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Jan 0004

Early

Crossbody


aerial 100%
Early

Body Slam


power 100%
48 54

Frank Demois hooks Kenneth Wilson around the waist, hoisting them up with raw power before driving them spine-first into the canvas with a thunderous body slam that shakes the ring, drawing boos from the crowd as both heels refuse to give an inch this early in the match.


Early

Body Slam


power 100%
Early

Punches


brawl 100%
40 43

Frank Demois corners Kenneth Wilson and unleashes a barrage of vicious closed-fist punches, each shot connecting with brutal intent as the referee struggles to maintain control. The crowd boos both competitors as Frank Demois backs off momentarily, leaving Kenneth Wilson dazed against the turnbuckles.


Early

Punches


brawl 100%
Early

Backdrop Suplex


grapple 100%
30 29

Kenneth Wilson unloads a vicious barrage of closed-fist punches to Frank Demois's jaw, the referee turning a blind eye to the illegal strikes as both competitors favor the same underhanded tactics, drawing boos from the disgusted crowd as Frank Demois stumbles backward into the ropes.


Mid

Dropkick


aerial 125%
Mid

Headbutt


brawl 125%
60 54

Kenneth Wilson springs off the middle rope with explosive height, twisting mid-air before driving both boots square into Frank Demois's jaw with a picture-perfect dropkick that echoes throughout the arena. Frank Demois crumples to the mat as the crowd boos both competitors, though some can't help but appreciate the aerial excellence on display.


Mid

Corner Splash


speed 125%
Mid

Power Slam


power 125%
65 68

Frank Demois catches Kenneth Wilson charging in and hoists them up with raw, brutal strength before driving them spine-first into the canvas with a thunderous power slam that echoes throughout the arena, the vicious impact drawing boos from the crowd as both heels show zero regard for sportsmanship in this punishing mid-match collision.


Mid

Power Slam


power 125%
Mid

Fallaway Slam


power 75%
aerial 50%

Your next move gains +50% Power.

50 68

Frank Demois catches Kenneth Wilson in a tight bear hug, then explosively falls backward while launching their opponent overhead with raw power. Kenneth Wilson crashes hard into the canvas several feet away, the impact echoing through the arena as the crowd boos both competitors, neither villain earning sympathy as Frank Demois sits up with a smirk.


Late

Vertical Suplex


power 150%
Late

Discus Clothesline


brawl 130%

Your next move gains between +20% and +60% Brawl.

60 56

Kenneth Wilson brutally hoists the exhausted Frank Demois overhead, holding him suspended for several agonizing seconds before driving him spine-first into the canvas with a devastating vertical suplex. The impact echoes throughout the arena as both heels draw jeers, Kenneth Wilson rolling away clutching his back while Frank Demois writhes in agony.


Late

Top Rope Splash


aerial 150%
Late

Crossface


brawl 80%
power 35%
aerial 35%

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

brawl +27%
Added by Discus Clothesline
72 84

Frank Demois ruthlessly wrenches back on the crossface, cranking Kenneth Wilson's neck at a vicious angle while driving a forearm brutally across the face. The submission is applied with pure malicious intent, Frank Demois grinding the hold deeper as Kenneth Wilson writhes in agony, desperately clawing toward the ropes but finding no escape from the punishing torque.

Frank Demois wrenches back on the Apex, torquing Kenneth Wilson's joints at a sickening angle as the crowd boos both competitors. Kenneth Wilson fights desperately but finally taps out in agony, and Frank Demois refuses to release the hold even after the bell, drawing nuclear heat before finally standing over their defeated rival.

Loser Winner
3 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.