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Jan 0006

Early

Running Knee


aerial 65%
brawl 35%

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

Early

Body Slam


power 100%
91 90

David the Merman charges forward with malicious intent, leaping into a brutal running knee that crashes into BAPA SCHAUB's jaw, sending the rival villain staggering backward into the ropes as the crowd boos both competitors with equal disdain.


Early

Punches


brawl 100%
brawl -4%
Added by Running Knee
Early

Hammerlock


grapple 90%

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

88 85

David the Merman corners BAPA SCHAUB 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 BAPA SCHAUB dazed against the turnbuckles.


Early

Forearm Strikes


brawl 90%

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

brawl -15%
Added by Hammerlock
Early

Backdrop Suplex


grapple 100%
69 94

BAPA SCHAUB exploits an opening with clinical precision, wrapping up David the Merman and hoisting them overhead with a textbook backdrop suplex, dropping them spine-first onto the canvas. The technically sound execution draws grudging acknowledgment from the crowd as David the Merman writhes in pain, clutching their back while BAPA SCHAUB sneers arrogantly.


Mid

Headbutt


brawl 125%
Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

115 103

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%
aerial -35%
Added by Gorilla Press
Mid

Boston Crab


grapple 125%
82 118

BAPA SCHAUB expertly flips David the Merman onto his stomach and steps through, securing a textbook Boston Crab with technical precision. The crowd boos as BAPA SCHAUB 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

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Power Slam


power 125%
105 113

BAPA SCHAUB catches David the Merman charging in and hoists them up with raw, brutal strength before driving them spine-first into the canvas with a thunderous power slam that echoes throughout the arena, the vicious impact drawing boos from the crowd as both heels show zero regard for sportsmanship in this punishing mid-match collision.


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 -35%
Added by Diving Forearm
114 89

David the Merman ascends to the top turnbuckle with malicious intent, taking a moment to sneer at the hostile crowd before launching himself through the air. The desperate diving headbutt crashes skull-first into BAPA SCHAUB's chest, both competitors writhing in pain, but BAPA SCHAUB clearly getting the worse of the high-risk collision.


Late

Discus Clothesline


brawl 130%

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

Late

Vertical Suplex


power 150%
120 135

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.


Late

Lariat


brawl 150%
brawl +40%
Added by Discus Clothesline
Late

DDT


grapple 150%
175 141

David the Merman staggers forward and brutally clubs BAPA SCHAUB across the throat with a vicious lariat, sending them crashing to the mat in a heap as the crowd boos both competitors, David the Merman standing over their fallen opponent with a sneer of contempt.

David the Merman scales the turnbuckle as the crowd boos mercilessly, launching into a picture-perfect Fish Out of Water that crashes down onto BAPA SCHAUB with devastating force. The impact flattens BAPA SCHAUB completely, and David the Merman hooks the leg for the three-count as the arena erupts in jeers.

Winner Loser
5 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.