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Jan 0008

Early

Body Slam


power 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

86 84

Dave the Merman catches SUPERSTUD off-guard with a cheap shot to the gut, then hoists the fan-favorite high overhead before brutally slamming him spine-first into the canvas with devastating force, drawing immediate boos from the crowd as SUPERSTUD arches in pain.


Early

Crossbody


aerial 100%
Early

Punches


brawl 100%
86 100

SUPERSTUD unloads with a flurry of straight right hands, backing Dave the Merman into the corner as the crowd roars its approval. The heel desperately tries to cover up, but each punch finds its mark, snapping their head back. SUPERSTUD feeds off the energy, landing one final shot that leaves Dave the Merman slumped against the turnbuckles.


Early

Kicks


speed 100%
Early

Kicks


speed 100%
speed +5%
Added by Snap Suplex
86 95

SUPERSTUD unleashes a lightning-fast flurry of kicks, targeting Dave the Merman's legs and midsection with blinding speed, each strike landing with precision as the crowd roars its approval while the heel desperately tries to cover up and retreat.


Mid

Power Slam


power 125%
Mid

Headbutt


brawl 125%
108 125

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.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

108 115

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

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed -35%
Added by Big Boot
power +50%
Added by Fallaway Slam
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
120 108

Dave the Merman feigns a strike through the ropes, causing SUPERSTUD 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 SUPERSTUD crumples to the canvas, the heel smirking arrogantly while backing away, mocking the fallen competitor with exaggerated hand gestures.


Late

Diving Headbutt


aerial 125%

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

Late

Discus Clothesline


brawl 130%

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

108 130

SUPERSTUD spins violently with a brawling rage, their arm extended like a weapon as the crowd roars in approval. The discus clothesline catches Dave the Merman flush across the throat, their desperation evident as they crash hard to the mat. SUPERSTUD stands tall, fist raised, delivering justice to the despised heel.

SUPERSTUD catches Dave the Merman flush with Singularity, the devastating strike connecting perfectly as the crowd erupts. Dave the Merman crumples to the canvas, unconscious before hitting the mat, while SUPERSTUD stands victorious as the referee counts three.

Loser Winner
2 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.