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For feedback, please post here. Please note, LTD has many different strategies and ways to play the game. This guide is not the "only way" to play.
Key Levels to end the game are 24,27,28, Example: Aqua Spirit: One of the best yolos, cheap and holds exceptionally well for its value.
With yolo tactics you try to hold levels with low value to get a higher lumbercount very early. But there are obviously exceptions, many units are weak on certain levels like 5,7, 8 or Don't try to hold them unless you got the right units for it.
Aqua for example is pretty weak 7 and 10, but it's one of the best when it comes to Level 8. So even without building for Level 7 and pushing hard, you are able to recover by holding 8, take things like that to your advantage.
In the midgame stage, high income allows you to recover and pass the value of holders since they have less income to feed them off.
Where that point is depends on how fast the game is, what units you have and how much king gold you were getting. Example: Yggdrasil: With this unit you are strong 5,7 and 8 and you are a really reliable holder, getting some gold feed in level will allow you to build up enough defense to hold Level 7 and 8 which will even give you more gold so you are probably able to hold Level 10 aswell.
Due to your low income but high value you will be able to be strong on levels like 13,14,15 while slowly getting behind 17,18 and 20 where you have less income to live off.
But as in any game there are also special forms of those strategies. Suicide is a special form of the Yolo, it means that you push income really hard but don't plan to come back into the game later on, so you're basically pushing as much as possible and leak most of the early and midgame levels.
Semi-Hold is a special form of the Holder, it means that you will try to hold your lane for a special level like 7 or 8 but don't plan to hold a lot of creeps in mid.
This allows you to push pretty decent but still collect a lot of Gold on key levels. Back to the top. If you Yolo or Hold with your Units depends on your units obviously but there are always different ways for a unit to be played.
As you know I made a guide to a lot of units and how you CAN play them, but every decision depends on your teammates and the current game situation.
Of course I got an example: Imagine you have Archers and you also have 2 people with 2 Yggs each on Level 5, usually people go 3 Elite Archer here, but what for?
There's no risk, so you go 2 Small 2 Elite and get much higher lumber early on, this might not suit to every situation so analyze your game and question yourself how good your team does on certain levels and if they need someone to overbuild there to catch leaks or if they have a holder unit that may enjoy some feed.
Now regarding the Holder, people will often aim for Yggs or Harlots, 3 Blaster whatsoever. As a holder it should be your task to hold 7 so you need less heals, but of course there's Immolation, in case of Immolation your team might tell you to push but I would always recommend to go for a build that holds your lane atleast, u were late for pushing already and need to collect this gold, it's very important, also it could save you from 1 heal as well.
I will not mention every unit, only the ones I suggest building. There are only rare cases where you will not have any of those, I will talk about that later.
Positioning is the key to make the most out of your value. With perfect positioning you can ensure that your units share the damage equally and your main damage dealers stay untouched to deal the most possible damage.
The following advices refer to solo building. To get the best possible start, you need to start building at the wall, doesn't matter if you build on the inner or the outer side, just important that the unit you are building can't get surrounded that easily.
You're basically using the terrain as much as possible here. But you will build more than just 1 unit so what are you doing now?
Some units will continue using the wall, for example Elite Archer. For all other units applies that you build them shifted.
A lot of people are building their towers the oracle way from beginning. Even if you have the Oracle for later, you should consider if its worth doing it like this, because it will screw the way your units will get focused.
Now you know how you should place your towers, but one question still remains: Which units should I build where? In general tanks belong in front, while damage dealers and auras belong in the back of your legion.
But that's too easy and obviously not everything thats important. Some towers do not seem to be "Tanks" as they use Ranged Attacks, this applies to Hydra and Hades, those 2 should always be placed in front as they either split themselves or they summon creeps, this means they will take some initial damage but your melee units will pass them and tank for them instead.
This leads to even better damage sharing. Another unit that should be placed in front is the Tree Of Knowledge, this unit explodes when it dies and will damage enemy units, so your units will have to deal with less enemies.
The king is the heart of the game. Protect him at any cost. To do this the best you need to understand the kings spells. I will only be talking about the primary spells received after Level 4.
Those are Immolation War Stomp and Shockwave. Your king has Mana and regenerates 3 Mana per second. Let's talk about one spell after the other.
Controlling the king is a mystery for itself. Everyone has other preferences so the opinions might distinguish. In this chapter I will try to explain to you how you should up your king, what units you should focus and what else you should pay attention to.
Additionally I will also show you king control examples to get a better understanding. Keep in mind that you can queue up attacks with Shift so you don't need to change the target with a click every time.
Mercenaries are the units you can hire in your barracks to help attacking the enemy. They will support creeps on the enemy spawn. Mercenaries require Lumber, between 20 and and not all of them are available from the start.
Others award less, but provide creeps with useful Auras. Which Units you send is your decision as it distinguishes from Round to Round.
Your enemies units also have some impact on the decision. The following will show you the strengths of mercenaries and provide you with useful information on when to send them.
We start with the first barrack. The following units get unlocked after Level They are available as soon as the Level 10 timer hits 0.
They feature stronger Mercenaries that scale better into Mid- and Lategame Stages. The following units can be send after Level The barracks will reset once again when the Level 15 timer hits 0, so you actually have about 3 seconds time to send those units for Level Consider which units you wanna send for Level Then concentrate when the timer runs out.
You will have to click the advanced barracks again because they will reset so you can't trust your previously selected control groups. Click them again when they reset and use your hotkeys, for example X V and Z to send them.
Back to the remaining units:. The following guide features important numbers and data that you should remind when playing LegionTD.
It will help you play more efficient and you'll be able to plan ahead. It will also show you how to keep track of the King Gold provided.
Wolverines are known for their luck-based strength on boss levels, but their early game should not be underrated.
Their strength also lies on clearing Level 1 vs Warriors or doing good on Level 3. Their midgame strength spikes at Level 15 and