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Jan 0001

Early

Backdrop Suplex


grapple 100%
Early

Backdrop Suplex


grapple 100%
11 17

Ernie White locks in a textbook waistlock, displaying technical precision as THE BAD GUY struggles to escape. With perfect form, Ernie White bridges back and launches the heel overhead with a crisp backdrop suplex, spiking THE BAD GUY's shoulders into the canvas. The crowd roars its approval as Ernie White maintains control early in this contest.


Early

Crossbody


aerial 100%
Early

Punches


brawl 100%
65 60

THE BAD GUY 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

Body Slam


power 100%
Early

Kicks


speed 100%
63 42

THE BAD GUY stalks Ernie White into the corner, grabbing a handful of tights before hoisting the fan favorite high overhead with pure brute strength. The heel holds Ernie White suspended for a moment, letting gravity do its work before driving them down with a thunderous body slam that shakes the canvas. The crowd boos as THE BAD GUY flexes arrogantly over the fallen Ernie White.


Mid

Boston Crab


grapple 125%
Mid

Dropkick


aerial 125%
14 38

Ernie White launches into the air with picture-perfect form, both feet connecting flush with THE BAD GUY's jaw in a spectacular dropkick that sends the villain crashing hard to the canvas as the crowd roars its approval for the high-flying display of athleticism.


Mid

Power Slam


power 125%
Mid

Corner Splash


speed 125%
79 53

THE BAD GUY catches Ernie White off the ropes and hoists him high overhead before violently drilling him into the canvas with a thunderous power slam, the ring shaking from the devastating impact. The crowd erupts in boos as THE BAD GUY flexes arrogantly over the fallen Ernie White, relishing the destruction.


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
81 65

THE BAD GUY springs off the middle rope with surprising agility, launching both boots squarely into Ernie White's chest with a picture-perfect dropkick that sends the crowd favorite crashing hard to the canvas, while the heel smirks arrogantly at the booing audience, clearly pleased with the aerial assault.


Late

DDT


grapple 150%
Late

Super Kick


speed 150%
17 63

Ernie White tunes up the band in the corner as the crowd roars, stalking the staggering THE BAD GUY who turns around right into a lightning-quick Super Kick that cracks across the jaw! The impact echoes through the arena as THE BAD GUY crumples to the mat, and the fans explode in celebration of the perfectly-timed strike of justice.


Late

Vertical Suplex


power 150%
Late

Top Rope Splash


aerial 150%
95 45

THE BAD GUY hoists the exhausted Ernie White high overhead, holding him suspended for an excruciating moment to maximize the damage before driving him brutally into the canvas with a thunderous vertical suplex, drawing massive heat from the crowd as Ernie White arches his back in agony.

THE BAD GUY wrenches back on the Neck Snap, twisting Ernie White's body at an unnatural angle as the crowd roars in protest. Ernie White fights valiantly but finally taps out desperately, and THE BAD GUY refuses to release the hold immediately, grinning wickedly as the referee frantically calls for the bell.

Winner Loser
5 3

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.