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Jul 0001

Early

Shoulder Tackle


power 90%

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

Early

Backdrop Suplex


grapple 100%
57 70

Glad Proletariat exploits an opening with clinical precision, wrapping up THE BAD GUY 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 THE BAD GUY writhes in pain, clutching their back while Glad Proletariat sneers arrogantly.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
66 55

THE BAD GUY ducks under Glad Proletariat's strike and explosively somersaults between their legs, using lightning-quick agility to yank them backwards into a sudden pinning predicament, drawing boos as both villains scramble for advantage early in this underhanded contest.


Early

Hurricanrana


aerial 90%

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

aerial +15%
Added by Sunset Flip
Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

84 68

THE BAD GUY springs off the middle rope with shocking agility, wrapping their legs around Glad Proletariat's head and violently whipping them across the ring with a spectacular hurricanrana that draws boos from the capacity crowd who despise both competitors, leaving Glad Proletariat clutching their neck in the corner.


Mid

Power Slam


power 125%
Mid

Dropkick


aerial 125%
79 35

THE BAD GUY catches Glad Proletariat 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.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

Mid

Boston Crab


grapple 125%
92 88

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


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
100 29

THE BAD GUY springs off the middle rope with explosive height, twisting mid-air before driving both boots square into Glad Proletariat's jaw with a picture-perfect dropkick that echoes throughout the arena. Glad Proletariat crumples to the mat as the crowd boos both competitors, though some can't help but appreciate the aerial excellence on display.

THE BAD GUY wrenches back on Neck Snap, torquing Glad Proletariat's limbs at a sickening angle as the crowd boos relentlessly. Glad Proletariat flails desperately before finally tapping out in agony, handing THE BAD GUY a ruthless victory neither competitor deserved.

Winner Loser
5 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, and guide them through feuds, 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 and perform in feud angles. 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.

Feuds and Heat

Once signed, wrestlers can feud with others in the promotion to build Heat. Heat increases the likelihood that two wrestlers will be booked against each other at the next event. Over time, Heat fades and may be less effective in certain situations. Wrestlers can only feud with opponents within 12 ranks above or below their current rank.

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

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. Heat between the two wrestlers resets to zero. Both wrestlers gain experience, and if they've earned enough, they level up.