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Sep 0010

Early

Forearm Strikes


brawl 90%

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

Early

Hammerlock


grapple 90%

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

90 90

STICKY GREEN unloads a vicious series of forearm strikes, catching David the Merman flush across the jaw with brutal street-fight intensity, backing the opponent into the corner as the boos rain down from the disgusted crowd who watch both competitors abandon any pretense of sportsmanship in this early brawl.


Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

aerial -15%
Added by Hammerlock
brawl -15%
Added by Hammerlock
Early

Punches


brawl 100%
70 100

STICKY GREEN corners David the Merman against the ropes and unleashes a vicious flurry of closed-fist punches, forcing the referee to issue warnings as the crowd boos the blatant rule-breaking, with David the Merman covering up defensively before slumping to the canvas.


Early

Punches


brawl 100%
brawl +8%
Added by Running Knee
Early

Forearm Strikes


brawl 90%

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

108 90

David the Merman unloads a vicious barrage of closed-fist punches to STICKY GREEN's jaw, the referee turning a blind eye to the illegal strikes as both competitors favor the same underhanded tactics, drawing boos from the disgusted crowd as STICKY GREEN stumbles backward into the ropes.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Boston Crab


grapple 125%
115 125

STICKY GREEN expertly flips David the Merman onto his stomach and steps through, securing a textbook Boston Crab with technical precision. The crowd boos as STICKY GREEN sits deep into the hold, wrenching back on David the Merman's spine with methodical cruelty while David the Merman claws desperately at the mat, trapped in the center of the ring.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Headbutt


brawl 125%
115 125

STICKY GREEN grabs David the Merman by the hair and viciously drives their forehead into David the Merman's face with a brutal headbutt, the sickening crack echoing through the arena as David the Merman staggers backward, dazed and disoriented, while the crowd boos both competitors' blatant disregard for the rules.


Mid

Dropkick


aerial 125%
Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

125 125

STICKY GREEN springs off the middle rope with explosive height, twisting mid-air before driving both boots square into David the Merman's jaw with a picture-perfect dropkick that echoes throughout the arena. David the Merman crumples to the mat as the crowd boos both competitors, though some can't help but appreciate the aerial excellence on display.


Late

Discus Clothesline


brawl 130%

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

Late

Fisherman Suplex


grapple 125%

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

130 125

David the Merman spins with vicious intent, their arm extended like a battering ram, and nearly decapitates STICKY GREEN with a brutal discus clothesline that echoes throughout the arena. The impact sends STICKY GREEN crashing hard to the mat as the crowd boos both competitors, disgusted by the ruthless street-fight tactics on display late in this ugly brawl.


Late

Diving Headbutt


aerial 125%

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

Late

Dragon Suplex


grapple 130%

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

grapple +60%
Added by Dragon Suplex
125 190

STICKY GREEN hooks both arms behind David the Merman's back and arches backward with technical precision, bridging perfectly as he drives David the Merman skull-first into the canvas with a picture-perfect Dragon Suplex. The crowd jeers both competitors as STICKY GREEN maintains the bridge for a near-fall, showcasing his superior grappling expertise while David the Merman lies dazed and folded in the wreckage.


Late

Lariat


brawl 150%
Late

DDT


grapple 150%
150 150

STICKY GREEN staggers forward and viciously swings their arm like a club, catching David the Merman brutally across the throat with a devastating lariat that echoes throughout the arena, sending David the Merman crashing hard to the mat as the crowd boos both competitors while STICKY GREEN stands over their fallen opponent with malicious satisfaction.

STICKY GREEN wrenches back on the Full Stop, torquing David the Merman's joints at a sickening angle as the crowd boos both competitors. David the Merman fights desperately but finally taps out in agony, and STICKY GREEN refuses to release the hold even after the bell, drawing nuclear heat before finally standing over their defeated rival.

Loser Winner
2 4

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.