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Sep 0007

Early

Crossbody


aerial 100%
Early

Crossbody


aerial 100%
85 80

Dave the Merman launches off the ropes with a picture-perfect crossbody, catching WHITE MEAT completely off-guard and driving him hard into the canvas. The crowd boos loudly as the cowardly heel takes advantage of WHITE MEAT's early match focus, crashing down with full aerial impact and immediately hooking the leg for a cover attempt.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Backdrop Suplex


grapple 100%
85 99

WHITE MEAT locks in a tight waistlock, demonstrating technical precision as they arch back and launch Dave the Merman overhead with a textbook backdrop suplex. The heel crashes hard onto the mat, and the crowd roars its approval as WHITE MEAT maintains control with flawless grappling fundamentals.


Early

Body Slam


power 100%
Early

Punches


brawl 100%
85 22

Dave the Merman hooks WHITE MEAT in a tight grip, using their fresh power advantage to hoist the fan favorite high overhead before driving them brutally into the canvas with a thunderous body slam that echoes throughout the arena, drawing boos from the disgusted crowd as WHITE MEAT writhes in pain.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Boston Crab


grapple 125%
106 124

WHITE MEAT expertly flips Dave the Merman onto their stomach, stepping through and sitting back deep into a textbook Boston Crab as the crowd roars its approval. Dave the Merman writhes in agony, clawing desperately at the canvas while WHITE MEAT maintains perfect technical form, wrenching back with precision to maximize the pressure on the lower back and legs.


Mid

Power Slam


power 125%
power +50%
Added by Fallaway Slam
Mid

Dropkick


aerial 125%
149 100

Dave the Merman catches WHITE MEAT off the ropes and hoists him high overhead before violently drilling him into the canvas with a thunderous power slam, the ring shaking from the devastating impact. The crowd erupts in boos as Dave the Merman flexes arrogantly over the fallen WHITE MEAT, relishing the destruction.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Headbutt


brawl 125%
106 28

Dave the Merman feigns a strike through the ropes, causing WHITE MEAT 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 WHITE MEAT 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

DDT


grapple 150%
106 149

WHITE MEAT catches the exhausted Dave the Merman in a front facelock, expertly positioning for the classic DDT. With technical precision honed through years of training, WHITE MEAT drops straight down, spiking Dave the Merman's skull into the canvas with devastating impact. The arena erupts as Dave the Merman crumples to the mat, and WHITE MEAT immediately covers for what could be the finish.


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

Top Rope Splash


aerial 150%
162 120

Dave the Merman ducks WHITE MEAT's exhausted counter attempt and spins with lightning-quick rotation, cracking a brutal rolling elbow across the jaw that sends the fan favorite crumpling to the canvas as the arena erupts in furious boos at the vicious strike.

Dave the Merman wrenches back on the Down to the Briny Depths, grinding WHITE MEAT's joints with sadistic precision as the arena erupts in boos. The valiant WHITE MEAT refuses to tap, face contorted in agony, but Dave the Merman applies even more torque until WHITE MEAT's hand finally slaps the mat in defeat.

Winner Loser
5 3

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.