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Apr 0006

Early

Punches


brawl 100%
Early

Forearm Strikes


brawl 90%

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

16 80

Ernie White unleashes a blistering series of forearm strikes, backing George Jones into the corner with raw aggression as the crowd roars its approval. The face connects with rapid-fire blows, each shot snapping the heel's head back, until George Jones slumps against the turnbuckles, overwhelmed by the relentless striking assault.


Early

Body Slam


power 100%
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

77 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.


Early

Crossbody


aerial 100%
Early

Shoulder Tackle


power 90%

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

power +30%
Added by Bearhug
79 98

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.


Mid

Headbutt


brawl 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

20 111

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

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

99 108

Ernie White fakes a dive through the ropes then snaps back with lightning-quick precision, swinging both legs through and catching George Jones flush across the jaw with the tiger feint kick! The crowd roars as George Jones stumbles backward, clutching their face, while Ernie White lands gracefully and soaks in the cheers, having caught the villain completely off-guard with the deceptive strike.

Ernie White catches George Jones flush with Dark Hammer, the devastating strike connecting perfectly as the crowd erupts. George Jones crumples to the canvas, unconscious before hitting the mat, while Ernie White stands victorious as the referee counts three.

Loser Winner
0 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.