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Apr 0007

Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Kicks


speed 100%
83 85

William King unleashes a lightning-quick barrage of stiff kicks to Dave the Merman's legs and midsection, each strike landing with sharp precision as the fresh heel scrambles to cover up, drawing boos from the crowd who despise both competitors equally as William King backs their opponent into the corner.


Early

Kicks


speed 100%
Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

83 88

William King locks in a vicious sleeper hold, wrenching Dave the Merman's neck backward before viciously hoisting them up and drilling them into the canvas with a brutal slam, drawing boos as both competitors show their ruthless nature early in this heel versus heel collision.


Early

Crossbody


aerial 100%
Early

Body Slam


power 100%
84 90

William King shoves Dave the Merman back into the corner before grabbing a fistful of tights, hoisting the unsuspecting opponent overhead with brute force and slamming them spine-first into the canvas with a thunderous body slam that draws jeers from the crowd as both heels show their ruthless nature early.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

104 98

Dave the Merman slingshots through the ropes with lightning quickness, his boot cracking across William King's jaw with a vicious Tiger Feint Kick that sends the rival heel stumbling backward as the crowd boos both competitors, but Dave the Merman smirks with satisfaction at his underhanded precision.


Mid

Dropkick


aerial 125%
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

105 103

Dave the Merman springs off the middle rope with a perfectly executed dropkick, both boots smashing into William King's jaw and sending them crashing backward into the turnbuckles as the crowd voices their displeasure at both competitors with resounding boos.


Mid

Power Slam


power 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

105 109

William King slingshots through the ropes with lightning quickness, his boot cracking across Dave the Merman's jaw with a vicious Tiger Feint Kick that sends the rival heel stumbling backward as the crowd boos both competitors, but William King smirks with satisfaction at his underhanded precision.


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.

158 113

Dave the Merman explodes forward with lightning speed, spinning into a vicious rolling elbow that cracks across William King's jaw, sending him crashing to the canvas as the crowd boos the brutal strike, both competitors exhausted but Dave the Merman standing tall over his fallen opponent.


Late

Diving Headbutt


aerial 125%

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

Late

Powerbomb


power 130%

Your next move gains +60% Power.

105 117

William King hoists the exhausted Dave the Merman onto his shoulders with brutal force, parading around the ring to draw jeers from the disgusted crowd before viciously driving him down with a thunderous powerbomb that shakes the entire canvas, leaving Dave the Merman crumpled in a broken heap as William King stands over him with a menacing sneer.

William King hoists Dave the Merman high overhead with brutal efficiency, the heel showcasing raw power before driving them down with thunderous force for Warcry. The impact echoes through the arena as Dave the Merman crumples in a heap, motionless, while the crowd erupts in boos for both competitors. William King stands victorious, sneering over the defeated body.

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.