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Apr 0012

Early

Kicks


speed 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

93 95

Venom Brawler catches Dave the Merman attempting a cheap shot and wraps both arms around the midsection, squeezing tight with a bearhug that draws cheers from the crowd. The face fighter uses raw strength to lift the protesting heel off the mat, shaking violently while Dave the Merman gasps for air and frantically slaps at the shoulders, trapped in the crushing embrace.


Early

Body Slam


power 100%
Early

Bulldog


speed 90%

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

93 82

Dave the Merman catches Venom Brawler off-guard with a cheap shot to the gut, then hoists the fan-favorite high overhead before brutally slamming him spine-first into the canvas with devastating force, drawing immediate boos from the crowd as Venom Brawler arches in pain.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Punches


brawl 100%
93 100

Venom Brawler unloads with a flurry of right hands, backing Dave the Merman into the corner as the crowd roars its approval. The rapid-fire punches snap the heel's head back with each connection, Dave the Merman desperately covering up but unable to escape the relentless assault.


Mid

Dropkick


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

Headbutt


brawl 125%
130 125

Dave the Merman springs off the second rope with surprising elevation, launching both boots into Venom Brawler's chest with a picture-perfect dropkick that sends the beloved competitor crashing hard into the corner turnbuckles, drawing loud boos as Dave the Merman smirks at the jeering crowd.


Mid

Power Slam


power 125%
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

116 115

Dave the Merman catches the charging Venom Brawler 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.

speed -35%
Added by Big Boot
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

84 105

Venom Brawler explodes with lightning-quick rotation, whipping around to crack Dave the Merman square in the jaw with a devastating spinning heel kick that echoes throughout the arena, sending the heel staggering backward as the crowd roars its approval for the perfectly-timed strike.


Late

Spinebuster


power 125%

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

power -35%
Added by Spinning Heel Kick
Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

84 130

Venom Brawler spins violently with a brawling rage, their arm extended like a weapon as the crowd roars in approval. The discus clothesline catches Dave the Merman flush across the throat, their desperation evident as they crash hard to the mat. Venom Brawler stands tall, fist raised, delivering justice to the despised heel.


Late

Rolling Elbow


speed 125%

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

speed +15%
Added by Tiger Feint Kick
Late

Haymaker


brawl 125%

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

brawl +21%
Added by Discus Clothesline
130 146

Venom Brawler fires back with a thunderous haymaker that catches Dave the Merman flush on the jaw, the exhausted crowd erupting as the punch sends the heel stumbling backward into the ropes, desperately clutching at the top rope to stay upright while Venom Brawler shakes out their fist.

Venom Brawler wrenches back on the Ruin, bending Dave the Merman's body at a sickening angle as the crowd roars its approval. The heel claws desperately at the mat, pride crumbling as the pressure becomes unbearable, finally slapping the canvas repeatedly in submission while Venom Brawler holds the lock, ensuring justice is served.

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.