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Jun 0005

Early

Crossbody


aerial 100%
Early

Backdrop Suplex


grapple 100%
90 92

BAPA SCHAUB smoothly transitions behind David the Merman, locking in a textbook waistlock before methodically bridging backward with technical precision. The crowd jeers as BAPA SCHAUB demonstrates pure grappling mastery, driving David the Merman's shoulders into the canvas with a perfectly executed suplex that showcases superior mat wrestling fundamentals.


Early

Punches


brawl 100%
Early

Shoulder Tackle


power 90%

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

91 81

David the Merman unloads a vicious barrage of closed-fist punches to BAPA SCHAUB'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 BAPA SCHAUB stumbles backward into the ropes.


Early

Forearm Strikes


brawl 90%

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

Early

Body Slam


power 100%
82 90

BAPA SCHAUB shoves David 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

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

105 103

David the Merman ruthlessly levels BAPA SCHAUB with a vicious Big Boot straight to the jaw, the brutal street-fight strike echoing through the arena as BAPA SCHAUB crumples to the mat, and the crowd boos both competitors with equal disdain.


Mid

Headbutt


brawl 125%
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

114 106

David the Merman rakes BAPA SCHAUB's eyes to distract the referee, then viciously cracks a brutal headbutt square into BAPA SCHAUB's face, sending him staggering backward into the ropes as the crowd boos both competitors' underhanded tactics.


Mid

Dropkick


aerial 125%
Mid

Boston Crab


grapple 125%
113 115

BAPA SCHAUB methodically wrenches back on David the Merman's legs, applying a textbook Boston Crab with surgical precision while David the Merman claws desperately at the mat. The technically superior heel cranks the hold deeper, refusing to release as the crowd boos both competitors, with David the Merman's face contorting in agony.


Late

Top Rope Splash


aerial 150%
Late

Fisherman Suplex


grapple 125%

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

135 115

David the Merman scales the turnbuckles with malicious intent, measuring the battered BAPA SCHAUB sprawled below. With a snarl toward the booing crowd, David the Merman leaps majestically through the air, crashing down with a picture-perfect splash that drives every ounce of air from BAPA SCHAUB's lungs, leaving both villains gasping as the arena erupts in disdain.


Late

Lariat


brawl 150%
Late

Dragon Suplex


grapple 130%

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

grapple +60%
Added by Dragon Suplex
137 175

BAPA SCHAUB hooks both arms behind David the Merman's exhausted frame, bridging back with textbook precision to execute a picture-perfect Dragon Suplex that plants the depleted opponent square on their neck and shoulders, the technically flawless pin drawing grudging appreciation from the crowd despite both competitors' villainous reputations.


Late

Discus Clothesline


brawl 130%

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

Late

Vertical Suplex


power 150%
118 135

BAPA SCHAUB hoists the exhausted David the Merman high into the air, holding him vertical for several agonizing seconds to maximize the damage before driving him brutally into the canvas with a devastating suplex. The impact echoes through the arena as the crowd boos both competitors, David the Merman writhing in pain while BAPA SCHAUB smirks callously at the destruction.

BAPA SCHAUB catches David the Merman staggering off the ropes and unleashes Shutdown, a devastating strike that echoes through the arena. David the Merman crumbles to the canvas, motionless, as the referee counts three. The crowd boos the vicious display between two despised competitors.

Loser Winner
4 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.