Elemental Opener W/ Solid Workers Early. 2,mal angesehen. Forsaken guide · 1,mal angesehen. A Guide to different class strategies. Starting now, Legion TD 2 is on sale and featured on the front page of Steam. Weekend [Updated ] The Legion TD 2 Guide by LForward. The guide for. Interaktive Guides und Lexikon - Legion TD 2 Android APK herunterladen und installieren. Verbessern Sie ihre Fähigkeiten mit Guides und erkunden Sie.
Legion TD 2Elemental Opener W/ Solid Workers Early. 2,mal angesehen. Forsaken guide · 1,mal angesehen. A Guide to different class strategies. Hier findest du alle Infos zum Echtzeit-Strategiespiel Legion TD 2 von AutoAttack Games, Inc. für PC: Release, Gameplay und alles, was ihr wissen müsst. Durchstöbern und bewerten Sie von Spielern erstellte Guides für dieses Spiel. Oder erstellen Sie Ihren eigenen und teilen Sie Ihre Tipps mit der Community.
Legion Td 2 Guide GAMEPLAY OVERVIEW VideoLegion TD 2 Basic Splitting Guide Patch 3.14- Bonny View high quality Legion TD 2 guides created by top players. Legion: Tier: Fighter: Cost: Value: Range: DPS: HP: Dmg Type: Def Type: Ability 1: Ability 2: Atlantean: T1: Pollywog: 7: Magic: Swift: Atlantean. 9/26/ · Legion TD Mega is relatively popular Warcraft3: The Frozen Throne map made by HuanAK. Honestly i started playing this map because my friends don't like DotA 1, so we needed to find game that we all like to play and we found Legion Tower Defense Mega Mega. It is very complex game, mainly based on maths and strategies, but also knowledge.
Tipp: Lust auf Legion Td 2 Guide Casino Slots. - Interaktive Guides und Lexikon - Legion TD 2 1.5.7 AktualisierenVideos anzeigen. Replies: 9 Views: 5, After 1. If you comfortably clear a wave, train an additional worker. There are only rare cases where you will not have any of those, I will talk about that later. First and the most important thing to do is to max your King. Synergies [Staff Answer] Danwolf Mma Wuppertal, Oct 23, Demons are generally strong summons, but their price is very high, you lose 5 income for every Demon summon. On Midgame stage Prisoners and Mavericks are not more than average, Sat 1 Spiele Kostenlos Super Bubble build any more of them unless you really got nothing else to build. This period is specific and important, because you should finish your lumberjack upgrades in between. VorteXFuture on Wed Jul 17, am. Economy in Legion TD 2 is best described Red Bull Ginger Ale the following engine: Waves Legion TD 2 has 21 rounds or "waves," each with increasing difficulty. Log in or Sign up. Has also Ghost Essence that uses his mana he has mana pool as a shield. But that is not the end. This is very good, makes him more durable in early game when creeps have low damage. Start with 2 upped Revenants and 2 small Ones if u don't have a tanky T2. Aim for 5 Revenants or 4 Revenants + some tanks in front if you got them for Level 3. Same Should hold Level 4 under normal circumstances, for Level 5 you should get over Value, if enemy sends a blood orc you can't do much about it since Revenants are not tanky at all. Legion TD 2 is a strategy game played by two teams of two. Deploy fighters (towers) to defend your lane against waves of enemies and hire mercenaries to attack your opponents. To win, you must defeat the opposing team's king before they defeat yours. From start to finish, a match lasts around 25 minutes. It's often as simple as using attack and defense type, but ultimately, Legion TD 2 is a complex game with lots of interactions. This guide is based on my personal experience. I'm happy to take feedback and change it, and I'll do my best to update it every patch. My twitch-channel: yonasoon.com 1. pick a predefined legion 2. be aware of your surroundings 3. focus on denying workers rather than forcing. View high quality Legion TD 2 guides created by top players. Competitive 2v2 and 4v4 tower defense. The thing with cosmetic Dating Test is that it's ususaly employed as a business model for a free to play game. In Legion TD 2 verteidigt muss der eigene König von insgesamt 4 Spielern verteidigt werden, da dieser immer wieder von Monsterwellen angegriffen wird.
This will not ruin your game like the situation on level 1, but it will greatly decrease your income. This is the perfect situation to build a small low-cost tower with an effect if you're playing prophet such as orc warlock, ice troll, harpy.
This doesn't seem like much but it does a miracle on this level. Still, with Finishing Blow, they won't be totally useless in late game and they will be good at front lines while some late game ranged towers can deal damage.
So, in most cases, not only will you be able to kill your bosses easily, but you can catch your mate's leaks. Extremely tanky Tree of Knowledge can kill half of waves with regular attacks and the other half with it's explosion.
This build requires one more tower and many towers can fit that role, they are usually tier 3 or tier 4 towers.
After every build i explained that you will have great income score and you can basically build anything you have after, you won't have any problems in late game.
What is also important about these builds is time, so try to be fast, start building Wisps immediately when you get enough gold and generally respect time factor in this game.
This is also highly connected to positive and negative 'Focus', but we will talk about that in next Sector. There are some general placement rules and ideas that you need to follow in order to make your value more efficient.
Remember, placement can be important even early on when you have only a few towers. First placement idea: So first and basic placement idea is 'Tanks in front, ranged towers behind'.
This may sound unnecessary but i find more and more players failing about this one. So try to keep this way, always try to build ranged towers behind and melee tanks in front, this will make your mass more efficient.
You can also do a little test with this, to see how important this actually is. So here is a test: Go to single player and enter -debug mode. Set level to level 3 and build 1 Soul of Hero and right behind him 1 Pyro.
After that do the same, but put the Soul of Hero right behind Pyro and compare results of that level. Second placement idea: This idea is also related to early game.
Sometimes general ideas are not good and sometimes its good to put ranged tower in front of less ranged or melee tower for example. This requires you to recognize the damage dealer tower in early game and protect him with anything you have, be it melee or ranged tower.
So lets explain this a bit, for example you have Pyro on level 2. After level 2 you don't have any good damage dealers for level 3.
What you need to do here to leak less or not to leak at all is to put some ranged tower in Front of or next to Pyro for example put Sprite next to Pyro because Pyro although he is almost melee is your damage dealer, and if he gets focused early on, you can leak a lot.
Third placement idea: This idea is useful when you have one or two towers only. It is about building your towers right next to the wall. With this kind of placement you prevent your towers to be fully surrounded by melee creeps and that will reduce damage output of the melee level greatly.
That was it about placement, but remember every single situation in Legion Mega is almost unique due to that fact that summons are always different.
I can't tell you what to do in infinite number of situations you can be in Legion, but i hope these general placement ideas will help you to do right thing in every situation.
As long as level starts, your towers will attack first target they get in range to and if any target with lower HP comes in range in meanwhile, they will switch their aggro to that lower HP creep.
There are two types of 'Focus', Positive and Negative. So lets explain both a bit: 1. Positive focus: Positive focus describes how your units attack creeps or how is their damage spread.
Legion Mega mechanics shows that your units attacks lowest HP target that is in their attack range. But this doesn't always happen.
This is specially problem on boss levels, where you can leak a Boss with very low HP because your towers didn't attack it, they attacked one with full HP and then you leaked both.
Of course, sometimes you get perfect focus and you beat boss level easily because of that. As i said you can't control this because you can't control your towers, but good placement is the best thing you can do in order to make relatively good positive focus.
Negative focus: Negative focus describes how creeps attack your towers. As i mentioned in 'Placement' Sector, this can be crucial.
This is also highly connected to placement, but the thing is that creeps act little differently than towers. Creeps seem to attack first enemy target they get in range to, no matter how much HP they have.
This can be abused in some situations, but again it all comes to placement. Generally you want to keep damage spread equally to your towers, which would represent a good Negative focus.
Unfortunately this is all about the luck in most of the situations. One more thing that is nice to point out is 'Damage Waste'.
I can explain this by an simple example. On level 17 you make Doomsday Machine little behind some melee towers.
What then happens is that your Doomsday Machine with damage will waste an attack on 50 HP creep this actually makes your damage tower to have 50 damage.
I guess that this can't be fixed due to Warcraft 3 mechanics, but this is real problem that may cause you leak. Of course, one more thing that you can't control, even with good placement.
I think that most of the players do this because of psychological reasons and desire to show the fact that they are 'friends'.
Mid-builds are quite tricky and most of the players don't know how to do it right, because there is actually no right way to do it.
You may get confused with this one thinking 'I saw many good mid builds', but the fact is mid-builds can be good, but that requires much more than what single build requires to be good.
And two good single builds are at least as good as one good mid-build, if not better. So what am I trying to say is that mid-builds can be fun, but they are not as good as they seem to be.
There are two types of classical mid-builds, so lets explain both, advantages and disadvantages of them: 1.
First mid-build type, Deep mid-builds: Deep mid builds are builds in small area between two Towns. This can be good to some point in the game, as players can share auras and bouncing effects like Yggdrasil's or Medicine Man's heals.
There are many problems with this, but the first and main one is that you don't have full control of the situation. What i mean with this is that you can't control who takes lasthits gold.
Of course, on early levels players determine their roles so in mid-build we usually have 'builder' the one who is massing towers and incomer the one who is building wisps and who is upgrading lumberjack.
So what is the problem with this? Let's take a look: 1 First Deep mid-build problem, Bonus Armor: Creeps get 2 bonus armor as they get near to middle area.
This may not sound as much, but this can be game-changing. This must not happen on every wave, but sooner or later, armor bonus will make a difference.
What this further causes is that they start to build outside mid pit and then their towers are starting to get too far from first line to the last line.
This is specially problem on highly ranged late game waves levels 24 and 28 because half of your units will start fighting and the other half towers built far behind won't even move.
What we get as a result of two good mid-builders on first arena fight is next: First one, builder with value and around income and second one, incomer with income and value.
So on average they have value and 80 income. This seem quite good, but if i look on my single build average score on first arena fight value and income it is not actually much, because average difference in income is huge and average difference in value is low.
Second Mid-Build type, Reverse builds: Second kind of mid-builds is called "Reverse build" where two players on the same lane build at opposite sides and with that build players don't kill their own creeps, they kill their teammate's creeps.
This is used for specific reason, and that is after towers kill full wave they will go back to your own creep spawn backwards and if your teammate leaked, you will be able to catch his leak with full bounty.
This sounds quite good but the thing is that you can do same thing with builder's tool called "Anti-Stuck" tool, but guess what, creeps won't get bonus armor.
That was it about Mid-Builds. I admit that mid builds can be funny and good to some point in the game, but sooner or later, problem will appear.
Reroll gives you new six tower combination with Prophet some of them can still be the same, it is randomly given and "change builder" gives you choice between two different races still one of them can be the same.
This is very important part of the game, because you need to choose right time to do this as this costs you gold and lumber and you have limited number of this chances.
There are 30 regular waves in Legion Mega 3 of them are boss levels and special level called "Legion Lords". Crabs are slow melee creeps with low damage.
They are unarmored so basically every damage type you get early on is good versus them. This level requires towers with low damage but which can still lasthit them and fast attack speed.
Dino summon can be a problem on this wave, so you may also need some heavy armored tower to tank a bit.
Murlocs move a bit faster than Crabs and are also melee creeps. Same as on level 1, upgraded tier 2 towers with fast attack speed Pyro, Oceanus, Pandaren are the best for this level.
Keep in mind that they have normal attack type, so medium armored towers will melt. For example if you build Pyro for level 2 and if you get Furbolg, he will not be able to kill them in one hit, which means that he suddenly needs twice more hits to clear the wave, which will further lead to almost sure leak.
Scorpions are one of the most imbalaced level in whole Legion Mega 3. With such a huge HP and damage jump compared to previous level, it is not strange if you have problems on this level.
Key to beat this level is to build towers that can kill them in one hit and there is a lot of towers that are able to do it. Quillbeasts are quite easy level, although they are ranged.
You can notice that they have lower attack damage than creeps from previous level. There are two ways to beat this level easily: First way is to have heavy armored tanks that simply can not die from Quillbeasts, and second way is to have some weaker tanks but something behind that can deal damage.
Overall pretty easy wave compared to level 3 for example. Most of the times you don't need to build anything for this wave if you didn't leak level 3.
Hawks are quite tricky because your heavy armored tanks will melt under their magic damage type. For this wave you will need some piercing or magic damage due to their light armor type.
Hawks are flying units so some abilities like Minotaur's Tremor will not affect them. Tanky towers with medium armor are very good on this level, so if you don't have some ranged piercing damage, they are your best option Pandaren, Guard, Soul of Hero Slavemaster for example.
Rock Golems are very slow units that can bug a lot, go around each other because of big model model size can be programmed in Warcraft 3 World Editor, so you can make some units on your map big or small as you wish, which further determine their behavior and slow movement speed.
Movement speed slowing auras Polar Bear, Magnataur, Tree of Time are great choice on this level, which makes them bug even more. If you don't have any slow aura, generally heavy armored tanks can deal with this level easily.
Overall easy wave, but be careful if you have only piercing type of damage. Satyrs are very fast and agile creeps that will make good focus on your towers, bringing them down fast.
Whit huge HP jump almost HP compared to previous level, this is probably the hardest together with level 3 early game level.
For this level you need some fortified or heavy armored tanks Goblin Blaster are extremely good on this level and some ranged piercing towers behind.
Overall hard tower and if you leak few of them, it is normal. Acolytes are ranged creeps that have pretty good attack speed and can focus down your towers fast.
Medium ranged towers Maverick, Seer of Darkess, Oceanus are towers that you want to have on this wave. Overall hard wave, but not as much as level 7.
Zombies are quite slow creeps, but their number is great and they are tanky. With heavy armor type, any source of magic damage is good on this level Ascendant, Blood Orc Warlock, Thunderbird but you will also need something to tank up in front.
As first boss unit in the game Velen may look scary, but in fast he is not. Thing that you can notice is that his base armor value is 1 and base armor of regular non-boss creeps is 3.
Velens are slow moving but with fast attack speed melee bosses that can be countered with huge number of tower combinations.
If you don't have that kind of tower, second best thing against them is slow effect Ice Troll Shaman, Harpy, Mercurial. Of course you will need something to tank in front, but due to their slow movement speed they rarely cause problems.
Clockwerk Goblins are very slow melee creeps that have focus and movement problems. With extremely low damage and HP, this is one of the easiest waves in whole game.
Even towers with piercing or magic damage can perform well against them, although they have fortified armor type. Sirens are ranged creeps fast attacking creeps with low attack damage.
Generally heavy armored tanks with normal damage type can beat this level easily Goblin Blaster, Krogoth, Ancient Wandigoo but Warlock summon with magic attack can cause problems on this level.
Overall not extremely hard wave. Couatls are melee fast moving flying creeps that can melt your heavy tanks in seconds. Generally very hard and aggressive level, but there are few ways to counter them.
Best unit against them is Tree of Knowledge that can tank a lot of their damage output, damage them through damage return because they are melee and then explode, leaving chaos.
If you don't have this particular tower, any ranged piercing damage towers Elite Archer, Zeus, Alpha Male can deal with them nicely.
Tuskarr Warriors are extremely tanky and relatively fast melee creeps with insane damage output. For this level you need to have heavy tanks with normal damage type, that is basically only good way to deal with them.
Movement slowing auras are generally good, but all units with that kind of ability have medium armor type and they die in seconds.
Overall insane level but good news are that their number isn't that great. Centaurs are melee medium speed units that are tanky but have very slow attack speed.
Generally any magic damage is good against them and attack speed slow effect Medusa for example will make them almost useless with their base attack speed of 1.
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No, create an account now. Try to get enough Range Damage for Level 4 and 5 and plan for a 2nd or even 3rd spawn until Level 7. With 3 Spawns you have high chances of holding your lane, even with enemy send.
Overall Spawn Of Dragon can't carry anything in midgame, 14 might be the best Level but it's not doing as decent as the stats suggest. The real strength of the dragon comes with the lategame, upped to the Dragon Aspect it is one of the best towers here, especially 24 and Elite Archer is the most beloved starting unit.
It's easy to learn and actually not that hard to master aswell. If you get a Furb here you might get a problem with the gold for a 2nd Elite Archer Level 3.
In worst case, add 1 small Archer in front and 1 in back of the Elite Archer, your build at the wall should look like this now SSES, this way your Elite gets protected and you're able to still hold Level 3 without having 2 Elite, but as I said this is just worst case scenario.
Otherwise you add another small Archer for Level 4. You need to decide now if you want the safe way for 5 with 3 Elite Archer or if you risk it and go 2 Small 2 Elite here, while pushing far more.
This way you add 2 more small Archers for Level 6, otherwise just stay on 3 Elite. From this point, many people just straight push and don't even try to hold Level You do this by simply starting to build small Archers after 3 or 4 Elite, this will give you enough Single Target Damage to hold bosses, don't expect a lot of mid leaks, that usually does not happen.
If you don't have any decent mid game units like Tok, Hydra or Hades, Mutant etc. They are great for 13,14 and actually not too bad for Level 15 aswell if you just mass them.
This is gonna be about Yggdrasil in general and it's Lvl 7 Holder qualities while there is another guide especially for Tree Of Knowledge. Yggdrasil is a holder unit with diverse usages, ranging from Level 5 to Level 7 and 8.
The fortified armor and constant healing are ideal if you want to hold in mid after holding your own lane. Same Units that hold Level 3 will also hold Level 4.
Ygg can almost solo this Level. Note that even 4 Yggs have a high chance to lose the outer Yggdrasils when enemy did a good send, so you would only have 2 Yggdrasils in Mid.
Again, same that was holding Level 7 usually holds Level 8, also 9. Yggdrasil is pretty weak 10 but with all the gold you got from holding and good Anti 10 you might be able to to very good there.
Yggdrasils can recover in mid-game with the usage of Tree Of Knowledge, read more on the seperate guide on Tree Of Knowledge.
Tree Of Knowledge is one of the upgrades of Yggdrasil and often used to yolo in early game or to clear waves in midgame. The start is almost identical to classic Yggdrasil, only exception is that you need to save Gold at the end of Level 3 instead of 90 Gold so you can affort do up to the Tree Of Knowledge on Level 5.
There isn't much to say about how to play Tree Of Knowledge, after you got it on Level 5, you clear this Level and Level 6 without a problem, might look Level 5 though if you got no additions anymore, e.
It does a good job for Level 7 aswell although it does not onehit creeps there if they didn't hit the Yggdrasil a few times, since Level 7 has HP.
That's why some ranged dps in the back or some aura can really help you. Level 8 has below Hp again so you onehit them here again but keep in mind that you only hit 15 creeps with this spell and Spell Immune targets do not get damaged by this ability.
Level 9 has some more HP so you could build up more value here if you feel like it. All in all, Tree Of Knowledge is great for as it provides strong waveclear, so your target is to get of them until Level 17, do not mix them with other melee units, you want your ToKs to die first so your Range DPS can do its work on the remaining targets.
I recommend to get Value Level 3 if your team is good here and if they are not. Without send, Value are pretty likely to hold, but care for the positioning, you should always build them shifted in 2 Rows, beginning from the wall.
I prefer to slightly underbuild for Level 5 and 6 to get the most out of my lumberjack early on, this means going for 5 and for 6, take care of your farm if you only build small Aquas.
Don't build for Level 7 if you could push instead. Build all in for Level 8 again, you want to hold as much as possible, after this you can decide on whether you try to hold Level 9 with some Magic Damage or leak a few creeps to get more time.
Aqua is pretty weak value in midgame so get some frontline for key levels and some backline to clear, Aquas are useful for 12 and ok fo If enemy aims for a Level 18 send you can still up your Aquas.
Harlot is a pretty underrated unit that has the best holding qualities for Level 7, many people struggle though on how to play them.
You cannot deploy or upgrade fighters during the day. Even if your fighters die in battle, they return fully restored the following night. Enemy creatures spawn at the top of the lane and move downwards towards your fighters.
Fighters move upwards to challenge them. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.
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Excluding Off-topic Review Activity. Loading reviews Income is how you scale into late game. Without sufficient income, you won't have enough gold to spend on fighters value to clear late game waves.
High-income mercenaries and king upgrades provide maximum income. Low-income mercenaries provide reduced income but are more powerful or have a special ability.
Legion Spells Legion spells are in-game upgrades that boost your economy, empower your units, attack your opponent, or provide other benefits.
At the start of the game, all players are given the same three randomized spells. Players select one spell on wave Attack and Defense Types Every unit has an attack and defense type.
You don't have to know the exact percentages, but it helps to know which types counter each other.
You've learned the fundamentals of Legion TD 2. Continue reading for more advanced tips. Mastermind If you play Mastermind, you start the game with 10 options and must select 6 fighters.
There are two schools of thought: Pick for the short run Select 6 fighters that are strong early game. Reroll as desired.