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Nov 0007

Early

Body Slam


power 100%
Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

86 93

SMASHER ducks under a wild swing and explosively slides between Dave the Merman's legs, using lightning-quick reflexes to hook the heel's thighs and roll them backward into a pinning combination that catches the overconfident villain completely off-guard as the crowd erupts in approval.


Early

Kicks


speed 100%
Early

Bulldog


speed 90%

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

86 90

SMASHER explodes forward with lightning speed, hooking Dave the Merman's head in a flash and driving the heel face-first into the mat with a sudden bulldog that echoes throughout the arena, the crowd erupting as the cocky villain's early momentum gets shut down.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Kicks


speed 100%
86 100

SMASHER 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.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial +15%
Added by Sunset Flip
Mid

Corner Splash


speed 125%
120 125

SMASHER charges across the ring with lightning speed, catching Dave the Merman off-guard in the corner before unleashing a thunderous splash that crushes the air from their opponent's lungs. The crowd erupts as Dave the Merman crumples to the mat, clutching their ribs while SMASHER feeds off the roaring approval.


Mid

Dropkick


aerial 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

108 115

SMASHER explodes with lightning-quick precision, spinning on one foot and connecting flush with a devastating heel kick to Dave the Merman's jaw, the crack echoing through the arena as the heel crumples to the mat while the crowd roars in approval at the righteous strike.

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
0 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.