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Jun 0001

Early

Kicks


speed 100%
Early

Hurricanrana


aerial 90%

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

65 63

Palm-beach Pete unleashes a lightning-fast flurry of kicks, targeting Bob's legs and midsection with blinding speed, each strike landing with precision as the crowd roars its approval while the heel desperately tries to cover up and retreat.


Early

Shoulder Tackle


power 90%

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

power -15%
Added by Hurricanrana
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

21 56

Bob traps Palm-beach Pete against the ropes and wraps their arms around their opponent's midsection, squeezing with malicious intent as the crowd voices their disapproval. The heel wrenches the hold tighter, adopting a street-fight mentality as they grind their forearms into Palm-beach Pete's ribs, forcing gasps of pain from the beloved competitor.


Early

Punches


brawl 100%
Early

Running Knee


aerial 65%
brawl 35%

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

aerial -15%
Added by Shoulder Tackle
34 56

Bob catches Palm-beach Pete off-guard, charging forward and leaping to drive a vicious running knee strike into the jaw that echoes throughout the arena. The heel capitalizes on the early momentum, watching with smug satisfaction as the face crumbles to the mat while the crowd erupts in disapproval.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

63 57

Palm-beach Pete fakes a dive through the ropes then snaps back with lightning-quick precision, swinging both legs through and catching Bob flush across the jaw with the tiger feint kick! The crowd roars as Bob stumbles backward, clutching their face, while Palm-beach Pete lands gracefully and soaks in the cheers, having caught the villain completely off-guard with the deceptive strike.


Mid

Dropkick


aerial 125%
aerial -35%
Added by Gorilla Press
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +3%
Added by Running Knee
28 70

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


Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

39 73

Bob hooks Palm-beach Pete and hoists them up, falling backward with devastating force while launching the fan-favorite through the air. Palm-beach Pete crashes hard onto the mat, the impact echoing throughout the arena as Bob smirks arrogantly from their back, drawing venomous boos from the crowd who watch their hero writhe in pain.


Late

Crossface


brawl 80%
power 35%
aerial 35%

Your opponent's next move loses 35% Grapple and Speed.

Late

Spinebuster


power 125%

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

power +50%
Added by Fallaway Slam
48 88

Bob catches the exhausted Palm-beach Pete charging in, hoisting them up with ruthless power before driving them spine-first into the canvas with a thunderous spinebuster that shakes the ring. The sickening thud echoes throughout the arena as Palm-beach Pete writhes in agony, clutching their lower back while the crowd erupts in boos at the devastating display of raw force.

Bob hoists the defiant Palm-beach Pete high into the air before driving them down with devastating force, the Bob's Finishing Move... echoing through the arena as the crowd erupts in outrage, watching their hero crumple to the mat, unable to answer the count.

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.