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Sep 0001

Early

Crossbody


aerial 100%
Early

Running Knee


aerial 65%
brawl 35%

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

58 32

David 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 Palm-beach Pete'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

Body Slam


power 100%
Early

Shoulder Tackle


power 90%

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

35 25

David the Merman stalks Palm-beach Pete into the corner, grabbing a handful of tights before hoisting the fan favorite high overhead with pure brute strength. The heel holds Palm-beach Pete suspended for a moment, letting gravity do its work before driving them down with a thunderous body slam that shakes the canvas. The crowd boos as David the Merman flexes arrogantly over the fallen Palm-beach Pete.


Early

Punches


brawl 100%
Early

Punches


brawl 100%
brawl +15%
Added by Running Knee
58 39

David the Merman backs Palm-beach Pete into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping Palm-beach Pete's head back before David the Merman smirks at the jeering audience.


Mid

Power Slam


power 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

44 75

Palm-beach Pete catches David the Merman trying to regroup in the corner and unleashes a lightning-quick spinning heel kick that connects flush with the jaw, the crowd erupting as the heel crumples to the mat, clutching their face in agony.


Mid

Headbutt


brawl 125%
Mid

Dropkick


aerial 125%
73 39

David the Merman rakes Palm-beach Pete's eyes to stagger the fan favorite, then viciously cracks a brutal headbutt square into Palm-beach Pete's forehead, sending them crumpling to the canvas as the crowd erupts in boos at the blatant street-fight tactics.


Mid

Dropkick


aerial 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

73 63

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

David the Merman scales to the top rope as the battered Palm-beach Pete struggles to stand, and with a vicious sneer launches into Fish Out of Water, crashing down with devastating precision that leaves Palm-beach Pete motionless on the canvas as the crowd erupts in furious boos at the heartless finish.

Winner Loser
5 1

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.