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Sep 0003

Early

Punches


brawl 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

83 84

sUPA cREEPY catches David the Merman off-guard with a technically precise snap suplex, hooking the head and snapping backwards with sudden quickness. The crowd boos as David the Merman crashes hard onto the mat, while sUPA cREEPY rolls through smoothly and smirks at the hostile reaction, clearly satisfied with the executed takedown.


Early

Crossbody


aerial 100%
Early

Kicks


speed 100%
speed +5%
Added by Snap Suplex
84 93

sUPA cREEPY unleashes a lightning-quick barrage of stiff kicks to David the Merman's legs and midsection, each strike landing with sharp precision as the fresh heel scrambles to cover up, drawing boos from the crowd who despise both competitors equally as sUPA cREEPY backs their opponent into the corner.


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.

75 73

David the Merman corners sUPA cREEPY and unloads a vicious barrage of forearm strikes, each brutal blow echoing through the arena as the crowd boos both competitors. The relentless assault drives sUPA cREEPY backward against the ropes, unable to mount any defense as David the Merman pummels away with street-fight intensity, finally backing off with a satisfied sneer.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl -15%
Added by Hammerlock
Mid

Corner Splash


speed 125%
speed -15%
Added by Forearm Strikes
speed +5%
Added by Snap Suplex
83 102

sUPA cREEPY charges across the ring with explosive quickness, catching David the Merman off-guard in the corner and crushing them with a lightning-fast splash that drives the air from their lungs, as the crowd boos both competitors with equal disdain.


Mid

Dropkick


aerial 125%
Mid

Boston Crab


grapple 125%
105 101

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


Mid

Headbutt


brawl 125%
Mid

Arm Wringer


grapple 115%

Your opponent's next move loses 35% Brawl.

104 93

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


Late

Lariat


brawl 150%
brawl -35%
Added by Arm Wringer
Late

Rolling Elbow


speed 125%

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

speed +5%
Added by Snap Suplex
95 116

sUPA cREEPY explodes forward with lightning speed, spinning into a vicious rolling elbow that cracks across David the Merman's jaw, sending him crashing to the canvas as the crowd boos the brutal strike, both competitors exhausted but sUPA cREEPY standing tall over his fallen opponent.


Late

Diving Headbutt


aerial 125%

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

Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

speed +5%
Added by Snap Suplex
105 120

sUPA cREEPY catches David the Merman off-guard with blinding speed, bouncing off the ropes and spinning through the air to crack a devastating kick across the back of David the Merman's skull. The crowd boos as David the Merman crumples to the mat, clutching their head while sUPA cREEPY smirks at the damage inflicted.

sUPA cREEPY wrenches back on the WTF?!, 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 sUPA cREEPY refuses to release the hold even after the bell, drawing nuclear heat before finally standing over their defeated rival.

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.