← Back to history

Nov 0012

Early

Body Slam


power 100%
Early

Hurricanrana


aerial 90%

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

93 90

Dave the Merman muscles MR HANDSOME up with brutal force, hoisting them high overhead before driving them spine-first into the canvas with a thunderous body slam that shakes the ring, drawing boos from the crowd as both villains battle for supremacy early in this heated contest.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Punches


brawl 100%
93 95

MR HANDSOME corners Dave the Merman and unleashes a barrage of vicious closed-fist punches, each shot connecting with brutal intent as the referee struggles to maintain control. The crowd boos both competitors as MR HANDSOME backs off momentarily, leaving Dave the Merman dazed against the turnbuckles.


Early

Crossbody


aerial 100%
aerial +15%
Added by Sunset Flip
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

107 93

Dave the Merman scales the turnbuckles with calculated precision, measuring MR HANDSOME who's still recovering from the early onslaught. Launching through the air with picture-perfect form, Dave the Merman crashes down across MR HANDSOME's chest with a devastating crossbody, driving all the air from their lungs as both heels hit the canvas hard to a chorus of boos from the disgusted crowd.


Mid

Power Slam


power 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

116 109

Dave the Merman catches MR HANDSOME charging in, hoisting them high overhead with brutal force before driving them spine-first into the canvas with a thunderous power slam that shakes the ring, drawing jeers from the crowd as both heels show no mercy in their vicious collision.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

116 115

Dave the Merman feigns a charge before sliding under the ropes, catching MR HANDSOME completely off-guard with lightning-quick reflexes, then swings both legs up in a blur to crack MR HANDSOME directly in the jaw through the ropes, sending MR HANDSOME stumbling backward clutching their face as the crowd jeers both competitors with equal disdain.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
116 119

MR HANDSOME rakes Dave the Merman's eyes to distract the referee, then viciously cracks a brutal headbutt square into Dave the Merman's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Haymaker


brawl 125%

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

121 119

Dave the Merman scales to the top turnbuckle as the exhausted MR HANDSOME writhes on the canvas, launching into a breathtaking backflip rotation that connects flush with devastating impact, the crowd begrudgingly acknowledging the spectacular aerial assault despite their disdain for both competitors.

Dave the Merman wrenches back on the Down to the Briny Depths, cranking MR HANDSOME's joints at a sickening angle as the arena erupts in boos. MR HANDSOME flails desperately, but Dave the Merman applies even more pressure, forcing a violent tap out that seals the ruthless victory.

Winner Loser
5 2

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.