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Jun 0001

Early

Kicks


speed 100%
Early

Crossbody


aerial 100%
31 40

Kokomo Joe springs off the ropes with a high-flying crossbody, but there's nothing athletic about the follow-through as they drive their knee into WHITE MEAT's chest on impact, drawing loud boos from the crowd as the heel crashes down with malicious intent, leaving the beloved face gasping on the mat.


Early

Punches


brawl 100%
Early

Body Slam


power 100%
22 38

Kokomo Joe hooks WHITE MEAT 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 WHITE MEAT writhes in pain.


Early

Backdrop Suplex


grapple 100%
Early

Kicks


speed 100%
79 60

WHITE MEAT locks in a textbook waistlock, displaying technical precision as Kokomo Joe struggles to escape. With perfect form, WHITE MEAT bridges back and launches the heel overhead with a crisp backdrop suplex, spiking Kokomo Joe's shoulders into the canvas. The crowd roars its approval as WHITE MEAT maintains control early in this contest.


Mid

Boston Crab


grapple 125%
Mid

Dropkick


aerial 125%
99 50

WHITE MEAT expertly flips Kokomo Joe onto their stomach, stepping through and wrenching back on the legs with textbook precision, applying the Boston Crab with technical mastery. The crowd roars its approval as Kokomo Joe writhes in agony, desperately clawing toward the ropes while WHITE MEAT sits deep, maintaining perfect leverage on the submission hold.


Mid

Dropkick


aerial 125%
Mid

Power Slam


power 125%
76 48

WHITE MEAT springs off the ropes with lightning precision, launching into a picture-perfect dropkick that catches Kokomo Joe square in the chest, sending the heel crashing hard into the turnbuckles as the crowd erupts in approval of the high-flying justice.


Mid

Corner Splash


speed 125%
Mid

Corner Splash


speed 125%
39 75

Kokomo Joe whips WHITE MEAT hard into the turnbuckles and immediately charges across the ring with blinding speed, crushing WHITE MEAT with a devastating corner splash that drives all the air from the hero's lungs as the crowd erupts in boos at the ruthless attack.


Late

DDT


grapple 150%
Late

Super Kick


speed 150%
119 90

WHITE MEAT clutches Kokomo Joe's head with technical precision, trapping the exhausted heel in a textbook front facelock before driving straight down, spiking Kokomo Joe's skull into the canvas with a perfectly executed DDT as the crowd roars its approval for the heroic maneuver.


Late

Top Rope Splash


aerial 150%
Late

Top Rope Splash


aerial 150%
92 60

WHITE MEAT climbs to the top turnbuckle as the exhausted Kokomo Joe 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.

WHITE MEAT catches Kokomo Joe flush with Checkmate, the devastating strike connecting perfectly as the crowd erupts. Kokomo Joe crumples to the canvas, unconscious before hitting the mat, while WHITE MEAT stands victorious as the referee counts three.

Winner Loser
5 3

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.