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Feb 0011

Early

Crossbody


aerial 100%
Early

Hammerlock


grapple 90%

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

91 90

Dave the Merman springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into Giant Colossus's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

aerial -15%
Added by Hammerlock
Early

Kicks


speed 100%
77 87

Giant Colossus 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.


Early

Body Slam


power 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

91 95

Giant Colossus catches Dave the Merman off-guard with a crisp collar-and-elbow tie-up, smoothly transitioning into a textbook snap suplex that sends the heel crashing onto the mat with technical precision. The crowd roars in approval as Giant Colossus floats over for a quick cover, showing early control of this contest.


Mid

Power Slam


power 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
114 104

Dave the Merman catches the charging Giant Colossus mid-ring, hoisting them high overhead with a show of raw strength before driving them brutally into the canvas with a thunderous power slam that shakes the ring, drawing venomous boos as Dave the Merman flexes over the crumpled hero.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

power -35%
Added by Spinning Heel Kick
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

82 115

Giant Colossus expertly applies a textbook arm wringer, torquing Dave the Merman's shoulder with precise technical skill that draws appreciative cheers from the crowd. The heel grimaces and drops to one knee, frantically slapping at their trapped arm as Giant Colossus maintains perfect control of the hold.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
speed +5%
Added by Snap Suplex
114 113

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.


Late

Diving Headbutt


aerial 125%

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

Late

Super Kick


speed 150%
speed +5%
Added by Snap Suplex
114 135

Giant Colossus 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, Giant Colossus 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.


Late

Rolling Elbow


speed 125%

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

speed +15%
Added by Tiger Feint Kick
Late

Dragon Suplex


grapple 130%

If your last move was Grapple, this gains +60% Grapple.

127 130

Giant Colossus hooks both arms behind Dave the Merman's back with textbook precision, bridges backwards with perfect technical form, and plants the villain directly on the back of their head. The sold-out crowd erupts as Giant Colossus maintains the bridge for a near-fall, Dave the Merman writhing in pain while the referee counts, barely kicking out as the arena shakes with disappointment.

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.