← Back to history

May 0006

Early

Punches


brawl 100%
Early

Forearm Strikes


brawl 90%

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

90 65

Power Ball unloads with a flurry of straight right hands, backing Dynamite Dan into the corner as the crowd roars its approval. The heel desperately tries to cover up, but each punch finds its mark, snapping their head back. Power Ball feeds off the energy, landing one final shot that leaves Dynamite Dan slumped against the turnbuckles.


Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

Early

Punches


brawl 100%
90 72

Power Ball catches Dynamite Dan attempting a cheap shot and wraps both arms around the midsection, squeezing tight with a bearhug that draws cheers from the crowd. The face fighter uses raw strength to lift the protesting heel off the mat, shaking violently while Dynamite Dan gasps for air and frantically slaps at the shoulders, trapped in the crushing embrace.


Early

Sleeper Slam


power 65%
grapple 35%

If your last move was Grapple, this gains +20% Grapple.

power +30%
Added by Bearhug
Early

Running Knee


aerial 65%
brawl 35%

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

116 84

Power Ball catches the unsuspecting Dynamite Dan from behind, wrapping their arm tightly around the heel's neck before lifting them high into the air and driving them down with a thunderous Sleeper Slam that shakes the ring, drawing a huge roar from the crowd as Dynamite Dan crumples to the mat.


Mid

Belly-to-Belly Suplex


grapple 75%
brawl 50%

If your last move was Grapple, this gains +30% Grapple.

Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl +11%
Added by Running Knee
112 91

Power Ball catches Dynamite Dan attempting a cheap shot, expertly clasping their hands around the heel's waist before seamlessly arching backward with textbook precision, sending Dynamite Dan crashing overhead to the canvas. The crowd roars in approval as Power Ball releases the technically-sound suplex, leaving Dynamite Dan writhing on the mat while the face kips up, ready for more.


Mid

Gorilla Press


power 115%

Your opponent's next move loses 35% Aerial.

Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

102 103

Dynamite Dan scales the turnbuckle while Power Ball struggles to his feet, then launches into a picture-perfect diving forearm that crashes into the fan favorite's jaw, drawing loud boos as Power Ball crumples to the canvas from the opportunistic aerial assault.


Mid

Headbutt


brawl 125%
Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

aerial -35%
Added by Gorilla Press
113 68

Power Ball has had enough of Dynamite Dan's dirty tactics and fires back with a thunderous headbutt that echoes throughout the arena! The vicious strike catches Dynamite Dan square on the forehead, snapping their head back violently as the crowd roars its approval. Dynamite Dan staggers backward, dazed and disoriented, while Power Ball shakes off the impact and stands tall, ready to

Power Ball cuts off Dynamite Dan's desperate comeback attempt with a thunderous Lucky Numbers, the devastating strike connecting flush and sending the heel crashing to the canvas in a heap as the crowd erupts in approval, the referee counting the decisive three-count victory.

Winner Loser
5 1

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.