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May 0009

Early

Body Slam


power 100%
Early

Shoulder Tackle


power 90%

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

88 80

Dave the Merman hooks SMASHER 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 SMASHER writhes in pain.


Early

Crossbody


aerial 100%
aerial -15%
Added by Shoulder Tackle
Early

Bulldog


speed 90%

Your opponent's next move loses 15% Brawl and Power.

75 90

SMASHER explodes out of nowhere, catching Dave the Merman by surprise with lightning-quick reflexes as they hook the heel's head and sprint forward, driving them face-first into the canvas with a swift bulldog that draws a roar of approval from the capacity crowd.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

88 93

SMASHER ducks under Dave the Merman's lockup attempt and uses lightning-quick footwork to slide between their legs, hooking the heel's knees and rolling them backwards into a picture-perfect sunset flip pinning combination as the crowd roars its approval for the early counter.


Mid

Power Slam


power 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

110 115

SMASHER explodes with lightning-quick rotation, whipping around to crack Dave the Merman square in the jaw with a devastating spinning heel kick that echoes throughout the arena, sending the heel staggering backward as the crowd roars its approval for the perfectly-timed strike.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

power -35%
Added by Spinning Heel Kick
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

79 120

SMASHER fakes a dive through the ropes but catches himself, swinging back with blinding speed to deliver a tiger feint kick that snaps Dave the Merman's head backward, the crowd erupting as the heel staggers into the corner clutching his jaw.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

110 102

Dave the Merman catches SMASHER mid-charge, hoisting him overhead with raw power before falling backwards and launching the fan-favorite across the ring with a devastating fallaway slam. SMASHER crashes hard into the canvas, the impact echoing through the arena as the crowd boos the heel's impressive display of strength that leaves the face clutching his back in pain.


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.

167 111

Dave the Merman ducks a desperate counter attempt and spins with lightning-quick rotation, his elbow cracking across SMASHER's jaw with whiplash speed before the exhausted fan-favorite can react, sending him crumpling to the canvas as the crowd erupts in furious boos at the devastating strike.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Super Kick


speed 150%
speed +15%
Added by Tiger Feint Kick
114 165

SMASHER tunes up the band in the corner, stomping the mat rhythmically as the crowd roars in anticipation, and when Dave the Merman staggers to their feet, SMASHER explodes forward with lightning speed, connecting flush with a devastating Super Kick that echoes throughout the arena, sending Dave the Merman crashing to the canvas as the fans erupt in celebration.

SMASHER hoists the defiant Dave the Merman onto their shoulders, the arena erupting as they charge forward and drive them into the canvas with thunderous force—the Blindside connects perfectly! The impact echoes through the building as Dave the Merman lies motionless, and the referee counts three to a deafening roar of approval.

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.