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May 0007

Early

Kicks


speed 100%
Early

Kicks


speed 100%
84 89

Ernie White unleashes a lightning-fast flurry of kicks, striking George Jones's legs and midsection with rapid-fire precision before the heel can mount any defense, backing the villain into the corner as the crowd roars its approval.


Early

Punches


brawl 100%
Early

Shoulder Tackle


power 90%

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

16 74

Ernie White charges across the ring with devastating force, plowing through George Jones with a thunderous shoulder tackle that sends the heel crashing hard to the mat, the impact echoing through the arena as the crowd roars its approval for the powerful offensive statement.


Early

Body Slam


power 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

84 87

Ernie White wraps their arms around George Jones's midsection and squeezes with relentless intensity, the crowd roaring their approval as the heel gasps and flails desperately, unable to escape the crushing embrace that has them trapped against the hero's chest.


Mid

Dropkick


aerial 125%
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

105 102

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


Mid

Power Slam


power 125%
power -35%
Added by Spinning Heel Kick
Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

76 111

Ernie White catches George Jones flush with a lightning-quick spinning backfist that echoes through the arena, the rough strike snapping the heel's head to the side as the crowd erupts in approval. George Jones staggers backward, dazed and clutching their jaw, while Ernie White stands ready, feeding off the energy of the fans who roar their support for the hard-hitting counter.


Mid

Corner Splash


speed 125%
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +20%
Added by Spinning Backfist
105 120

Ernie White catches the retreating George Jones with a thunderous big boot straight to the jaw, the impact echoing through the arena as the heel crumples to the mat, drawing roars of approval from the crowd who've been waiting to see justice delivered.

Ernie White catches George Jones rushing in and unleashes Dark Hammer, the devastating strike connecting flush with George Jones's jaw! The crowd erupts as George Jones crumples to the canvas, completely unconscious, and Ernie White hooks the leg for the three-count victory.

Loser Winner
1 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.