam


power 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
114 108

Dave the Merman catches SUPERSTUD charging in and hoists him up with a sneer, holding him high overhead to taunt the booing crowd before driving him brutally into the canvas with a devastating power slam that shakes the ring, leaving SUPERSTUD clutching his back in agony.


Mid

Dropkick


aerial 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

speed +5%
Added by Snap Suplex
114 125

SUPERSTUD suddenly pivots and whips around with a lightning-quick spinning backfist that cracks across Dave the Merman's jaw, the sharp strike echoing through the arena as the crowd roars in approval. The cowardly heel stumbles backward, clutching their face, while SUPERSTUD stands ready, fists clenched.


Late

Rolling Elbow


speed 125%

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

speed +15%
Added by Tiger Feint Kick
Late

Haymaker


brawl 125%

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

brawl +34%
Added by Spinning Backfist
127 159

SUPERSTUD staggers forward on sheer willpower, loading up a desperate haymaker that catches the arrogant Dave the Merman flush on the jaw, spinning him completely around as the crowd erupts in thunderous approval, the brawling strike delivering rough justice to the despised villain who crumples to the canvas clutching his face.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

118 130

SUPERSTUD spins violently and absolutely demolishes Dave the Merman with a brutal discus clothesline, the sickening impact echoing throughout the arena as the crowd erupts! The exhausted heel crumples to the canvas, nearly turned inside-out by the devastating strike, as justice is finally served.

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
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.