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Oct 0001

Early

Punches


brawl 100%
Early

Body Slam


power 100%
65 19

Nervous Ned unleashes a furious barrage of right hands, backing Mark Clark into the corner as the crowd roars with approval. The heel desperately tries to cover up, but Nervous Ned's relentless strikes connect cleanly, snapping Mark Clark's head back with each brutal impact until the official steps in to break it up.


Early

Crossbody


aerial 100%
Early

Kicks


speed 100%
62 65

Mark Clark unleashes a lightning-quick barrage of stiff kicks to Nervous Ned's legs and midsection, drawing immediate boos from the crowd as the rapid-fire strikes blur together, catching the fan favorite off-guard and buckling their knees before a final swift kick to the ribs sends Nervous Ned stumbling backward.


Early

Backdrop Suplex


grapple 100%
Early

Crossbody


aerial 100%
30 65

Mark Clark springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into Nervous Ned's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
78 81

Mark Clark springs off the middle rope with surprising agility, launching both boots squarely into Nervous Ned'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.


Mid

Power Slam


power 125%
Mid

Power Slam


power 125%
29 24

Nervous Ned catches the charging Mark Clark with explosive force, hoisting the heel onto their shoulder before driving them spine-first into the canvas with a thunderous power slam that shakes the ring, drawing a roar of approval from the capacity crowd as Mark Clark writhes in agony.


Mid

Boston Crab


grapple 125%
Mid

Corner Splash


speed 125%
38 81

Mark Clark whips Nervous Ned hard into the turnbuckles and immediately charges across the ring with blinding speed, crushing Nervous Ned with a devastating corner splash that drives all the air from the hero's lungs as the crowd erupts in boos at the ruthless attack.


Late

Vertical Suplex


power 150%
Late

Super Kick


speed 150%
35 98

Mark Clark feigns a leg injury to lure in the sympathetic Nervous Ned, then explodes with lightning-quick precision, his boot smashing into Nervous Ned's jaw with a devastating Super Kick that echoes throughout the arena as the crowd erupts in boos at the despicable tactic.

Mark Clark hoists Nervous Ned high overhead with a sinister grin, then drives them brutally into the canvas with the devastating Judgement, planting the fan favorite with sickening force as the crowd erupts in boos and Nervous Ned lies motionless.

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, 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.