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Feb 0001

17
Early

Punches


brawl 100%
Early

Backdrop Suplex


grapple 100%
65 33

Ultra Smasher unleashes a furious barrage of right hands, backing Joshua Nelson into the corner as the crowd roars with approval. The heel desperately tries to cover up, but Ultra Smasher's relentless strikes connect cleanly, snapping Joshua Nelson's head back with each brutal impact until the official steps in to break it up.


Early

Crossbody


aerial 100%
Early

Punches


brawl 100%
37 65

Joshua Nelson backs Ultra Smasher into the corner and unleashes a flurry of closed-fist punches, blatantly ignoring the referee's warnings as the crowd erupts in boos, each brutal strike snapping Ultra Smasher's head back before Joshua Nelson smirks at the jeering audience.


Early

Body Slam


power 100%
Early

Body Slam


power 100%
45 52

Joshua Nelson hooks Ultra Smasher in a tight grip, using their fresh power advantage to hoist the fan favorite high overhead before driving them brutally into the canvas with a thunderous body slam that echoes throughout the arena, drawing boos from the disgusted crowd as Ultra Smasher writhes in pain.


Mid

Dropkick


aerial 125%
Mid

Dropkick


aerial 125%
46 54

Joshua Nelson springs off the middle rope with stunning elevation, rotating perfectly in mid-air before driving both boots squarely into Ultra Smasher's jaw, sending the fan favorite crashing hard to the canvas as the crowd erupts in disapproving boos at the heel's precise aerial assault.


Mid

Headbutt


brawl 125%
Mid

Power Slam


power 125%
81 65

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


Mid

Boston Crab


grapple 125%
Mid

Boston Crab


grapple 125%
59 41

Ultra Smasher methodically turns over Joshua Nelson, stepping through and sitting back deep into a textbook Boston Crab. The technical precision forces the heel to claw desperately at the canvas as Ultra Smasher leans back further, applying relentless pressure to the lower back. The crowd roars its approval as Joshua Nelson grimaces in agony, trapped in the masterfully applied submission hold.


Late

Top Rope Splash


aerial 150%
Late

DDT


grapple 150%
56 50

Ultra Smasher climbs to the top turnbuckle as the exhausted Joshua Nelson writhes on the mat, launches into a picture-perfect splash with incredible height and rotation, crashing down across the heel's chest with devastating impact as the crowd erupts in thunderous approval of the high-flying heroics.


Late

DDT


grapple 150%
Late

Vertical Suplex


power 150%
71 78

Joshua Nelson hoists the exhausted Ultra Smasher high overhead, holding him suspended for an excruciating moment to maximize the damage before driving him brutally into the canvas with a thunderous vertical suplex, drawing massive heat from the crowd as Ultra Smasher arches his back in agony.


Late

Vertical Suplex


power 150%
Late

Lariat


brawl 150%
68 98

Joshua Nelson viciously swings their arm like a steel bar across Ultra Smasher's throat, the brutal lariat turning the exhausted hero inside-out as the crowd erupts in boos, Ultra Smasher crashing hard to the mat clutching their neck while Joshua Nelson sneers with malicious satisfaction.

Joshua Nelson hoists the struggling Ultra Smasher up into position, ignoring the deafening boos as he drives him down with a sickening Undertow that leaves Ultra Smasher crumpled and motionless on the canvas, the heel standing over his fallen opponent with a cruel smirk as the referee counts three.

Loser Winner
4 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.