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Jul 0006

Early

Kicks


speed 100%
Early

Forearm Strikes


brawl 90%

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

100 74

Speed Wright unleashes a lightning-quick barrage of stiff kicks to Debt Collector's legs and midsection, each strike snapping with vicious precision as the crowd boos both competitors, leaving Debt Collector staggered and grimacing against the ropes.


Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

speed -15%
Added by Forearm Strikes
Early

Sunset Flip


speed 65%
aerial 35%

Your next move gains +15% Aerial.

68 67

Speed Wright ducks under Debt Collector's wild swing and uses explosive quickness to slide between their legs, hooking them with lightning-fast precision and rolling them backward into a tight pinning predicament as both competitors jockey for position early, the crowd booing the opportunistic maneuver from one villain to another.


Early

Snap Suplex


grapple 65%
speed 35%

Your moves gain +5% Speed this match.

Early

Running Knee


aerial 65%
brawl 35%

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

aerial +15%
Added by Sunset Flip
66 107

Debt Collector charges forward with malicious intent, leaping explosively to drive a devastating knee strike into Speed Wright's jaw, the sickening impact echoing through the arena as Speed Wright crumples to the mat while the crowd rains down boos on both competitors.


Mid

Tiger Feint Kick


speed 75%
power 50%

Your moves gain +15% Speed.

speed +5%
Added by Snap Suplex
Mid

Big Boot


brawl 115%

Your opponent's next move loses 35% Speed.

brawl -5%
Added by Running Knee
111 90

Speed Wright feigns a charge before sliding under the ropes, catching Debt Collector completely off-guard with lightning-quick reflexes, then swings both legs up in a blur to crack Debt Collector directly in the jaw through the ropes, sending Debt Collector stumbling backward clutching their face as the crowd jeers both competitors with equal disdain.


Mid

Corner Splash


speed 125%
speed -35%
Added by Big Boot
speed +5%
Added by Snap Suplex
speed +15%
Added by Tiger Feint Kick
Mid

Diving Forearm


aerial 115%

Your opponent's next move loses 35% Grapple.

110 113

Debt Collector scales the turnbuckle and launches through the air with a vicious diving forearm, crashing into Speed Wright's jaw as the crowd boos both competitors. Speed Wright crumples to the mat, clutching their face while Debt Collector smirks arrogantly.


Mid

Spinning Heel Kick


speed 115%

Your opponent's next move loses 35% Power.

speed +5%
Added by Snap Suplex
speed +15%
Added by Tiger Feint Kick
Mid

Spinning Backfist


brawl 75%
speed 50%

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

135 87

Speed Wright whips around with lightning-quick precision, their heel cracking across Debt Collector's jaw before they can react, sending them staggering backwards into the ropes as the crowd boos both competitors, neither villain earning sympathy in this brutal exchange of underhanded tactics.


Late

Sharpshooter


speed 80%
grapple 35%
aerial 35%

Your opponent's next move loses 35% Brawl and Power.

speed +5%
Added by Snap Suplex
speed +15%
Added by Tiger Feint Kick
Late

Shooting Star Press


aerial 130%

Your next move gains +45% Aerial.

134 127

Speed Wright suddenly darts behind the exhausted Debt Collector, lightning-quick despite the late match fatigue, and swiftly hooks both legs before spinning through into the Sharpshooter. The crowd boos as Speed Wright sits back deep, wrenching the hold with technical precision while Debt Collector writhes in agony, clawing desperately at the canvas.

Speed Wright catches Debt Collector off-guard and delivers a devastating Speed of Sound, the impact echoing throughout the arena as Debt Collector crumples to the canvas, completely unconscious. The crowd boos both competitors as the referee counts the pin, Speed Wright smirking with ruthless satisfaction.

Winner Loser
5 2

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.