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Oct 0001

Early

Backdrop Suplex


grapple 100%
Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

27 64

SMASHER ducks under J.Burroughs's collar-and-elbow attempt and swiftly rolls between their legs, using lightning-quick agility to hook the arms and flip J.Burroughs backwards into a pinning combination as the crowd roars its approval for the technical athleticism on display.


Early

Punches


brawl 100%
Early

Shoulder Tackle


power 90%

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

65 65

SMASHER fires off a quick succession of right hands that snap J.Burroughs's head back, the crowd roaring their approval as both competitors test each other early. J.Burroughs stumbles into the ropes from the flurry, clearly caught off-guard by the aggressive start, while SMASHER backs off respectfully, having made their point.


Early

Kicks


speed 100%
speed -15%
Added by Shoulder Tackle
Early

Bulldog


speed 90%

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

58 74

SMASHER explodes with lightning-fast reflexes, hooking J.Burroughs's head and sprinting forward before driving them face-first into the canvas with a crisp bulldog. The crowd roars in appreciation as both competitors show their early-match speed and technical prowess.


Mid

Headbutt


brawl 125%
brawl -15%
Added by Bulldog
Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

72 94

SMASHER explodes with lightning-quick rotation, their boot cracking against J.Burroughs's jaw with pinpoint precision as the crowd roars in appreciation of the incredible athletic display, sending J.Burroughs stumbling backward into the ropes.


Mid

Dropkick


aerial 125%
Mid

Corner Splash


speed 125%
30 103

SMASHER charges across the ring with blistering speed, closing the distance in a heartbeat before crushing J.Burroughs against the turnbuckles with a thunderous corner splash that draws an appreciative roar from the crowd witnessing this hard-hitting display of athletic competition.


Mid

Spinning Backfist


brawl 75%
speed 50%

Your next move gains between +5% and +40% Brawl.

Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

83 83

SMASHER suddenly pivots and whips around with a vicious spinning backfist that cracks across J.Burroughs's jaw, the sharp strike echoing through the arena as the crowd gasps at the sudden escalation between these two competitors, and J.Burroughs staggers backward, clearly stunned by the unexpected aggression.


Late

Top Rope Splash


aerial 150%
aerial -35%
Added by Gorilla Press
Late

Spinebuster


power 125%

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

28 90

SMASHER catches the charging J.Burroughs and hoists them up with raw power, then drives them spine-first into the mat with a devastating spinebuster that shakes the ring. The crowd erupts in appreciation for the display of strength as J.Burroughs arches in pain, the impact leaving them momentarily stunned while SMASHER pushes through their exhaustion.

SMASHER hoists J.Burroughs onto their shoulders, the crowd rising in anticipation as they spin and drive them down with Blindside, the ring shaking from impact. J.Burroughs lies motionless as the referee counts three, and SMASHER stands victorious while the arena erupts in respectful applause for both competitors.

Loser Winner
0 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.