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Mar 0011

Early

Crossbody


aerial 100%
Early

Crossbody


aerial 100%
100 100

David the Merman scales the turnbuckles with calculated precision, measuring BEEF BIGSWELL who's still recovering from the early onslaught. Launching through the air with picture-perfect form, David the Merman crashes down across BEEF BIGSWELL's chest with a devastating crossbody, driving all the air from their lungs as both heels hit the canvas hard to a chorus of boos from the disgusted crowd.


Early

Kicks


speed 100%
Early

Running Knee


aerial 65%
brawl 35%

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

100 100

David the Merman unleashes a lightning-quick flurry of stiff kicks to BEEF BIGSWELL's legs and midsection, each strike snapping with rapid-fire precision as the crowd boos both competitors, with BEEF BIGSWELL buckling backward against the ropes from the sudden assault.


Early

Bulldog


speed 90%

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

Early

Forearm Strikes


brawl 90%

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

brawl -2%
Added by Running Knee
90 88

BEEF BIGSWELL catches David the Merman off guard with lightning-quick reflexes, snatching a headlock and dropping to the mat in one explosive motion. The bulldog plants David the Merman's face into the canvas with sudden, precise timing, drawing boos from the crowd as BEEF BIGSWELL smugly rolls away, leaving David the Merman clutching his jaw.


Mid

Corner Splash


speed 125%
speed -15%
Added by Forearm Strikes
Mid

Headbutt


brawl 125%
brawl -15%
Added by Bulldog
110 110

David the Merman charges across the ring with explosive quickness, catching BEEF BIGSWELL 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

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

115 115

David the Merman scales the turnbuckle with malicious intent as BEEF BIGSWELL struggles to his feet, then launches into a perfectly executed diving forearm that crashes into BEEF BIGSWELL's jaw, sending him sprawling across the canvas as the crowd showers both heels with boos.


Mid

Dropkick


aerial 125%
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

125 115

BEEF BIGSWELL springs off the middle rope with a perfectly executed dropkick, both boots smashing into David the Merman's jaw and sending them crashing backward into the turnbuckles as the crowd voices their displeasure at both competitors with resounding boos.


Late

Top Rope Splash


aerial 150%
Late

Lariat


brawl 150%
150 150

David the Merman scales the turnbuckles with malicious intent, measuring the battered BEEF BIGSWELL 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 BEEF BIGSWELL's lungs, leaving both villains gasping as the arena erupts in disdain.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Top Rope Splash


aerial 150%
130 150

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


Late

Diving Headbutt


aerial 125%

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

aerial +45%
Added by Shooting Star Press
aerial +50%
Added by Diving Headbutt
Late

Discus Clothesline


brawl 130%

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

220 130

BEEF BIGSWELL ascends to the top rope, the crowd jeering as both villains show the wear of this brutal contest. With reckless disregard for their own body, BEEF BIGSWELL launches themselves through the air, crashing headfirst into David the Merman's sternum with devastating precision. Both competitors writhe in agony, but David the Merman absorbs the worst of the high-risk maneuver.

BEEF BIGSWELL hoists David the Merman into position and drives them down with Iron Curtain, the sickening impact echoing through the arena as David the Merman crumples lifelessly to the mat. The crowd boos mercilessly as BEEF BIGSWELL sneers over the fallen body, claiming a brutal victory in this war between villains.

Winner Loser
3 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.