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Jan 0007

Early

Kicks


speed 100%
Early

Forearm Strikes


brawl 90%

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

84 80

George Jones unleashes a lightning-quick flurry of rapid-fire kicks to Ernie White's legs and midsection, the sharp strikes echoing through the arena as the crowd boos the cheap tactics. Ernie White staggers backward, unable to counter the blistering speed, clutching his ribs as George Jones smirks arrogantly.


Early

Crossbody


aerial 100%
Early

Shoulder Tackle


power 90%

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

84 74

George Jones springs off the ropes with surprising agility, launching into a picture-perfect crossbody that catches Ernie White completely off-guard, driving the fresh face down to the mat with a heavy thud as the crowd erupts in boos at the heel's opportunistic aerial assault.


Early

Punches


brawl 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

16 87

Ernie White catches George Jones attempting a cheap shot and wraps both arms around the midsection, squeezing tight with a bearhug that draws cheers from the crowd. The face fighter uses raw strength to lift the protesting heel off the mat, shaking violently while George Jones gasps for air and frantically slaps at the shoulders, trapped in the crushing embrace.


Mid

Corner Splash


speed 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

105 111

Ernie White catches George Jones jawing at the referee and suddenly spins through with a vicious backfist that cracks across the heel's jaw, sending spit flying as the crowd roars its approval, George Jones crumpling backward into the ropes from the street-fight style impact.


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 middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into Ernie White's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Mid

Power Slam


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

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

75 102

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.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Powerbomb


power 130%

Your next move gains +60% Power.

109 107

George Jones scales to the top rope while Ernie White lies prone, then launches into a picture-perfect shooting star press, rotating backwards through the air with stunning precision before crashing down across Ernie White's chest, driving every bit of oxygen from their lungs as the crowd erupts in boos at the heel's breathtaking athleticism.


Late

Top Rope Splash


aerial 150%
aerial +45%
Added by Shooting Star Press
Late

Spinebuster


power 125%

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

power +60%
Added by Powerbomb
power +50%
Added by Spinebuster
164 193

Ernie White catches the charging George Jones, hoisting them up with explosive power before driving them spine-first into the canvas with a thunderous spinebuster that shakes the ring! The crowd erupts as George Jones writhes in agony, clutching their back while Ernie White rises to their feet, feeding off the energy of the roaring fans.


Late

Super Kick


speed 150%
Late

Springboard Enzuigiri


speed 130%

Your Speed moves have +40% Speed this match.

126 116

George Jones feigns exhaustion, luring Ernie White in close before exploding with lightning-quick precision, his boot cracking against Ernie White's jaw with a devastating Super Kick that echoes throughout the arena, dropping the fan-favorite in a heap as the crowd erupts in furious boos at the cowardly tactics.

George Jones hoists the defiant Ernie White high into the air before driving them down with devastating force, the If Drinking Don't Kill Me echoing through the arena as the crowd erupts in outrage, watching their hero crumple to the mat, unable to answer the count.

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.