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May 0008

Early

Crossbody


aerial 100%
Early

Punches


brawl 100%
87 100

SUPERSTUD unleashes a furious barrage of right hands, backing Dave the Merman into the corner as the crowd roars with approval. The heel desperately tries to cover up, but SUPERSTUD's relentless strikes connect cleanly, snapping Dave the Merman's head back with each brutal impact until the official steps in to break it up.


Early

Kicks


speed 100%
Early

Kicks


speed 100%
87 90

SUPERSTUD unleashes a lightning-fast flurry of kicks, striking Dave the Merman's legs and midsection with rapid-fire precision before the heel can mount any defense, backing the villain into the corner as the crowd roars its approval.


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.

87 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.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial +15%
Added by Sunset Flip
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

122 115

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


Mid

Dropkick


aerial 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

109 103

Dave the Merman springs off the middle rope with surprising agility, launching both boots squarely into SUPERSTUD's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Mid

Power Slam


power 125%
power -35%
Added by Spinning Heel Kick
Mid

Spinning Backfist


brawl 75%
speed 50%

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

78 120

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

Spinebuster


power 125%

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

Late

Haymaker


brawl 125%

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

brawl +22%
Added by Spinning Backfist
109 147

SUPERSTUD fires back with a thunderous haymaker that catches Dave the Merman flush on the jaw, the exhausted crowd erupting as the punch sends the heel stumbling backward into the ropes, desperately clutching at the top rope to stay upright while SUPERSTUD shakes out their fist.

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.