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Aug 0006

Early

Crossbody


aerial 100%
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

93 90

David the Merman scales the turnbuckle and launches into a picture-perfect crossbody, crashing down onto sUPA cREEPY with precision timing as the crowd boos the aerial display. sUPA cREEPY crumples to the mat under the impact, gasping for air while David the Merman quickly rolls through and poses arrogantly over the fallen opponent.


Early

Punches


brawl 100%
Early

Bulldog


speed 90%

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

speed +5%
Added by Snap Suplex
94 91

David the Merman corners sUPA cREEPY and unleashes a barrage of vicious closed-fist punches, each shot connecting with brutal intent as the referee struggles to maintain control. The crowd boos both competitors as David the Merman backs off momentarily, leaving sUPA cREEPY dazed against the turnbuckles.


Early

Forearm Strikes


brawl 90%

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

brawl -15%
Added by Bulldog
Early

Hammerlock


grapple 90%

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

71 78

sUPA cREEPY wrenches David the Merman's arm behind their back with clinical precision, torquing the hammerlock while shoving their opponent's face into the turnbuckle. The technical submission draws jeers from the crowd as both heels jockey for control, with sUPA cREEPY maintaining the torturous hold and driving their knee into David the Merman's spine for added pressure.


Mid

Headbutt


brawl 125%
brawl -15%
Added by Hammerlock
Mid

Boston Crab


grapple 125%
grapple -15%
Added by Forearm Strikes
103 96

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.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
107 115

sUPA cREEPY explodes with lightning-quick rotation, their heel cracking across David the Merman's jaw with blinding speed, dropping their rival in a heap as the crowd boos the vicious strike between these two despised competitors.


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Corner Splash


speed 125%
speed +5%
Added by Snap Suplex
108 125

sUPA cREEPY charges across the ring with explosive velocity, catching David the Merman off-guard as they slam into them in the corner with a brutal splash. The impact crushes David the Merman against the turnbuckles as the crowd boos the reckless abandon, sUPA cREEPY quickly backing away with a sneer while David the Merman slumps forward, gasping for air.


Late

Top Rope Splash


aerial 150%
Late

Rolling Elbow


speed 125%

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

speed -35%
Added by Big Boot
speed +5%
Added by Snap Suplex
140 91

David the Merman scales the turnbuckles with exhausted determination, measuring the worn-down sUPA cREEPY sprawled below. Launching with reckless abandon, David the Merman soars through the air, crashing down chest-first across sUPA cREEPY's torso. The high-risk maneuver connects flush, drawing grudging acknowledgment from the crowd as sUPA cREEPY convulses from the devastating aerial assault.


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.

122 109

David the Merman spins violently and crashes a brutal discus clothesline into sUPA cREEPY's jaw, the sickening impact echoing through the arena as both exhausted competitors stagger. sUPA cREEPY crumples to the mat in a heap while the crowd boos the vicious strike, David the Merman sneering down at their fallen opponent.

David the Merman ascends to the top rope as sUPA cREEPY struggles to stand, and with calculated cruelty launches into the Fish Out of Water, crashing down with devastating impact that leaves sUPA cREEPY motionless on the canvas as the arena erupts in boos for the ruthless victory.

Winner Loser
5 3

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.