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Dec 0007

Early

Crossbody


aerial 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

86 87

Ernie White catches Dave the Merman 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 Ernie White lifts Dave the Merman 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

Kicks


speed 100%
86 89

Ernie White 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

Kicks


speed 100%
Early

Shoulder Tackle


power 90%

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

86 74

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


Mid

Dropkick


aerial 125%
aerial -15%
Added by Shoulder Tackle
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

95 102

Ernie White catches the retreating Dave the Merman with a thunderous big boot straight to the jaw, the impact echoing through the arena as the heel crumples to the mat, drawing roars of approval from the crowd who've been waiting to see justice delivered.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

108 108

Ernie White hooks Dave the Merman and hoists them up, falling backward with devastating force while launching the fan-favorite through the air. Dave the Merman crashes hard onto the mat, the impact echoing throughout the arena as Ernie White smirks arrogantly from their back, drawing venomous boos from the crowd who watch their hero writhe in pain.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

power +50%
Added by Fallaway Slam
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +15%
Added by Tiger Feint Kick
151 116

Dave the Merman feigns a strike through the ropes, causing Ernie White to flinch backward, then whips around with lightning speed to drive both boots viciously into the face's jaw. The crowd erupts in boos as Ernie White crumples to the canvas, the heel smirking arrogantly while backing away, mocking the fallen competitor with exaggerated hand gestures.


Late

Spinebuster


power 125%

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

power -35%
Added by Spinning Heel Kick
Late

Haymaker


brawl 125%

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

77 111

Ernie White 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

Rolling Elbow


speed 125%

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

speed +15%
Added by Tiger Feint Kick
speed +50%
Added by Rolling Elbow
Late

Spinebuster


power 125%

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

power +50%
Added by Spinebuster
163 144

Dave the Merman ducks Ernie White's exhausted swing and spins with blinding speed, cracking a vicious rolling elbow across Ernie White's jaw that echoes throughout the arena as the crowd erupts in boos, dropping the fan favorite hard to the canvas.


Late

Diving Headbutt


aerial 125%

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

Late

Powerbomb


power 130%

Your next move gains +60% Power.

108 107

Dave the Merman scales the turnbuckles with malicious intent, measuring the battered Ernie White sprawled below. The crowd erupts in boos as the heel launches himself from the top rope, sailing through the air before crashing down with a sickening Diving Headbutt that connects flush with Ernie White's chest, leaving both wrestlers motionless as the impact echoes through the arena.

Dave the Merman and Ernie White clash in mid-ring, both attempting simultaneously—their bodies collide with brutal force before crashing to the canvas in a heap. Neither wrestler stirs as the referee checks on both, the arena falling into stunned silence at the chaotic double-down.

Draw Draw
4 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, 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.