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Feb 0001

Early

Body Slam


power 100%
Early

Body Slam


power 100%
38 58

BIG MAGIC powers Old Flattop Joe up onto their shoulder with pure strength, hoisting them high overhead before driving them down hard onto the canvas with a thunderous body slam that echoes throughout the arena, drawing an appreciative roar from the crowd as Old Flattop Joe arches their back in pain.


Early

Kicks


speed 100%
Early

Punches


brawl 100%
65 6

Old Flattop Joe unleashes a lightning-quick flurry of kicks, snapping precise strikes to BIG MAGIC's legs and midsection with blistering speed that draws appreciative cheers from the crowd as BIG MAGIC staggers backward, clearly caught off-guard by the rapid-fire offense.


Early

Punches


brawl 100%
Early

Backdrop Suplex


grapple 100%
51 65

BIG MAGIC hooks Old Flattop Joe's arm and expertly bridges backward, executing a textbook backdrop suplex with precise technical form that demonstrates pure wrestling fundamentals, drawing appreciative applause from the crowd as both competitors show mutual respect in this early exchange of grappling excellence.


Mid

Power Slam


power 125%
Mid

Dropkick


aerial 125%
48 81

BIG MAGIC launches skyward with picture-perfect form, both boots connecting squarely with Old Flattop Joe's chest in a textbook dropkick that sends them crashing to the canvas. The crowd roars its approval as BIG MAGIC kips up smoothly, the aerial precision earning respect from both Old Flattop Joe and the appreciative fans.


Mid

Headbutt


brawl 125%
Mid

Corner Splash


speed 125%
64 8

Old Flattop Joe pulls back and cracks BIG MAGIC with a thunderous headbutt, the sickening impact echoing through the arena as BIG MAGIC staggers backward, dazed. The crowd gasps at the desperation move, respecting the raw intensity both competitors are showing in this hard-fought contest.


Mid

Corner Splash


speed 125%
Mid

Boston Crab


grapple 125%
81 81

BIG MAGIC methodically turns Old Flattop Joe over and sits back deep into a textbook Boston Crab, applying precise pressure to the lower back. The technical mastery draws respectful applause as Old Flattop Joe grimaces in pain, clawing toward the ropes while BIG MAGIC maintains perfect positioning and leverage.


Late

Vertical Suplex


power 150%
Late

Vertical Suplex


power 150%
57 87

BIG MAGIC digs deep into their reserves, hoisting the exhausted Old Flattop Joe high overhead with tremendous power before holding them vertical for what feels like an eternity. The crowd rises to their feet in appreciation as BIG MAGIC falls backward, driving Old Flattop Joe spine-first into the canvas with devastating impact, leaving both warriors gasping but BIG MAGIC firmly in control.


Late

Super Kick


speed 150%
Late

DDT


grapple 150%
98 98

BIG MAGIC hooks Old Flattop Joe's head with technical precision, wrenching the arm tight before dropping down and spiking Old Flattop Joe's skull into the canvas with a textbook DDT that draws an appreciative roar from the crowd for the picture-perfect execution.


Late

Lariat


brawl 150%
Late

Lariat


brawl 150%
77 9

Old Flattop Joe charges across the ring with desperate intensity, swinging their arm with raw, unbridled force that catches BIG MAGIC flush across the chest, turning them inside out with a thunderous lariat that echoes throughout the arena as the capacity crowd erupts in appreciation for the hard-hitting, no-nonsense strike that leaves BIG MAGIC flat on their back.

BIG MAGIC locks in the Zero Hour, wrenching back with technical precision as Old Flattop Joe fights valiantly but finds no escape. The crowd rises in respectful appreciation as Old Flattop Joe's hand finally taps the mat, acknowledging BIG MAGIC's superior hold. Both warriors embrace afterward as the arena applauds their display of mutual respect.

Loser Winner
3 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, 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.