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Feb 0008

Early

Body Slam


power 100%
Early

Hammerlock


grapple 90%

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

86 90

Giant Colossus expertly captures Dave the Merman's arm and wrenches it behind in a textbook hammerlock, the technical precision drawing appreciative cheers from the crowd as the heel grimaces and tries to squirm free, but Giant Colossus's hold remains locked tight, controlling the early pace.


Early

Crossbody


aerial 100%
aerial -15%
Added by Hammerlock
Early

Backdrop Suplex


grapple 100%
73 100

Giant Colossus secures a tight waistlock and executes a textbook backdrop suplex with technical precision, lifting Dave the Merman smoothly overhead before arching back to plant the heel square on the canvas. The crowd roars in approval as Giant Colossus maintains perfect form throughout the maneuver, demonstrating superior mat wrestling ability early in this contest.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Kicks


speed 100%
86 80

Dave the Merman ducks under Giant Colossus's lockup attempt with surprising quickness, slides between their legs, and uses their momentum to yank the unsuspecting Giant Colossus backward into a lightning-fast sunset flip rollup, the crowd booing as Dave the Merman smirks while holding the pin attempt.


Mid

Dropkick


aerial 125%
aerial +15%
Added by Sunset Flip
Mid

Corner Splash


speed 125%
120 100

Dave the Merman springs off the middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into Giant Colossus's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Boston Crab


grapple 125%
108 125

Giant Colossus methodically turns over Dave the Merman, stepping through and sitting back deep into a textbook Boston Crab. The technical precision forces the heel to claw desperately at the canvas as Giant Colossus leans back further, applying relentless pressure to the lower back. The crowd roars its approval as Dave the Merman grimaces in agony, trapped in the masterfully applied submission hold.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

power +50%
Added by Fallaway Slam
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

151 115

Dave the Merman fakes a dive through the ropes, causing Giant Colossus to brace for impact, then swiftly swings back and drives both boots into Giant Colossus's face with a lightning-quick Tiger Feint Kick that draws immediate boos from the crowd as the deceived hero crumples to the canvas.


Late

Diving Headbutt


aerial 125%

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

Late

Camel Clutch


grapple 80%
power 35%
speed 35%

Your opponent's next move loses 35% Aerial and Brawl.

108 113

Giant Colossus methodically transitions into the Camel Clutch, pulling back on Dave the Merman's chin with technical precision as the exhausted heel writhes in agony. The crowd roars its approval as Giant Colossus wrenches the hold deeper, Dave the Merman's face contorting in pain while frantically tapping at the mat.


Late

Spinebuster


power 125%

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

Late

Super Kick


speed 150%
108 120

Giant Colossus tunes up the band in the corner as the crowd roars, and when Dave the Merman stumbles to his feet, delivers a lightning-quick superkick that catches him flush on the jaw—the crack echoing through the arena as the heel crumples to the mat in a heap while the fans explode in approval.

Giant Colossus locks in Shutdown, wrenching back with righteous intensity as Dave the Merman flails desperately, finally tapping frantically. The arena erupts as justice is served, Dave the Merman crumbling in defeat.

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.