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Jul 0003

Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

Early

Forearm Strikes


brawl 90%

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

68 75

David the Merman backs Icy Hot into the corner with a flurry of vicious forearm strikes, each blow landing with brutal street-fight intensity as the crowd voices their disapproval. The heel unleashes a relentless barrage of rough, unforgiving shots that stagger the fan favorite, leaving Icy Hot slumped against the turnbuckles.


Early

Shoulder Tackle


power 90%

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

Early

Punches


brawl 100%
67 83

David the Merman backs Icy Hot into the corner and unleashes a vicious flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd boos mercilessly. The heel continues the illegal assault, driving punch after brutal punch into Icy Hot's jaw before finally stepping back with a smug grin, leaving the fan-favorite reeling against the turnbuckles.


Early

Crossbody


aerial 100%
Early

Running Knee


aerial 65%
brawl 35%

Your next Brawling move gains between -10% and +25% Brawling.

aerial -15%
Added by Shoulder Tackle
89 71

Icy Hot springs off the ropes with explosive energy, soaring through the air as the crowd erupts in approval. The high-flying crossbody crashes into David the Merman's chest, taking the heel completely off their feet and driving them hard into the canvas, drawing loud cheers from the fans.


Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

Mid

Headbutt


brawl 125%
brawl -4%
Added by Running Knee
100 100

David the Merman hooks Icy Hot around the waist and falls backward with tremendous force, launching the villainous opponent overhead in a spectacular arc before both crash to the canvas, with Icy Hot bearing the brunt of the devastating impact as the crowd roars its approval at the impressive display of strength.


Mid

Frankensteiner


aerial 75%
grapple 50%

Your next move gains +30% Aerial.

Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

88 95

David the Merman cuts off Icy Hot's momentum with a vicious big boot, planting their sole directly into Icy Hot's face with brutal street-fight intensity. The sickening thud echoes through the arena as Icy Hot crumples to the mat, drawing furious boos from the crowd witnessing the callous assault.


Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

aerial +30%
Added by Frankensteiner
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

129 97

Icy Hot scales the turnbuckles as the crowd roars, launching into a perfect diving forearm that crashes into David the Merman's jaw with pinpoint accuracy. The cowardly heel crumples to the mat, clutching his face as Icy Hot lands gracefully, feeding off the audience's thunderous approval while David the Merman rolls toward the ropes in desperate retreat.


Late

Powerbomb


power 130%

Your next move gains +60% Power.

Late

Diving Headbutt


aerial 125%

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

aerial +50%
Added by Diving Headbutt
96 147

David the Merman scales the turnbuckles with malicious intent, measuring the battered Icy Hot sprawled below. The crowd erupts in boos as the heel launches himself from the top rope, sailing through the air before crashing down with a sickening Diving Headbutt that connects flush with Icy Hot's chest, leaving both wrestlers motionless as the impact echoes through the arena.


Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

Late

Top Rope Splash


aerial 150%
116 126

David the Merman scales the turnbuckles while Icy Hot lies vulnerable, then launches into a picture-perfect splash from the top rope, crashing down with devastating precision as the crowd erupts in boos. The high-risk maneuver connects flush, driving every bit of air from Icy Hot's lungs as David the Merman hooks the leg for what could be the finish.

David the Merman scales to the top rope as the battered Icy Hot struggles to stand, and with a vicious sneer launches into Fish Out of Water, crashing down with devastating precision that leaves Icy Hot motionless on the canvas as the crowd erupts in furious boos at the heartless finish.

Loser Winner
2 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.