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Jul 0001

Early

Backdrop Suplex


grapple 100%
Early

Body Slam


power 100%
37 23

Frank Moore locks in a textbook waistlock and executes a picture-perfect backdrop suplex, lifting Nervous Ned up and over with technical precision before planting them flat on the mat. The crowd applauds the clean execution as both competitors show mutual respect in this early exchange of pure wrestling skill.


Early

Body Slam


power 100%
Early

Crossbody


aerial 100%
62 62

Nervous Ned springs off the ropes with incredible height, launching into a picture-perfect crossbody that catches Frank Moore flush across the chest, driving both competitors to the mat as the capacity crowd roars in appreciation of the high-flying athleticism on display.


Early

Kicks


speed 100%
Early

Punches


brawl 100%
46 65

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


Mid

Boston Crab


grapple 125%
Mid

Boston Crab


grapple 125%
46 38

Frank Moore expertly hooks Nervous Ned's legs and flips him onto his stomach, stepping through with technical precision to apply the Boston Crab. The crowd applauds the textbook execution as Frank Moore sits back deep, arching Nervous Ned's spine while maintaining perfect grappling fundamentals in the center of the ring.


Mid

Power Slam


power 125%
Mid

Headbutt


brawl 125%
78 81

Nervous Ned grits their teeth and fires a desperation headbutt that catches Frank Moore flush on the bridge of the nose, staggering them backward as the crowd gasps at the unexpected roughhouse tactic. Both warriors shake off the cobwebs, the impact clearly felt by each competitor in this hard-fought contest.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
48 78

Nervous Ned springs off the ropes with incredible elevation, launching into a picture-perfect dropkick that catches Frank Moore square in the chest, sending them crashing to the canvas as the crowd roars in appreciation of the athletic display, both competitors earning respect in this hard-fought contest.


Late

Vertical Suplex


power 150%
Late

DDT


grapple 150%
93 45

Frank Moore digs deep into their reserves, hoisting the exhausted Nervous Ned high overhead in a thunderous vertical suplex, holding them suspended as the crowd roars in appreciation of the incredible display of strength. Despite both competitors earning respect throughout this grueling contest, gravity takes over as Frank Moore crashes backward, driving Nervous Ned into the canvas with devastating impact that shakes the ring.


Late

Top Rope Splash


aerial 150%
Late

Vertical Suplex


power 150%
57 35

Frank Moore scales the turnbuckles with the crowd roaring in approval, launching into a picture-perfect splash that crashes down onto Nervous Ned's chest with incredible height and rotation, driving every ounce of air from their opponent's lungs as the referee slides in for the count.


Late

Super Kick


speed 150%
Late

Top Rope Splash


aerial 150%
69 93

Nervous Ned ascends to the top turnbuckle, the exhausted crowd rising to their feet as he steadies himself. With Frank Moore prone on the canvas, Nervous Ned leaps gracefully through the air, rotating his body before crashing down chest-first across his opponent. The impact echoes through the arena as both competitors lay spent, the audience roaring in appreciation of the high-risk maneuver.

Frank Moore and Nervous Ned collide mid-ring with simultaneous attempts, the impact sending both crashing to the canvas in a heap of exhausted bodies. Neither warrior can answer the referee's count as the crowd rises in stunned silence, witnessing two heroes giving everything until nothing remains.

Draw Draw
4 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.