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Jun 0001

Early

Crossbody


aerial 100%
Early

Forearm Strikes


brawl 90%

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

37 57

Iron Carnage unleashes a fierce flurry of forearm strikes, catching Ultra Smasher with rapid-fire blows that echo through the arena. The crowd roars in appreciation as Iron Carnage backs Ultra Smasher into the corner, each stiff shot connecting flush against jaw and chest, showcasing the hard-hitting style both competitors bring to this contest.


Early

Punches


brawl 100%
Early

Bulldog


speed 90%

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

65 61

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


Early

Body Slam


power 100%
power -15%
Added by Bulldog
Early

Bearhug


brawl 65%
power 35%

Your next move gains +30% Power.

38 60

Iron Carnage locks their arms around Ultra Smasher's midsection and squeezes with raw determination, the crowd applauding the display of strength as Ultra Smasher grimaces in pain, their early-match energy tested by the crushing embrace that forces the air from their lungs.


Mid

Boston Crab


grapple 125%
Mid

Spinning Backfist


brawl 75%
speed 50%

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

59 81

Iron Carnage suddenly pivots and whips around with a lightning-quick spinning backfist that catches Ultra Smasher flush across the jaw, the sharp crack echoing through the arena as the crowd gasps in appreciation of the strike's precision, sending Ultra Smasher stumbling backward in a daze.


Mid

Dropkick


aerial 125%
Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

46 78

Iron Carnage fakes a dive through the ropes, causing Ultra Smasher to brace for impact, then whips back with lightning-quick precision to nail a stiff Tiger Feint Kick that snaps Ultra Smasher's head back. The crowd roars in appreciation as Ultra Smasher staggers away from the ropes, clearly dazed by the innovative strike.


Mid

Power Slam


power 125%
Mid

Corner Splash


speed 125%
speed +15%
Added by Tiger Feint Kick
56 95

Iron Carnage explodes across the ring with lightning speed, catching Ultra Smasher off-guard in the corner as the crowd roars in appreciation. The devastating splash connects flush, crushing Ultra Smasher against the turnbuckles as Iron Carnage shows no hesitation in this competitive clash between two fan favorites.

Iron Carnage ascends to the top turnbuckle as the crowd roars, leaping gracefully through the air to connect with Death Breaker flush on Ultra Smasher, who crashes hard into the canvas and lies motionless as the referee counts three.

Loser Winner
1 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.