Difference between pages "EntGaming:CIVGuides" and "EntGaming:LTDGuides"

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= Civilization Wars Guide - The following page is under construction. =
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<h1> <div id="top"> Legion TD Building Guides - The following page is under construction. </div> </h1>
[[File:Civ_terrain.jpg|thumpnail|right]]
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The following guides have been composed by [http://entgaming.net/forum/memberlist.php?mode=viewprofile&u=35718 CreativeLP]. For feedback, please post [http://entgaming.net/forum/viewforum.php?f=216 here].
  
The following guide has been composed by X.G.Death3, Hades and DutchWeedLove. For feedback, please post [http://entgaming.net/forum/viewforum.php?f=216 here].
 
  
=== What is Civ Wars? ===
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<h2> <div id="wolverine"> Wolverine </div> </h2>
Civ wars is a team game, where you aim to destroy the enemies 3 capitals by building armies, controlling the map and being more technologically advanced than your opponents.
+
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 20.
 +
Main weakness are ranged levels just like Level 8 or 12. Be sure to get good value for those levels if you want to avoid leaks.
 +
I suggest to start with 2/0 because it allows you to get 5 Blood Orc Warriors for Level 3 which is essential to hold against a good send, this is also enough to hold Level 4 and upgrading 1 Wolverine is often enough on Lvl 5. I suggest to up a Wolverine every round so you get 2 for 6, 3 for 7 and 4 for 8 if the amount of king gold allowed it. I usually stay 7/2 until the end of Level 8 to ensure that my value is able to hold anything on 10. You can push 7/3 after 8 because your value for 9 is definitely enough at this point. Level 10 should manifest 6 Wolverines or even 7 if you were holding some teammates leaks earlier. Level 10 Crits may not appear as you want to them, especially a big send can slow down your clearing enormous. But don't worry, Wolverines are good value for midgame Levels, especially with auras like Overseer or Troll Fighter they can kill Levels like 15,17 or 20 even vs good sends. So be sure to place down a lot of Orc Warriors, usually 2 full rows are good, then try to get as many auras as possible and you're on the safe side. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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: &nbsp;
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{{#ev:youtube|i6SPh69K9Lo|600|right}}
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
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<tr><td>'''Strenght'''</td><td>1, 3, 10; 15, 17 with auras; 20</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>8; 12 (depends on 10)</td><td></td></tr>
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<tr><td>'''Synergy'''</td><td>Overseer, Auras, Goliath, Hades</td><td></td></tr>
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<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
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<tr><td>1</td><td>240</td><td>2/0</td></tr>
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<tr><td>2</td><td>340</td><td>2/0</td></tr>
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<tr><td>3</td><td>500 (420)</td><td>2/0</td></tr>
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<tr><td>4</td><td>500</td><td>4/1 - 5/1</td></tr>
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<tr><td>5</td><td>650-690</td><td>5/1 - 6/1</td></tr>
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<tr><td>6</td><td>800-820</td><td>5/2 - 6/2</td></tr>
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<tr><td>7</td><td>950+</td><td>7/2</td></tr>
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<tr><td>8</td><td>1100+</td><td>7/2</td></tr>
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<tr><td>9</td><td>1200+</td><td>7/3</td></tr>
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<tr><td>10</td><td>1500+</td><td>7/3</td></tr>
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</table>
  
  
== Game Level 0 ==
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<h2> <div id="phantom"> Phantom </div> </h2>
=== The basics ===
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Phantoms are one of the best damage dealers without a doubt. They are picked for being a good early yolo unit and being super useful in midgame stages. Of course they also have a big weakness Level 10, don't expect them to kill anything there. Reason for being weak Level 7 and 8 is the Light Armor and the low amount of Hitpoints. They have a special start cause they require a Level 2 Send if you want to play it the classic way. You start 2/0 and place down 2 Phantoms, send for 6 Income to Level 2 so you get 125 again to build for Level 2. I suggest upgrading the middle one of your phantoms to a hellraiser for Level 3, they have a higher dmg and less cooldown, your remaining gold should be enough to even add a t1 in front of the hellraiser, this helps them surviving for a bit longer. You're safe for Level 4 and I would build another Phantom for Level 5, you can even add another t1 in front if you want. Same value holds Level 6. Try to get 7/4 here if you can, since you won't be good Level 7 or 8, except you have units like Polar Bear or Tree Of Time. You should get 7/5 by Lvl 9, 950 value of Hellraisers/Phantoms can hold this Level most of the time. Your Level 10 is one of the worst of all the LegionTD units so don't build for it if you can just go 7/6 instead, stay 7/5 if you have extremly good units for 14/15 or 17. For Midgame build up to 8 or 10 Hellraisers, add some tanky Units in front and some demon killers in the back, you need demon killers because Phantoms/Hellraisers can't attack Spell-Immune targets like Demon/Kraken/Behemoth, this should help you clear midgame levels pretty good. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
In civilization wars there are 3 lanes, and 3 teams on each team, every player plays one lane, versing another, controlling said lanes is one of the most important elements in the game, one lane will give your team bonuses, whilst taking them away from your enemies, top lane gives your team gold (20, at start), bottom materials and middle boost your food up to 4 units more.
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: &nbsp;
The first thing you should aim to do, of course, is setting up an army, undoubtedly, your enemy will do the same. In civilization wars, army is built by setting up spawning camps, the earliest ones you can build are either warrior camps, if you are at middle or bottom, or docks, if you are at top. Aim to get as many as your food limit allows you, if your middle has secured you a food supply, you will be able to finish 9, after that you should start researching (in your capital).
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{{#ev:youtube|vXP7-LnSZcs|600|right}}
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
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<tr><td>'''Strength'''</td><td>11-19 Good Early Yolo, Good Income</td><td></td></tr>
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<tr><td>'''Weakness'''</td><td>7, 8, 10, 20</td><td></td></tr>
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<tr><td>'''Synergy'''</td><td>Big Tanks in front, Demon Killers in the back</td><td></td></tr>
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<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
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<tr><td>1</td><td>250</td><td>2/0</td></tr>
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<tr><td>2</td><td>375</td><td>2/0</td></tr>
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<tr><td>3</td><td>505-525</td><td>2/0</td></tr>
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<tr><td>4</td><td>505-525</td><td>4/1 - 5/1</td></tr>
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<tr><td>5</td><td>630-650</td><td>4/2 - 5/2</td></tr>
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<tr><td>6</td><td>630-650</td><td>5/3 - 7/3</td></tr>
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<tr><td>7</td><td>755+</td><td>7/3 - 7/4</td></tr>
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<tr><td>8</td><td>885+</td><td>7/4 - 7/5</td></tr>
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<tr><td>9</td><td>1000+</td><td>7/4 - 7/5</td></tr>
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<tr><td>10</td><td>1300+</td><td>7/5</td></tr>
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</table>
  
=== Game Elements ===
 
# Income: In civilization wars, every 30 seconds you get an amount of gold and materials (wood), decided by what lanes you hold, the highest level of the 3 capitals of your team and the markets you possess, it can be additionally boosted by building certain world wonders.
 
# Army: The main purpose of building up an army is to control the lane you are at, to be able to obtain more income, and stop the enemy team from doing so, this is perhaps the most important elements, specially for the side lanes, top and bottom.
 
# Technology: As the game progresses units can be upgraded, technology makes this possible, as a rule of thumb, once you have 9 camps it is better to research and strengthen your units than mindlessly keep adding, if you do that, you might hold your lane for 5 or 10 minutes, but in the end you will end up with swords against tanks and planes.
 
#: Balancing those 3 elements is perhaps the most important skill for any civilization player.
 
  
: The role of diverse players/lanes
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<h2> <div id="hydra"> Hydra </div> </h2>
* Middle: As middle is the hardest lane to break (it has 4 towers, and both sides can run to defend it quickest), and gives no bonuses at the end of the turn (top gives gold, bottom materials), the player on middle should focus on securing their sides, and once all the players have gotten the extra food middle provides, mid players should tech and outincome the enemy. This is the hardest lane to play, and the game is decided mostly by the players on it, the so-called team leaders.
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Hydra is a very useful tanky ranged unit mainly used to hold 15 and 20. Although the start isn't as strong as other units, Hydra is definitely useful in mid and late stages of the game. It synergizes with the Bottom Feeder, because a Hydra is expensive and u want to save for it Level 5, aswell as Auras that support the Hydra in damage dealing or surviving just like Helicopter, Ice Troll, Witch Doctor. You start with a Sea Giant, keep in mind that the Sea Giant alone does not hold Level 2, so you need to plan ahead a bit. Don't overpush after Level 3 since you need to save 140 Gold here, with 6 Income and holding Lvl 4 you will get +200 Gold there so you can get your Hydra Upgrade for 340 Gold for Level 5. You don't need the Hydra earlier, because a Sea Giant and 120-150 bonus value are enough to hold Level 4. Your Lumberjack should be somewhere 2/0 and 4/1, which is not much but now it's time to push for you. You can get up to 7/3 until Level 7 if you want to. If you get extremely good units for Level 10 you can even stay 7/2 to ensure you hold more creeps on Level 7,8 so you can gather up more Value for 10. Sometimes it is good to add a Sea Giant for 8 so you are able to get 2 Hydras for Level 10, but in terms of focusing Level 10 Bosses it is better to have the damage behind the Hydra. If you did good you can have up to 1800 value on Level 10 and hold your lane + some bosses in mid, always depending on the units you got and how slow the game was / leaks etc. If you made it past Level 10 push 7/5 or even 7/6 regarding your teams' future plan. What you want to do now is getting more Hydras if you expect a send lvl 15 or 20 or getting a lot of Ranged Damage behind your Hydras. Why behind? Although Hydra is Ranged it is one of the tankiest units in the game, based on Value/Gold so you want to be sure they tank while your damage dealers do their best. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
*: The middle player, as he plays on all 3 lanes, is supposed to have the best overview of the situation the team is in, whether winning or losing, and should have an idea when to pull out big moves such as trying to break a lane, and an idea of what the enemy is planning.
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: &nbsp;
* Sides: As for bottom and top, they should focus on building up army and controlling their lanes, using technology and income only as a way of doing so. They should listen to their team leader (middle) as well, he will know best what to do to win.
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{{#ev:youtube|KQ-V-aFiMa8|600|right}}
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
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<tr><td>'''Strength'''</td><td>Good Mid- and Lategame</td><td></td></tr>
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<tr><td>'''Weakness'''</td><td>Slow Pusher, 8</td><td></td></tr>
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<tr><td>'''Synergy'''</td><td>Crab, Heli, Other Auras, Good Range Units in the Back</td><td></td></tr>
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<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
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<tr><td>1</td><td>280-300</td><td>1/0</td></tr>
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<tr><td>2</td><td>340-400</td><td>1/0 - 2/0</td></tr>
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<tr><td>3</td><td>410-520</td><td>2/0 - 4/0</td></tr>
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<tr><td>4</td><td>410-520</td><td>4/1 - 5/1</td></tr>
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<tr><td>5</td><td>675-690</td><td>5/1 - 6/1</td></tr>
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<tr><td>6</td><td>690-750</td><td>6/2 - 7/2</td></tr>
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<tr><td>7</td><td>900-1000</td><td>7/2</td></tr>
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<tr><td>8</td><td>1100+</td><td>7/2 - 7/3</td></tr>
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<tr><td>9</td><td>1300+</td><td>7/3 - 7/4</td></tr>
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<tr><td>10</td><td>1500+</td><td>7/3 - 7/4</td></tr>
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</table>
  
=== Golden Rules ===
 
: '''The following rules are merely suggestions and recommendations on how to play the game. Only ENT's [http://wiki.entgaming.net/index.php?title=EntGaming:Rules official rules] are binding.'''
 
* Do Not Build Towers! if you do, you will lose your lane, and become weaker and weaker as time goes on, the best defence is a good attack.
 
* Do Not Build Granaries until you have upgraded everything twice! You lose 200 gold building a granary and 125 gold and 45 seconds researching pottery, again, you lose the lane and become weaker as time goes on
 
* Build Only 1 Library/University! at income levels of 300, 400 or even 500, you cannot afford to double tech, a second library or university is a waste of gold, you will not tech any faster with it.
 
* Do Not Overmarket! If you spend too much gold on incoming, you will lose your lane or the chance to swing it, if you didnt have it to start with, you are giving the enemy team the chance to income more than you are doing right now at a lesser cost.
 
* Do Not Bank Too Early! Banking early, same as with overmarketting, will mean that you will lose your lane, costing your team more than 100 gold per 30 seconds.
 
* Do not keep too much gold! If you have no bank try to always keep your gold reserves as low as possible, keep them working for you! And plan ahead so you don't need to wait 2 minutes for tech before you can spend that money on troops!
 
* If you want a different lane than where your capital is at (1st slot= middle, 2ond = bottom 3rd = top) ASK, first in lobby, if you get no response do it when the game has started.
 
* Do NOT tech Leadership as a side unless your middle asks you to!
 
* Make sure you are going to use mounted archers if you tech stirrups, or fireships / snipers if you tech guerrilla warfare.
 
* Only ONE leader unit per lane people!
 
  
 +
<h2> <div id="infantry"> Infantry </div> </h2>
 +
Infantry is the base for 2 important units, Pyro and Zeus. While Pyro is an overall good early yolo unit, the Zeus is mainly used to clear Level 10. You start off by placing 1 Pyro and going 2/0. For Level 2 you can build various ways, if you only place 1 Infantry, a Furbolg-Send can make you leak a lot of creeps. So you either stay 2/0 until you know if they send or not, or you add a second Infantry in the back, because it will make you hold much better. For Level 3 you can up to another Pyro or build a Zeus already. Same Units also hold Level 4, 2 Pyros would be enough here. For Level 5 you should get 3 Pyros, 2Pyros 1 Zeus or even another Infantry added to this. First 2 options are often based on your aggro, so if you're unlucky you leak. Same Units hold 6 aswell so you can push your lumber, I highly prefer to stay 7/2 to get more value similar like Wolverines, but that's your decision. Both Pyro and Zeus are not very good Level 8 so here's the reason why I stay on 7/2 often. After this Level you should be able to push since Pyros are pretty good Level 9. Get as many Zeus as you can for Level 10. I don't guarantee for you to hold Level 10 since it's always a matter of Placement, Boss Spawning, Number of Sends, so just too many influencing factors. For Midgame it is important to know that Zeus are pretty much useless after 14, their main use is to add them as demon-killers behind big tanks or phantoms. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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: &nbsp;
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{{#ev:youtube|hMSUN6YJggo|600|right}}
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
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<tr><td>'''Strength'''</td><td>6, 7, 10 Good Midgame with Tanks/Auras</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>8, 15, 17</td><td></td></tr>
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<tr><td>'''Synergy'''</td><td>Crab, Heli, Polar Bear, ToT, Auras, Hades ToK</td><td></td></tr>
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<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
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<tr><td>1</td><td>230</td><td>2/0</td></tr>
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<tr><td>2</td><td>350(290)</td><td>2/0 - 3/0</td></tr>
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<tr><td>3</td><td>520(460)</td><td>2/0 - 3/0</td></tr>
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<tr><td>4</td><td>520(460)</td><td>4/1 - 5/1</td></tr>
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<tr><td>5</td><td>675-690</td><td>5/1 - 6/1</td></tr>
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<tr><td>6</td><td>690-750</td><td>6/2 - 7/2</td></tr>
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<tr><td>7</td><td>900-1000</td><td>7/2</td></tr>
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<tr><td>8</td><td>1100+</td><td>7/2 - 7/3</td></tr>
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<tr><td>9</td><td>1300+</td><td>7/3 - 7/4</td></tr>
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<tr><td>10</td><td>1500+</td><td>7/3 - 7/4</td></tr>
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</table>
  
== Game Levels 5-20 ==
 
=== Top Basics ===
 
* ''' Ancient era '''
 
: Walk north and start building docks (hotkey "D") between the island and the land. It is optimal to try to get 9 docks as soon as possible as that is the amount of docks you should be able to get with all mid lane food circles.
 
 
: When you do not have any more food, start getting triremes in the bottom front row, after two of them are done start teching formations. As some mid players like you to get some extra Galleys, ask them how many they would like, the standard is 3, get them above the island, if your mid any more than that get some under as well. Now tech for Raiders and queue the other techs too: Pottery and Horseback Riding. Get Writing immediately when these are done. Meanwhile, get up Raiders depending on how many galleys you have made. If you got 4 Galleys, build 2 raiders.
 
 
: There is a kind of rock paper scissors dynamic on the top lane. Triremes > Galleys > Raiders > Triremes.
 
 
: However fast Raiders are not effective against Triremes because of their minimum range, and bad stats against junks. So they need some melee units to let them be effective.
 
 
: When you finish building a Library, start teching for upgrading all your ships, quinquirremes or penteconters first and longboats last. Always leave ships unupgraded before you start teching for the next upgrade (upgrade the last quinquirreme when your conscription is at 50%, this helps keep your money low). Once you have finished with the longboat technology, try to upgrade your capital, sell materials, get a worker and add an extra dock if you need it (make it a penteconter).
 
 
: Extra notes:
 
:* Top tends to swing A LOT, it is certainly possible that you will receive some fire on your towers, if you will like you're in trouble, ask mid for extra help. Make sure to repair your towers to full before the wave hits and watch closely if your docks are being attacked.
 
:* Do not get Dromons, they are no good for you.
 
:* Target raiders with your towers when they are close enough.
 
:* If the enemy middle added their top 2 raiders, upgrade your galleys first
 
 
* ''' Medieval era '''
 
: Construct an University and tech your way up to Metallurgy, starting with Gunpowder. It will enable you to upgrade your Longboats and Penteconters to Caravels. Upgrade what you need least, or in equal amounts to caravel (3 or 4). Construct some Carracks (when Metallurgy is done)  before upgrading them all. When you have around 5-6 docks upgraded, start teching for Rifling to make Invulnerables. Be sure to have all your Carracks and Caravels upgraded first. Upgrade 3 or 4 Caravels to Invulnerables. Tech Chemistry  and Scientific Method  afterwards. Upgrade your remaining Caravels to Frigates and your Carracks to Man-o-Wars (if you have the lane very safe consider banking). You have now completed all techs for an Industrial Capital. Get an Industrial Worker when your Capital is done.
 
 
: Extra notes:
 
:* Make sure to keep selling your materials with your Trade Market, or make materials markets if you have free food.
 
:* If you are being rushed by your opponents it is sometimes very effective to add a Catapult /Siege Cannon (upgrade Catapult) or some Penteconter staggers, ask your mid if he agrees on this.
 
:* Do not bother getting Guerilla Warfare. Most of the time it isn't worth it if you tech quick enough to Invulnerables.
 
:* Do not get Pirates, they are no good for you.
 
 
* ''' Industrial era '''
 
: By this time it should be already clear if you're winning or losing. Build a Laboratory. If you are winning extend your lead by making a Stock Exchange by teching Economics. My personal preference is now to start adding some markets to a very secure lane because of the steep prices of industrial units. Make sure to keep 2000 gold. This will give you a steady extra income! Next off upgrade your frigates to destroyers. Tech for Electricity. Make 3 Submarines and the remaining Destroyers. Keep teching from this point unless you are in trouble. Reach Combustion and advance to the last era (leave flight for the next era). You can upgrade your Man-o-Wars to Dreadnoughts. Upgrade your capital to a Modern Capital and recruit a Modern Worker.
 
 
: Extra notes:
 
:* No need to sell your materials! Build some markets with the food that you have!
 
:* Do not bother teching Biology and Refrigeration.
 
:* Do not get Privateers, they are no good for you.
 
 
: Note: If you reached Modern era as a side player and you haven't broken a lane yet, you are in a fucking awesome game and I salute you.
 
  
* ''' Modern era '''
+
<h2> <div id="revenant"> Revenant </div> </h2>
: The Modern era is pretty tense, pushing of lanes becomes even more volatile and your units become much stronger compared to towers than previous eras. Build a Research Institute. Tech Flight at your Laboratory. Tech Radar and rocketry at your Research Institute. This will enable you to upgrade your Submarines and Destroyers to Aegis Cruisers, effective against air. Tech the remaining upgrades. While teching upgrade your Dreadnoughts either to Divebombers Carriers if you need anti-ground, or to Interceptor Carriers, if you need anti-air. Your final unit is the Super Carrier. If you have upgraded all docks and u still haven't won, transition into mass Super Carriers. Start adding Privateer Marquees and upgrade these to Super Carriers. Good luck!
+
Revenants are not known for being one of the best yolo units in the game. Nevertheless they can be very useful on key levels. First of they can challenge top yolos if you got the Egg Sack or Polar Bear for extra utility. Speaking of the Revenant as itself, they are strong on early Levels, expcept for 3 and 6 where u got the armor disadvantage, while they are pretty bad on 7 and 8. 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 600 Value, if enemy sends a blood orc you can't do much about it since Revenants are not tanky at all. For Level 6 over 700 value is recommended. Don't try to hold anything on 7 or 8, you got 2 options here though. First one is you value up for 7,8 to need leak that hard so you get value to do good on 10 or you yolo a bit harder and try to manage getting about 1000 value for 9 so you get this bounty atleast. Revenants are decent Level 10 but not more, if you want them to be more than that you need a good tankline which means lots of Ogre Bashers, Polar Bear or Magnataur or even some bigger units. Otherwise your Revenants will die pretty quickly without dealing too much damage. Speaking of Midgame, Revenants will leak Level 12 unless you got really good value, also Revenants are often used to scare of an enemy send on 15. They are one of the best units for this Level but they only clear the Wave pretty quick, when it comes down to killing a Behemoth or a Demon they are much slower and leak those even with decent value. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
+
: &nbsp;
: Extra notes:
+
{{#ev:youtube|qFl0Ny03O7U|600|right}}
:* Listen to your mid player and watch carefully since it's possible that when you break your opponents top towers that you help either bot or mid.
+
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Good DPS, 2, 4, 5, 9, 10, 15</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>3, 6, 8</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Egg Sack, Polar Bear, Ogre Basher, Good Tanks, Helicopter</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>240</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>300-340</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>3</td><td>440-520</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>4</td><td>500</td><td>4/1 - 5/1</td></tr>
 +
<tr><td>5</td><td>640-670</td><td>5/1 - 6/1</td></tr>
 +
<tr><td>6</td><td>740-770</td><td>5/2 - 6/2</td></tr>
 +
<tr><td>7</td><td>800+</td><td>7/3</td></tr>
 +
<tr><td>8</td><td>1000+</td><td> 7/3</td></tr>
 +
<tr><td>9</td><td>1200+</td><td>7/3</td></tr>
 +
<tr><td>10</td><td>1500+</td><td>7/3</td></tr>
 +
</table>
  
=== Bot Basics ===
 
* ''' Intro '''
 
*: At start, there are 4 main types of units on the bottom lane, spears/pikes, horsemen, axemen/swordsmen and archers; logically, spears counter horsemen, horsemen axes and axes spear men, whilst archers having the best dps as long as they are shielded from combat, most players these days build 3 melee units (preferably horsemen) and 6 range (usually longbows possibly with some crossbows mixed in), that will be your basic build.
 
 
* ''' Where do I build my warrior camps? '''
 
*: Just behind the very bottom towers on your side, any more forwards and your camps can get destroyed, more backwards and defence won't be effective.
 
 
* ''' What melee units do I get? '''
 
*: Counter what your enemy gets, and always have a preference for horses, horses have 17% evasion and do not get debuffed by artillery, making them the preferred tanking units, they however still lose vs spear in 1v1 fights. Try not to do too many spears at start (more than 2), horsemen can upgrade into mounted archers, if enemy sees you do too many spears he will swap all his horses to range and put a sword in front, making your spears virtually useless.
 
  
* ''' To Savage or not to Savage, that is the question '''
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<h2> <div id="komodo"> Komodo </div></h2>
*: If you control bottom, your warrior camps can be upgraded to savage warriors, those are overall more powerful and have splash damage, in small amounts 2 warriors beat 1 savage, but in mass fights 1 savage is on average better than 2 warriors. The main drawback to savage warriors is their limited choices for upgrading, you can only upgrade them to longbows or swords, and it is always better to use the food from middle while you can than use your precious early gold for upgrading camps. Conclusion: Once you reach 9 camps, savages will secure the lane for you, at the cost of flexibility, if you are planning on doing 6 longbows and no swords 6 savages should be your limit.
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Komodos are an average yolo unit that has a decent early game. They are the slowest Level 1 Killer because of their Submerge Ability. This ability will let them disappear for a short time, especially on Level 1 this causes the level to end much later than usual. So if your team wants time, try komodos. Otherwise it's pretty similar to Pandaren or Goblin Alchemist, you get 1 Komodo on first Level while 2/0, get a second one on 2 and if you don't expect a send on Level 3 you don't need to add much to it. For Level 4 I recommend 3 Komodos, since Komodos are 2Hitters here like many other units so they require some overbuild here. If you don't have anything to add then 4 Komodos for Level 5 and 6 is the best way. Units you can add to Komodos are mostly Auras or overall good ranged units, I prefer the Young Witch Doctor because the komodo fights take pretty long so his aura is doing work. As always don't try ot overbuild for 7 since you are not pretty good here, if you stay 7/3 you can hold pretty much of Level 8 as share damage pretty good. I prefer to push to 7/5 with Komodos as long as I don't have units to hold Level 10, so leaking Level 9 is not really a shame. Komodos are weak 10 and unfortunately not good at midgame either, the upgrade of the komodo isn't very good aswell, so just stay with the Komodos you got and reroll for anything midgame relevant. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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: &nbsp;
* ''' I am past that stage, what now? '''
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{{#ev:youtube|X_7LPOrmQ0E|600|right}}
*: Bottom diversifies here, but I will write a quick reference guide: Grenadiers should be your default range units, thanks to their splash damage they are really effective against clustered enemies (so much so, you should aim for skipping muskets, most of the time), if you have enough melee and horsemen, dragoons are really good as well (If your enemy has mounted archers, yell to your mid to help you take and hold bottom from minute 21, if you hold it they wont be able to go dragoon and you will be fucking them as hard as you can :D); to counter them, get some riflemen and upgrade them into snipers. If your enemy has little or no cavalry, cutter saints are preferred to macemen (splash damage ftw). Cavalry and Fusiliers should be your main tanks, together with staggers (covered later on), cavalry is cheaper, and takes less technologies, but fusiliers are more resistant. Once you are past that stage, upgrade some grenadiers and all your tanking units into machinegunners, and even later start upgrading machinegunners to tanks and airplanes (do not go all tanks as they cannot target air), the rest will be special units such as mech infantry (polivalent armoured infantry), commandos (good vs tanks) or stingers (good vs aircraft).
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>3(if no Furb), 5, 8, Ability: Submerge, Slow Killing</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>1, 9, 10, Pretty dead value in Midgame</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Young Witch Doctor, Crab, Good Ranged Units</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>180</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>360</td><td>2/0</td></tr>
 +
<tr><td>3</td><td>390-520</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>540+</td><td>4/0 - 4/1</td></tr>
 +
<tr><td>5</td><td>620-720</td><td>5/1 - 6/2</td></tr>
 +
<tr><td>6</td><td>740-770</td><td>6/2 - 6/3</td></tr>
 +
<tr><td>7</td><td>800+</td><td>7/3</td></tr>
 +
<tr><td>8</td><td>1000+</td><td> 7/3</td></tr>
 +
<tr><td>9</td><td>1100+</td><td>7/3 - 7/4</td></tr>
 +
<tr><td>10</td><td>1300+</td><td>7/4 - 7/5</td></tr>
 +
</table>
  
=== Mid  starter guide and openings ===
 
: As the middle player your main objective is to give your team the highest income and technological advantage possible, getting your side lanes translates into gold, which in turn translates into even more gold and being able to research faster than the other team, therefore the main mid objective is to help your sides get their lanes and outincome your opponent. As alter has written this can also be done by not helping your sides and keeping one stable market lane, those are all different strategies you need to consider. Technology and income are a much bigger focus when playing on middle, and you should be always the person with the highest income on your team and also the one most advanced technologically.
 
 
 
* ''' The importance of early lanes '''
 
*: The first few ticks the control of the middle lane is very important, if you fail to control it your sides will have 3 less food than your enemy, and will end up losing their lanes if you do not help them enough, controlling mid is a big advantage early on, specially from 2.00 forwards (at 1.30 your sides have enough gold to use 11 food, at 2.00 13 and at 2.30 14).
 
*: Top is also very important, giving that early extra gold, to give you an example, controlling the whole of top until 2.30 will mean that your sides will have 160 gold left after having gotten hopefully all the food from middle, meaning they can start researching in their capitals, but if you have earned less than 25 gold from top the first 3 ticks, they will not be able to (a technology costs 125 gold), and this will delay their upgrading of camps by a whole 30 seconds. Just 3 ticks controlling top makes a big difference in lane control.
 
*: Bottom does not provide this gold bonus, it however allows you and your bottom player to upgrade your warriors to fierce savages if controlled, those fearsome splash damage warriors are great for getting and controlling middle against a mass of weak warriors, and are awesome too for holding bottom lane for quite a long time, after that you will have plenty of materials to use or sell.
 
 
* ''' Build limits and how to help side players '''
 
*: The build limit is a restriction on how much you can help your side lanes, this way if a team wants to break a lane by pushing it very hard, it can not do so for too long and its income will be penalized. Build limit rises as you upgrade your capital, allies give you point or you research it in your capital. Only spawns count towards the limit, Wonders do not.
 
*: As wonders do not count towards the build limit they are an obvious choice early on, when you have a build limit of 3 buildings, this is specially true for the top lane, with most middle players adding lighthouse on their sea as soon as they can.
 
*: Leaders are also a very good addition to your allies (warlords/generals and flagships, you will save them the expense of teching leadership, and are a very strong unit that only takes one spawn (they take less of your build limit than building another 2 units of equal strength), ballistas are a nice addition as well, they give a nice debuff which will help your allies, and are usually needed before your bottom can even get the technology to make them.
 
 
* ''' Openings and wonders '''
 
*: When the game begins, there are around 5 or 6 things you can invest your money on as the middle player.
 
:: 1. Technology: If you start this right away it will allow you to build wonders that require technology faster, or at least have a chance of building them, the most notable example of this is the great lighthouse, a good wonder to support your top player, and leonardo's workshop, usually built on the bottom lane, but not rare at the middle one either. Most players start researching, the main drawback of this start is that you do not have enough gold to afford 3 warrior camps, you will need to stop at 2.
 
:: 2 / 3 /4 Investing in warrior camps or docks on top, middle or bottom: Each lane has its own advantages, usually players start by spending all their money on mid, or a mixture of middle, top and research.
 
:: 5. Making the obelisk wonder: A great way to get more income at early game, but I wouldn't suggest this start, it it will most probably mean you lose both middle and top lanes, and bottom will only follow, wait at least until your sides have full food.
 
:: 6. Towering middle: Rush your worker forwards, at the 30 seconds mark, start a technology, build a warrior camp before the big middle point on the food lane and make a tower on the hill, this will prevent their middle from getting food early. You need quite a bit of practice to pull it out correctly, counter it by either breaking the tower (reactivating 4 camps at middle when he least expects it) Or pushing your side lanes.
 
  
* ''' Balancing the 3 elements '''
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<h2> <div id="goblin_alchemist"> Goblin Alchemist </div> </h2>
:: Quick reminder, 3 elements are: Army, Income and Technology. The amount you should invest in each one depends greatly on which lane you play, and your enemies strategies, this is just a compilation of "rules of thumb".
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Goblin Alchemist also known as Blaster is a durable holder unit that can perform good on Lvl 7 and Midgame Levels, such as 12,14,15. Big weakness is the Lvl 1 Send, without a lot of kinggold you miss your 2nd Alchemist and will need to improvise. Most people would still risk this though. Another big weakness is that you need to save gold for a Blaster for Lvl 4 since Alchemists are really weak due to the Light Armor. Adding another weakness to the list, if enemy team spotted your Blasters they might send a Furb on Lvl 5, which causes them to need 2 Hits for the Creeps. For Level 7 there are several possibilties, you can either go for 3 Blasters, maybe even with some additions, which will hold pretty good or you go for only 2 Blasters and go for more ranged units behind, where you are able to invest more into Lumber research. 3 Blasters alone will hold Level 8 unless enemy sends here, which is possible Blaster got problems vs send on 8. For Lvl 10 you need to evaluate if your other units are good for this Lvl or not. Blasters alone are not very good since they suck at clearing Mass. If you reached midgame your units are finally useful again. Blasters are the best Lvl 14 Unit and they should not be underrated for 15 aswell. 17 and 20 they only function with a lot of aura and ranged support. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
:# Army: As long as the lane you are playing at is not secure (you haven't got it or it is swinging) you should invest in troops, waiting the least amount possible for research (always leave 1 unit that you could upgrade more before starting a research, technologies take more or less 1 minute to complete (they start at 45 seconds and increase as you research on), so always have 1 camp without upgrading when you start researching the technology (upgrade it when tech is halfway done), this way you keep minimal gold reserves.
+
: &nbsp;
:# Technology: Aim to be as technologically advanced as your enemy, or, at least have enough tech to keep your lane and counter whatever he is doing, for example, if he gets airplanes you will need at least machinegunners to hit air targets.
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{{#ev:youtube|8iooiDjYUb4|600|right}}
:# Income: You should always income the exact amount you can afford to, that is to say, if you have more gold than your enemy, or can keep the lane with less gold (without a technology or having a good counter build), be careful to not overmarket, but not incoming at all is a lousy decision too. Usually you won't need all the materials you get from bottom, sell the ones you can't afford to use in markets.
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Good Mid- and Lategame</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>Slow Pusher, 8</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Crab, Heli, Other Auras, Good Range Units in the Back</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>180</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>360</td><td>2/0</td></tr>
 +
<tr><td>3</td><td>400-440 (360)</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>580-660</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>5</td><td>760-880</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>6</td><td>980-1060</td><td>3/0 - 5/1</td></tr>
 +
<tr><td>7</td><td>1200-1280</td><td>3/0 - 5/1</td></tr>
 +
<tr><td>8</td><td>1200-1450</td><td>6/2 - 7/3</td></tr>
 +
<tr><td>9</td><td>1200-1450+</td><td>7/3 - 7/5</td></tr>
 +
<tr><td>10</td><td>1380-1800+</td><td>7/3 - 7/5</td></tr>
 +
</table>
  
* ''' Rushing lanes '''
 
*: Are you outincomed and outteched? Does it look like your sides will never push?
 
*: Your only option in this case is a rush, try to destroy the enemies' capitals by concentrating the entire firepower of your team on one lane, hoping to break their towers before they even notice what is going on, and destroy at least 2 capitals.
 
*: Basics are easy, if you rush top, bottom deactivates everything and masses siege units top, and middle helps as much as he can, all players must spend all the gold they have, deactivate all markets, sell all materials and sell all the camps on the opposite lane for a chance of it to work against good players, the lane you are not rushing will probably break, but that's ok, they will have only 1 player pushing there and it is unlikely they will break your capitals, and almost impossible they break them faster than you break theirs, at least with one player.
 
*: When rushing you should consider to add normal units to counter the units they will build in response to you trying to break their lane, if you are massing fire raiders, you can expect them to mass spears, so make a couple swords to go in front.
 
*: Watch your build limits! If your teammates cross their build limits, give them from yours. If you do, upgrade your build limit, it is a lot of income you lose if you dont.
 
*: Ideally, the lane you rush should be swinging towards your towers, whilst the other one you should be swinging towards theirs, that way they will take longer to realize what is going on on the lane you are not rushing (20 sec to 1 minute more with no defense at top, possibly), and the lane you rush will stack a lot.
 
*: Rushes are all in moves, if you rush and it doesnt work you might as well forfeit, you will have lost towers at the opposite lane, 25% of gold of the destroyed camps, you will have crossed build limits, losing income, spent gold on upgrading build limits and deactivated all your markets and lost all income. Rushes cost less to defend than to pull off, that is partly why they are so risky
 
  
* ''' Defending against rushes '''
+
<h2> <div id="pandaren"> Pandaren </div> </h2>
*: The most important part about defending is spotting the rushes early, and if you spot anything suspicious, (someone deactivating their camps, suddenly big upgrade, suspicious build or plenty camps added to a lane very quickly, just to name a few) yell like hell, you cant defend a rush alone.
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Pandaren are a solid early unit that is pretty similar to how Komodo is played. As Komodo they are solid on first 6 Levels but fall off on later stages of the game. They have great synergy with the Young Witch Doctor or the Overseer, but even without Auras you are good to go.
*: If spotted early rushes are actually quite easy to defend, as players on the other team will focus on siege units, whilst you can focus on unit countering tactics. Longbows are a good idea, they stay out of combat whilst providing a steady flow of dps, they will make your towers and melee units suffer all the damage, but after a couple of ticks you should have a large enough clusterfuck of archers to push back the lane, sometimes entirely for a good amount of time. If they build mounted raiders go horses for tanking and spears / longbows for dps, if they carrack rush, get invulnerables and a siege cannon or catapult on top, if longboats, penteconters, it is all pretty straightforward, and it actually doesn't matter what you add so much as long as you add something useful.
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Starting 2/0 as most Units only using 1 Pandaren 1 Frost Wolf, get a 2nd Panda for Level 2, add some more Frostwolves for Level 3 or some Aura if you have it. For Level 4 I like to get a 3rd Panda unless you got some aura already that makes you hold. For Level 5/6 you should have 3 Pandas + Aura or 4 Pandas, this is pretty solid and does pretty well even vs small sends. As many other units they suck Level 7 so push your lumber to alteast 7/3. With 7/3 you might be able to hold Level 8 aswell but after 8 it's the point where you should definitely start pushing towards 7/5 since your units do not have the greates impact at Level 10. Reroll after 8 to see if you get anything good to hold 14/15/17/20 or whatever you need since Pandaren are really prone in midgame stages and don't serve as a good holder unit here. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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: &nbsp;
 +
{{#ev:youtube|YXW0jue6vSU|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Solid Early Game</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>Blood Orcs, Dead Value in Midgame</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Young Witch Doctor, Overseer, Other Auras, Good Range Units</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>225</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>360</td><td>2/0</td></tr>
 +
<tr><td>3</td><td>405-450</td><td>3/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>540+</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>5</td><td>640-720</td><td>4/0 - 6/1</td></tr>
 +
<tr><td>6</td><td>640-720</td><td>5/2 - 7/2</td></tr>
 +
<tr><td>7</td><td>640+</td><td>6/3 - 7/3</td></tr>
 +
<tr><td>8</td><td>980-1060</td><td>7/3</td></tr>
 +
<tr><td>9</td><td>1100-1300+</td><td>7/3 - 7/4</td></tr>
 +
<tr><td>10</td><td>1200-1350+</td><td>7/5</td></tr>
 +
</table>
  
  
== Game Levels 20+ ==
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<h2> <div id="nightmare"> Nightmare </div> </h2>
=== Crossbows, Mounted Raiders and staggers ===
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Nightmares are one of the best early Yolo Units in my opinion. They function with a lot of auras, just like Young Witch Doctor, Ice Troll or Overseer.Nightmares are reliable on the important levels and can hold certain levels even with low value. I start off 2/0 with 1 Nightmare and a T1 or T2 if it's cheaper than 35g, but you can also skip it. Level 2 is the first point where you can go different ways. You can stay 2/0 and build up with something like a 80g unit, keep in mind that u need 215g for Level 3. Other possiblities: Go 3/0 if you have added somethign small already and pray enemy doesn't send here, or my favorite build where you start the 3rd wisp 15 seconds before the round starts to see if they send or not, so you can still cancel it if you need the Gold for 2nd Nightmare Level 3.  
* ''' Ranged Units '''
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P.S: The best addition is 2 Landmines for Level 2, build them 3 full spots behind Nightmare and you easily hold versus a Level 2 Send. The rest of the Nightmare Yolo is pretty obvious, get 2nd Nightmare Level 3, save some gold (not much) for Level 4 so you can get 3rd Nightmare Level 5, that's more than you need and you will be fine for Level 6 aswell. Stay 7/3 now if you want to hold Level 8,10 (you need good units for Level 10 obviously) or start pushing hard, so you leak Level 8 but might hold Level 9 again, about 1k Value holds here. Nightmare is not the best midgame unit but it could be worse. They perform good on 13 and 14, but for Levels like 15,17,20 you simply need something else. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
*: Longbows are a great and safe choice for bottom, but if you really want to outplay your opponent you need to take into account your other 2 range options, crossbows require more teching, while mounted raiders cost an extra 200 gold in the long run, and if you dont control bottom after you tech gunpowder, you can be in real trouble, however they do have quite some nice advantages.
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: &nbsp;
*: The main advantage of crossbows is their buffed health (+~ 150, 50%), extra armor (+2) and better armor type (heavy instead of light). They also have no minimum range, making them quite useful at middle, where a longbow needs to run away from an opponent to shoot it, a crossbow can stand its ground, although they do have shorter range. Crossbows are great tankers against enemy range units and spears, they even die slower to shock damage than longbows; but because of their low firing speed and short range they are very vulnerable to big clusters of enemies, their weakness is getting overrun by a lot of melee, specially horses and swords, they are also somewhat more vulnerable to splash damage if you build a lot of them, as they tend to stick together quite closely. All in all though, 2 crossbows beat 3 longbows, if no melee units are involved, and they cost the same. Leaving a late crossbow is also a good idea, it will protect your grenadiers from quite some splash damage.
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{{#ev:youtube|vQylcNwypyU|600|right}}
*: Mounted raiders are a little bit of a paradox, they are good to get if the enemy gets too little spears or too many, let me explain. Because of the armor type of ponies, they are really resistant to shock, making them a very useful option when your enemy has no spears, and if the enemy has many spears, you want to get your horses away from their melee and into the back, which you can do by making them ranged. The main advantages of ponies are their higher dps (highest for ranged units), fast attack speed, bonus health (+50), armor (+1) and resistance to ballista debuff. I would dare say the best ranged units on bottom lane, problem is if you do not control bottom lane you cannot upgrade them to dragoons, so if you see your enemy making horse archers ask middle for help and control bottom from 20 minutes until he gets machineguns.
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<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
+
<tr><td>'''Strength'''</td><td>Strong Early Game, especially 3, 5, 9</td><td></td></tr>
* ''' Staggers '''
+
<tr><td>'''Weakness'''</td><td>2, 4, 7, 10</td><td></td></tr>
*: Staggers are low level camps that arrive to the main lines after your main hit force, and act as a shield for your ranged units, usually peasants are added along the left middle to bottom line, if you add 4 to 5 peasant camps at different intervals you should be good to go and have a nicely staggered lane. People usually stagger to avoid splash damage, because peasants come slowly they are not vulnerable to the main splash damage of the first couple grenadier throws, making them extremely useful against them. You can also use horses to stagger or put a warrior just in front of your main force, so your troops avoid the first round of grenadier fire, this is actually a quite good strategy and not many players use it.
+
<tr><td>'''Synergy'''</td><td>All kind of Auras, Good Range Units, Landmine ;)</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>215-250</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>235-305</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>3</td><td>430-510</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>4</td><td>470+</td><td>4/1 - 5/1</td></tr>
 +
<tr><td>5</td><td>645+</td><td>4/0 - 6/1</td></tr>
 +
<tr><td>6</td><td>645+</td><td>5/2 - 7/2</td></tr>
 +
<tr><td>7</td><td>645+</td><td>7/3 - 7/4</td></tr>
 +
<tr><td>8</td><td>800-1100</td><td>7/3 - 7/5</td></tr>
 +
<tr><td>9</td><td>1000+</td><td>7/3 - 7/5</td></tr>
 +
<tr><td>10</td><td>1200+</td><td>7/3 - 7/5</td></tr>
 +
</table>
  
=== Wonder Analysis ===
 
* Ancient Wonders
 
:* Obelisk: Great, specially if you dont hold bottom, if you deactivate it it pays in around 5 minutes (at +20 gold per tick). Gives you 2 food, savage and income, (200+500+20 per 30 seconds) for 580 gold. Deactivates for 200g and 1% elite chance. Do not build it right at the start, you do not need the food it gives you, you lose 30 seconds of tech and you need to add 1 wonder builder to its original cost (75 + 1 food).
 
:* Lighthouse: I have heard some people argue that it is the best wonder in game, it pretty much guarantees top for at least 10 minutes. Gives you a galley, raider and trirreme (600+600+600), for 1125 g, and doesn't waste your building limit. Deactivates for 400g and 3.3% leader chance. Most players in public games rush this wonder, although 2 fast longboats with top going 4 or 5 galley can beat it. If you are against a middle that adds a lot of docks on his top side, use lighthouse to control lane swings.
 
:* Gardens/Colossus/Zeus: Excellent if you have 1 lane very safe and are confident your enemy cannot push it back, and intend to market it. Do not make those before you have at least 4 markets of a lane though, and make sure your enemy cannot push it with the 750g advantage he just got.
 
:* Great Wall: If your sides are too bad or you dont feel like fighting all lanes you can try to make this one on middle lane, just so your team can market it hard, otherwhise it is just a strong tower, good before metallurgy. Be sure you get gardens fast if you put your wall on middle, and make sure it is well defended. Tower before walling is a good idea too, as your enemy will try to get a tower up next to your workers before you can finish your wonder.
 
* Medieval Wonders
 
*: Leonardo's Workshop: University + a nice ballista + 4 food! Just the university and ballista pay for the wonder, and being able to research machinery before you finish education can be quite nice if you are trying to catch up on technology. Deactivates for 200 gold and 1.5% leader chance. Get it if you can, but make sure your top control is not compromised if you do.
 
*: Bazaar: Great if you are holding more than just 1 lane, or all lanes in general are swingy. Gives a lot of gold and is very powerful if you do not overmarket. Get it after you have 6 markets or more and again, be careful you do not do it too soon.
 
*: East Zipang Trading Company: Great asset, gives more gold than a regular bank on average, but costs less, make sure you get this one if you are holding as much as only 3 nodes. The more you hold the more you get so push those lanes hard.
 
*: Cathedral: Awesome if you have the extra cash to get it, its aura its better than a warlord's, but only do get it if you have the extra cash to spend.
 
*: Sun Tzus War academy: It is good for pushing against a massed force on mid (or help a noob bottom teammate), but then again why would you push against a massed force on mid, just outmarket your opponent in a different way. If your opponent doesnt have enough manpower on the lane he can just deactivate everything and leave you with 1.7k less for holding side lanes, if he has too much you will find it hard to push. The textbook counter to this wonder is to make the great wall on middle lane, you spend little gold more, and completely negate its effects, unless the other side manages to break your wall. In short the power it provides is good, but the money it costs can be spent in better ways and the counter to this wonder is frustratingly easy for good players. If you arent up against a good opponent and have plenty advantage, feel free to push middle or bottom with this wonder. Deactivates for 400g and 3.5% elite chance.
 
*: Iron Works: Although it does give you quite a lot of firepower for a reasonable price (3600 + 2 food for 2400), it is generally not worth adding to a lane, mainly because of the siege cannon, unless you have either incredible amounts of gold or want to rush. Deactivates for 400g 5.2% ec
 
*: Magellan's expedition: This one is good, but adding a couple submarines fast to top lane is both cheaper and more effective. Deactivates for 400g 5.8% ec
 
*: Mausoleum: Overpriced, clearly. if you treat a warlord as a sword and a half, its aura only costs 300 gold, and more importantly it is upgradeable. Mausolem costs 1400, giving you an aura on middle lane that you do not need, and it can't be upgraded. Don't get this one, at least not in the early game; if it is late enough for the fighting power of a general to be basically 0 and +2 armor to not give a significant increase in durability, you might consider deactivating both your generals at the side lanes and doing maus for a quick 2k cash injection. Only do it if your bottom player has at least tanks though.
 
  
* Industrial and Modern Wonders
+
<h2> <div id="dwarven_engineer"> Dwarven Engineer </div> </h2>
:* Transcontinental railroad: Very good aura, low price, get this one as soon as you can.
+
Dwarven Engineer is one of the best Units of LegionTD caused by its outstanding early game and usage in midgame stages. It can be combined with many good units or Auras to make it even stronger in early- or midgame stages. I will talk about the safe start since there are different ways on how to start with this unit, but I prefer this one: Starting 3/0 and doing 3 Small Goblin Scientiest and 2 Dwarven Engineers in the back.
:* Panama Canal / General Mills / Hoover Dam: Usually it is very late in the game when you can get these wonders, and they are very expensive, unless your sides have whored income and you want the game to last an hour and a half, dont get those.
+
You can send for 1 Income Level 2 here, but that's optional, without sending you will only up 1 more Dwarven Engineer for 2, otherwise you add another T1. Level 3 should bring you somewhere between 320 and 370 value depending on you expecting a send or not. I like to get 460 Value for Level 4 since it can be very random how much you hold with 420 or 440, therefore I get 6 Dwarven Engineers and 1-2 small ones here. Don't build for Level 5 at all and get 510-560 Value for Level 6, after this you should be 7/4 and use 15/15 on your farm. I like to save gold here to get a mutant for 8, but it depends on the amount of king gold on whether you got some feed earlier. So if you can't get it, combine it with some other units, if you can, up 1 Mutant and Juice it for Level 8,9. Also push 7/5 if you have the chance to since you don't hold anything on 10. Important for midgame stages is that you should up as many Mutants as possible if you don't have any of the strong Tank Units to help you. Also 1900-2000 Value holds 12 without juicing usually. If you passed your weaknesses on 13,14 you can be a really good holder 15 if you juice and you are the owner of the best Level 17 Unit aswell. Remember to juice on the levels you expect a send on. It will be worth. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
:* Rock and Roll: Good, but be sure you have enough gold to defend and hold your lanes, specially powerful if you have cathedral with bonus armor and damage.
+
: &nbsp;
:* Big Ben: Gold could be better spent, be careful with submarines and divebombers on the lane if you get this. Too expensive. Deactivates for 400g 8.6% ec
+
{{#ev:youtube|nr4r5HWkZ4A|600|right}}
:* Interstate Superhighways: This wonder pretty much guarantees bottom, very good value for the tank, 50 income and a railway station (very helpful if you didnt get the transcontinental railroad) Deactivates for 200g 6.4% ec
+
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
:* Statue of Liberty: This one is very nice, the price is low and its power is VERY strong, specially when you make it cast heal manually on your most important units, like a heavy tank on bottom or a striker on top.
+
<tr><td>'''Strength'''</td><td>Strong Clear 1, 2, 3, 4, 6, Strong Pusher, 17</td><td></td></tr>
:* Maginot Line: Strong cheap tower, good for defending against rushes, blocking middle lane, or stealing it from enemies so they cant defend.
+
<tr><td>'''Weakness'''</td><td>Sucks Level 5</td><td></td></tr>
:* Eiffel Tower: Weak bunker with a real strong aura, makes your units a lot stronger, nice for defending and is cheaper than maginot.
+
<tr><td>'''Synergy'''</td><td>Egg, Polar, Tot, Helicopter, Hydra, ToK, Hades</td><td></td></tr>
:* Manhattan project: If you went -nukes mode this one is a very good one, otherwhise you cannot even build it so dont even bother with its technologies.
+
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>200(140)</td><td>3/0 - 3/1</td></tr>
 +
<tr><td>2</td><td>250-270(200)</td><td>4/0 - 4/1</td></tr>
 +
<tr><td>3</td><td>370-390(300)</td><td>4/0 - 5/1</td></tr>
 +
<tr><td>4</td><td>420-460</td><td>6/1 - 6/2</td></tr>
 +
<tr><td>5</td><td>420-460</td><td>5/3 - 6/3</td></tr>
 +
<tr><td>6</td><td>510-560</td><td>5/3 - 7/3</td></tr>
 +
<tr><td>7</td><td>510-560</td><td>7/4</td></tr>
 +
<tr><td>8</td><td>810+</td><td>7/4</td></tr>
 +
<tr><td>9</td><td>900+</td><td>7/5</td></tr>
 +
<tr><td>10</td><td>1200+</td><td>7/5</td></tr>
 +
</table>
  
=== Wall on middle ===
 
: The main idea behind this strategy is to give your teammates and yourself a constant market lane while sometimes swinging the side lanes of the opponent. You will build the great wall on the hill closer to the opponents capitals on the middle lane, leaving them with only 1 node.
 
: Why on the hill? Ranged units have a percentage chance to miss units that are on top of hills, if you set up your defence there you have quite the advantage, if you set it more forwards it would be easy to break, their units will reach faster your wall and stack easier, and if you decide to build the great wall in front of the middle node, you will be the one shooting uphill.
 
: Start by activating everything you have on your middle lane, it is good if you overpower your opponent, but not completely necessary. You will sneak your workers past the fight of middle, and start building your great wall on the hill. If your enemy is smart he will have rushed with his workers to his hill as soon as he saw yours, he will try to get up a tower while you are building your wall to snipe your workers, this is why you should attempt to hide them and hope for the surprise element, if you have it, there is a good chance you wont need a tower to protect your workers, otherwhise dont start building the wonder right away but add a tower first instead.
 
: Building the great wall costs a great deal of gold (if you build it with more workers more so, and the more damaged it gets the more it costs), so be prepared to lose your sides for quite a while, be careful with this, the enemy can try to outmarket you as he will have 6 nodes and you only 3, at least just after you finished the wall.
 
: Remember to build hanging gardens as soon as you can, there is nothing more frustrating than your enemy stealing them when you have them 80% completed. This is actually a great counter to your great wall, steal hanging gardens, go bazaar and hold your sides, your enemy will have less income, gold, and no materials to market harder than you. But do not let him keep the entire middle lane for longer than 20 minutes, his wall will have paid off by then.
 
: Another counter that works against some players is to do a delayed camp, one that goes first up to your boats and then below to middle lane, if you do it right your enemy will be holding 2 nodes instead of 3 every tick. This is really easy to counter though, so dont expect to steal 15 minutes of income with it.
 
  
=== Markets, Bank, And Opportunity costs ===
+
<h2> <div id="prisoner"> Prisoner </div></h2>
: The concept of Opportunity costs simply means that depending on how you can use your resources, the costs of your choices will be different.
+
Prisoners are a solid start that can be the foundation of an either strong income game for you or a semi-hold transitioning into a good value for midgame stages. They function very well with almost every ranged unit behind it, for example Phantom, Revenant, Infantry or Nightsaber are really good additions to prisoners. Prisoners are being started off like Phantoms, you get 2/0 and place 2 of them, send for 6 Income and get a 3rd one, if enemy sent already you can stay on 3 Prisoners for Level 3 and 4, otherwise get a 4th one and you're a brilliant holder vs Level 3 send. For 5 I like to mix them with ranged units or just get 5 Prisoners or up 1 to a Maverick, on 6 I usually just add sth like T1 or T2 in front to tank a bit. With some early feed you can easily go 7/4 before Level 7, otherwise I recommend 7/3 to hold Level 8 aswell, 1k Value should do their job here. For Level 10 you just have to evaluate if you have other towers for it or if you want to push to 7/5 instead. On Midgame stage Prisoners and Mavericks are not more than average, don't build any more of them unless you really got nothing else to build. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
: For example, it seems rather obvious that a materials market is relatively more expensive if you have to buy the materials needed to make it and relatively cheaper if the best thing you can do with your spare materials is sell them.
+
: &nbsp;
: What I am getting at is even though the fixed costs of all the markets are the same, the real costs vary depending on the situation. If you are holding middle lane, got your medieval capital and killed your very first worker for extra food, the cheapest markets you can get right now are food markets, and then probably materials ones; since you have free food, and probably spare materials.
+
{{#ev:youtube|Ik-7xYV2FaA|600|right}}
: This is why I hardly ever make more than 1 top (or food), market early as a side, early on in the game 100 gold more or less on your lane has a lot of a bigger impact than later on, trade markets are more expensive relative to materials markets.
+
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
: You actually use this concept all the time, if you have 1 materials market active and 1 trade inactive, but you are keeping top lane and have 15/15 food, you will swap, the opportunity cost of having a materials market active is that you cannot have your trade one active at the same time, and that is greater than its benefits.
+
<tr><td>'''Strength'''</td><td>Good early Tank, Solid 1-4, Good 8</td><td></td></tr>
: Now, even though the most expensive markets in these terms are trade markets, they are also the most flexible, deactivating a food market only gets you 75% of the gold and materials you used, but not that granary you needed to build; and deactivating materials ones means you need to go through the 0.75 exchange rate of materials to gold to actually be able to retrieve their cost. Because of this, trade markets are possibly the only ones that pay to be deactivated (even if you do not use food) when you havent got top lane to fill your bank.
+
<tr><td>'''Weakness'''</td><td>Can be unlucky on 5, 6, Dead Value in Midgame</td><td></td></tr>
: Markets pay more or less from 4 to 12 ticks, depending on the resources you used to build them, and assuming an average of 11-12 gold per tick. Trade markets deactivate for 112g 37m 1f > in gold terms 139g - 258g (depending on if you sell or use materials and use food for something else)
+
<tr><td>'''Synergy'''</td><td>Good Range Units</td><td></td></tr>
:* Food markets 37g 37m 2f > 64 - 264
+
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
:* Mats markets 37g  97m 1f > 109g - 258g
+
<tr><td>1</td><td>250</td><td>2/0</td></tr>
+
<tr><td>2</td><td>375</td><td>2/0</td></tr>
: The cost of markets can be approximated to 300g, so in the best of cases, they pay off in less than 5 ticks (at +18g/tick), that is if you use all the materials and food they give you but a more realistic estimate would be from 7 to 11 ticks.
+
<tr><td>3</td><td>500(375)</td><td>2/0 - 4/1</td></tr>
+
<tr><td>4</td><td>500(375)</td><td>4/1 - 6/2</td></tr>
: For a bank is much easier to work out
+
<tr><td>5</td><td>625-670</td><td>5/1 - 6/2</td></tr>
:: 375 banking + 100 food + 500 bank + 1000 reserves = 1975 cost, you can deactivate it for 1000, 1975 - 1000 = 975 real cost
+
<tr><td>6</td><td>670-710</td><td>6/2 - 7/3</td></tr>
:: 975 / 100 = 9.75
+
<tr><td>7</td><td>795+</td><td>7/3</td></tr>
:: 10 ticks payoff period if you keep above the 1k mark
+
<tr><td>8</td><td>1000+</td><td>7/3</td></tr>
+
<tr><td>9</td><td>1000-1200</td><td>7/3 - 7/5</td></tr>
: For a stock exchange
+
<tr><td>10</td><td>1300-1600</td><td>7/3 - 7/5</td></tr>
:: 600 + 100 + 1000 +2000 = 3700 cost, 1700 real cost
+
</table>
:: 1700/250 = 6.8
+
:: 7 ticks
+
+
: And both bank and stock exchange dont require your team to hold any nodes for the income, and you can have "half" of them deactivated, they are much more flexible than markets. So I should bank as soon as I can? No, no, no no and No, screw you. If you spend 1975 as soon as you can you will lose your lane and your team will be losing 3 times as much as what you make with your silly bank. but the same applies to marketting, do not make 50 markets just to lose your lane, first keep the lane, then market with your extra gold.
+
  
  
== Whole team strategies ==
+
<h2> <div id="grizzly"> Grizzly </div> </h2>
=== Pony Rush ===
+
Grizzly is a powerful holder for early and midgame stages with only a few exceptions. Note that Grizzly 1-hits Level 1-4 and Greymane 1-hits Level 5+6, this will be useful later on to determine how much you have to build on certain levels. You start with 1 Grizzly and a T1 or T2 and save atleast 60 gold here so you can get a 2nd Grizzly Level 2. This also means you have to stay 1/0 during this time. If enemy sent Level 1 or 2 you can stay on 2 Grizzlys and your T1/T2 throughout Level 3 and 4, push all you can until the end of 3, you have to get a greymane for Level 5 in order to hold your lane, this should get you to 600+ value and around 5/1. If your team is really weak Level 5 you can also go for 2 Greymanes here. Same build holds Level 6 aswell so you can push around 7/2 to get another greymane Level 7. This will help you clear a good amount of this level. Level 8 is your biggest weakness, try to get some ranged units in addition, after Level 8 you should push to 7/5 unless you try to hold Level 10. Level 9 is no problem with atleast 1000 value so you don't lose that much gold in the early stage overall. This build will lead you to having a good midgame unit with decent value to maybe even hold 14/15/17 if you got fed early or rolled some good auras. Best aura surely is Overseer since Greymane is a strong damage dealer and it keeps him alive for much longer, also look out for Troll Champion or Tree Of Travel since Greymanes tend to walk around a lot. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
* Set-up: Make sure you have good communication with all allies. A good rush can be devasted by not having coordination. Everyone must be on board and willing to go all in. If anyone holds back, the enemy can defend with ease.
+
: &nbsp;
: The best rush is the one most disguised. Surprise wins games. Unfortunately, the Pony Rush has a huge tell right from the first tick. There are ways to sell it better, but this is not a guide on how to sell a rush, but how to complete one.
+
{{#ev:youtube|qjriiGCDQ_M|600|right}}
* Steps: Everyone starts first tick by queueing 2 techs at their capital and building 2 spawns. If you are middle, you can make them at top to hopefully win the lane or at least make it seem more legit. Bottom and top try to get 9 spawns as soon as possible, but always tech. You MUST NOT STOP teching. Same goes for middle, but middle must have the middle lane long enough for allies to get 9 spawns. Top and bottom should upgrade a few units. Bottom should make 2 axes and entice the enemy to making horses. After writing is complete, top and middle queue Stirrups while bottom queues Iron Working. At 6 minutes, top and middle should start constructing camps on bottom. I prefer to make them below and behind the bottom tower as this will tend to focus all units on the enemy bottom tower when your force arrives. However, if the enemy has your lane pushed on bottom, build the camps out of sight. MAKE SURE TO DEACTIVATE THE CAMPS once they complete! At 6:30 reactive them and upgrade top and mid camps to horses, then deactivate them before 7:00. After the 7:00 tick, activate and upgrade to mounted archer as many as you can (3 each) and start making a fourth each. Bottom at 7:00 should make 3 swords and then begin on making the rest of his force into swords or knights as needed.
+
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
: That's it. If done correctly, the enemy will know you are up to something fishy as top hasn't pushed hard recently (if you can manage to swing top a few times before 7:00, they will have less ideas about your plans). If bottom lane is at your side when the rush starts, you will have a much higher chance of succeeding than if you have bottom pushed to their towers. If the enemy fights on bottom lane, you have a much higher chance of success as well.
+
<tr><td>'''Strength'''</td><td>Lvl 3,4,5,6 + 15,17 with good Auras</td><td></td></tr>
: Warning: Rushes are "All-in" moves. Once attempted, there is no turning back. You cannot recover and over market an enemy. Once you decide on a rush, you and your allies must dedicate to it. It is do or die.
+
<tr><td>'''Weakness'''</td><td>Lvl 1,8,10, Requires Auras to be midgame compatible</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Overseer, Crab, Other Auras, Good Range Units</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>220-240</td><td>1/0</td></tr>
 +
<tr><td>2</td><td>360-420</td><td>1/0</td></tr>
 +
<tr><td>3</td><td>420-490(360)</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>420-490</td><td>4/1 - 6/1</td></tr>
 +
<tr><td>5</td><td>605+</td><td>4/1 - 6/1</td></tr>
 +
<tr><td>6</td><td>605+</td><td>6/2 - 6/3</td></tr>
 +
<tr><td>7</td><td>770+</td><td>7/3</td></tr>
 +
<tr><td>8</td><td>1000+</td><td>7/3 - 7/4</td></tr>
 +
<tr><td>9</td><td>1100+</td><td>7/4 - 7/5</td></tr>
 +
<tr><td>10</td><td>1400+</td><td>7/4 - 7/5</td></tr>
 +
</table>
  
=== Sun Tzu & Catapult Rush ===
 
* Preface: A quick but very potent rush to end the game quickly.
 
* Set-up: It is very important that you are clear with your allies about this rush. Make sure to disguise it for as long as possible. When you rush you go all in.
 
* Steps: Start as middle, by making two camps middle and teching. Top and bot play standard for now. Make sure to keep teching and ensure your sides both have maxed (9 camps/docks). Ideally your bot wants 4 longbows and 5 melee for this rush to work, telling your bot to go for this composition is a good move. Make sure that you do not construct any wonders like the Obelisk or the Lighthouse, they will not be beneficial to your rush. Top can upgrade a few docks and only needs to tech stirrups. When you start teching with your library tech masonry, feudalism, currency, iron working, leadership and mathematics. Get around 4 or 5 workers. When leadership is done, deactivate your units middle and start constructing the Sun Tzu War Academy. If the enemy has pushed the bot lane to your towers, be sure to build it out of sight. If you have more than 350 materials it is beneficial to build a Trade Market and sell the 300 materials for extra gold. When your Sun Tzu War Academy is around 50%, let your top lane deac his lane and go all-in bot with Mounted Raiders. If you have teched non-stop your top should deac his docks at 10:31. When your Sun Tzu is done, add catapults. Make sure to deactivate your units mid or keep one camp for the first food circle. If your top lane got wiped very quickly it might be a good idea to tech construction. Normally this isn't a necessity. Keep adding bot and watch top for big longboat stacks. If you aren't going for this strategy it is possible into transition to this a bit later, however it will be less potent. I've added a replay file with this link so you can see this rush in action. Good luck!
 
  
 +
<h2> <div id="spawnofdragon"> Spawn Of Dragon </div> </h2>
 +
Spawn Of Dragon is one of the less seen holder units on the 1200+ bot, this doesn't mean you should underestimate it. Spawn has eminently strengths on key levels like 1, 3 and 7. You can hard yolo this unit or play it as a holder where I will talk about here.  U start off with just 1 Spawn and hope for a warrior send, if not get some t2 t3 or t4 added, depending on what you got. Note that 1 Spawn easily holds unless they send you a Furb. If you expect a Level 3 send, get around 400-450 value, more is not needed since Spawn Of Dragon is really strong here. 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. Level 8 is not really their strength which is not a mystery but they actually do pretty decent if you have around 1100-1200 value, push full 7/5 here if you don't want to hold Level 10, better feed your team some money. 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 27. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|hsyPLcKiVcw|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Good on key Levels 1,3,7 + Strong 20+</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>Needs strong range Units</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Auras, Needs ranged Units or Overbuild to hold 4,5</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>265</td><td>1/0</td></tr>
 +
<tr><td>2</td><td>265-365</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>3</td><td>315-415</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>4</td><td>530+</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>5</td><td>700+</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>6</td><td>750+</td><td>4/0 - 5/2</td></tr>
 +
<tr><td>7</td><td>950+</td><td>4/0 - 7/2</td></tr>
 +
<tr><td>8</td><td>1000-1200</td><td>6/1 - 7/3</td></tr>
 +
<tr><td>9</td><td>1200+</td><td>7/3 - 7/4</td></tr>
 +
<tr><td>10</td><td>1400+</td><td>7/4 - 7/5</td></tr>
 +
</table>
 +
 +
 +
<h2> <div id="archer"> Archer </div> </h2>
 +
Elite Archer is the most beloved starting unit. It's easy to learn and actually not that hard to master aswell. Start is simple, 1 Elite Archer while pushing 2/0. Add a T1 vs Warriors if you got something good to block (Gnoll Warrior, Hatchling, Ent). Go 4/0 for Level 2 while adding a small archer in front. 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. You can be 6/3 or 7/3 here in a good scenario. This way you add 2 more small Archers for Level 6, otherwise just stay on 3 Elite. Get 7/4 and build rest for 7 so you clear some creeps atleast here. From this point, many people just straight push and don't even try to hold Level 10. Archers have a great potential though for 10 so I usually try to hold Level 10 with 7/4. 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 2-3 bosses, don't expect a lot of mid leaks, that usually does not happen. If you had a good early game with maybe some feed involved you should be 7/6 at arena with 120+ Income and around 1700-2000 value. If you don't have any decent mid game units like Tok, Hydra or Hades, Mutant etc. you should keep massing Archers till the Level enemy is sending. They are great for 13,14 and actually not too bad for Level 15 aswell if you just mass them. For 17/18  a decent value can be good aswell, but it always depends on whether you get Behemoth/Kraken because they slow down the killing speed by a lot. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|C3NWjOPGDes|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Solid on almost every early wave 13, 14</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>Blood Orcs on 3,5 + 15, 17, 20</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Polar Bear, ToT, ToK, Hades, Hydra, Auras</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>205</td><td>2/0</td></tr>
 +
<tr><td>2</td><td>255</td><td>4/0/td></tr>
 +
<tr><td>3</td><td>410</td><td>4/0</td></tr>
 +
<tr><td>4</td><td>460</td><td>6/1 - 5/2</td></tr>
 +
<tr><td>5</td><td>615(510)</td><td>5/2 - 6/3</td></tr>
 +
<tr><td>6</td><td>615-620</td><td>7/3</td></tr>
 +
<tr><td>7</td><td>665-820</td><td>7/4</td></tr>
 +
<tr><td>8</td><td>820-1020</td><td>7/4</td></tr>
 +
<tr><td>9</td><td>1100+</td><td>7/4 - 7/5</td></tr>
 +
<tr><td>10</td><td>1400+</td><td>7/4 - 7/5</td></tr>
 +
</table>
 +
 +
 +
<h2> <div id="yggdrasil"> Yggdrasil </div> </h2>
 +
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. Commencing with a single Yggdrasil you need to stay 1/0 for Level 1, think of what you're gonna add for Level 2 and 3, 1 Ygg can hold Level 2 but the risk is of getting a send is pretty high, so you might not want to risk it. Level 3 needs around 420+ value unless you got a captain and don't expect send, same for Medicine Man, both hold Level 3 with Ygg. Against a send you need to overbuild here, since Ygg will 2-hit if there's a Furbold on your lane, also keep at least 90 Gold in your pocket, with Level 4 Bounty and 6 Income it will give you enough for another Ygg Level 5, so plan ahead, if you even aim for 4 Yggdrasil I recommend to stay on 3/0 and save more gold. Same Units that hold Level 3 will also hold Level 4. Ygg can almost solo this Level. As said 2nd Ygg for Level 5, 3rd Ygg or some additions for Level 6, Ygg is pretty weak here and then the 4th or 3rd Ygg for Level 7. 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. Otherwise just push 7/5 or 7/6 as soon as possible. Yggdrasils can recover in mid-game with the usage of Tree Of Knowledge, read more on the seperate guide on Tree Of Knowledge. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|0T5pdjiivjA|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Strong holder 5, 7, 8</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>2, 3, 6, 10</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Bottom Feeder, Young Witch Doctor, Auras, Good Range Damage</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>290</td><td>1/0</td></tr>
 +
<tr><td>2</td><td>290-420</td><td>1/0 - 3/0/td></tr>
 +
<tr><td>3</td><td>420-515</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>420-515</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>5</td><td>710-870</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>6</td><td>870-970</td><td>3/0 - 4/1</td></tr>
 +
<tr><td>7</td><td>1000-1260</td><td>3/0 - 6/1</td></tr>
 +
<tr><td>8</td><td>1000-1260</td><td>7/2 - 7/3</td></tr>
 +
<tr><td>9</td><td>1100+</td><td>7/3 - 7/6</td></tr>
 +
<tr><td>10</td><td>1300+</td><td>7/3 - 7/6</td></tr>
 +
</table>
 +
 +
 +
<h2> <div id="tree_of_knowledge"> Tree Of Knowledge </div> </h2>
 +
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 180 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.g. when you had Bottom Feeders and sold them but the leak won't be significantly. 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 213 HP. That's why some ranged dps in the back or some aura can really help you. Level 8 has below 200 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. You could add another Yggdrasil for example, Tree Of Knowledge is able to kill a Level 10 Boss pretty often and if you even got 2 Tree Of Knowledge, you will be able to clear all the Wyverns as they have below 400 HP. All in all, Tree Of Knowledge is great for 11-19 as it provides strong waveclear, so your target is to get 3-4 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.  [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|W5VKxahdHD4|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Clears 6, 7 Strong 8, 9, 10 + Strong Midgame Clearing</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>Slow Pusher, 2, 3, Low Income on Fast Games</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Bottom Feeder, Captain, Ice Troll, Alpha Male, Nightsaber</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>290</td><td>1/0</td></tr>
 +
<tr><td>2</td><td>290-420</td><td>1/0 - 3/0/td></tr>
 +
<tr><td>3</td><td>420-515</td><td>2/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>420-515</td><td>2/0 - 4/1</td></tr>
 +
<tr><td>5</td><td>670-895</td><td>2/0 - 6/1</td></tr>
 +
<tr><td>6</td><td>670-895</td><td>5/1 - 7/2</td></tr>
 +
<tr><td>7</td><td>750-895</td><td>7/2 - 7/3</td></tr>
 +
<tr><td>8</td><td>900-1000</td><td>7/4</td></tr>
 +
<tr><td>9</td><td>1000-1150</td><td>7/5 - 7/6</td></tr>
 +
<tr><td>10</td><td>1300+</td><td>7/5 - 7/6</td></tr>
 +
</table>
 +
 +
 +
<h2> <div id="aqua"> Aqua </div> </h2>
 +
Aqua Spirit commonly known as Aqua or Water is part of the God Tier of LegionTD Yolo Units, its waveclearing allows the player to go for hard lumberjack very early in the game. You should start with 4 Aquas Level 1, going 3/0, I see many people that go for only 3 Aquas, by this you are super vulnerable vs Level 1 send and will leak more than the wisp is worth. If there was no send yet, get 300 Value Level 2, you can't get this value if you went 4/0 already, so you're basically vulnerable for 2 Levels in a row. I recommend to get 400 Value Level 3 if your team is good here and 450 if they are not. Without send, 350 Value are pretty likely to hold, but care for the positioning, you should always build them shifted in 2 Rows, beginning from the wall. A video describing the importance of Positioning might be linked HERE as soon as it is finished. 400 Value easily hold Level 4, even 350 can hold but it's pretty risky. I prefer to slightly underbuild for Level 5 and 6 to get the most out of my lumberjack early on, this means going 550 for 5 and 600 for 6, take care of your farm if you only build small Aquas. Don't build for Level 7 if you could push instead. 7/4 is the minimum, if you have the opportunity to go 7/5, do it! 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. With already 7/5 you are not very likely to do decent damage to bosses so don't be sad if you leak all 3 here, clearing mass and wyverns is more than enough. Your arena value should be decent while having 7/5 and 7/6 and it is not uncommon to have the highest income in the game at this point. 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 14. If enemy aims for a Level 18 send you can still up your Aquas.  [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|y3EHtQ5lV1c|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>Solid Yolo Unit, providing high income</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>7, 9, 10</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Polar Bear, ToT, Flying Machine, Other Auras</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>200(150)</td><td>3/0</td></tr>
 +
<tr><td>2</td><td>300(250)</td><td>3/0/td></tr>
 +
<tr><td>3</td><td>400-450(350)</td><td>3/0 - 4/0</td></tr>
 +
<tr><td>4</td><td>400</td><td>5/1 - 5/2</td></tr>
 +
<tr><td>5</td><td>550-600</td><td>5/1 - 6/2</td></tr>
 +
<tr><td>6</td><td>600-650</td><td>6/3 - 7/3</td></tr>
 +
<tr><td>7</td><td>700+</td><td>7/4</td></tr>
 +
<tr><td>8</td><td>730-900</td><td>7/4 - 7/5</td></tr>
 +
<tr><td>9</td><td>1000+</td><td>7/5</td></tr>
 +
<tr><td>10</td><td>1300+</td><td>7/5</td></tr>
 +
</table>
 +
 +
 +
<h2> <div id="harlot"> Harlot </div> </h2>
 +
Harlot is a pretty underrated unit that has the best holding qualities for Level 7, many people struggle though on how to play them. It's important to start as 1/0 and to note that 1 single Harlot does not hold Level 1, so you need to add a T1 or T2. Take care that you get 180 Gold on Level 2 to get a 2nd Harlot, this was the most important part of it already. If you expect a level 3 send you can add some more small units. Be sure to add a 3rd harlot for every following level, you need a 3rd one or massive adds for Level 4 since Harlot is not one-hitting this Level. They're also not one-hitting Level 5 so I recommend to get 4 Harlots here, if you want to go full holder, 7 harlots are the way to go but this will need some external feed by your team, you can still hold pretty confident with 6 Harlots and some small aura. In case of Immolation you should only get 5 Harlots so you hold your own lane atleast. Note that Harlots 2-hit Level 7 which is a huge advantage, but a Furb is making them 3-hit already which is a lot slower, still this is by far the fastest wave clearing on Level 7. If you're lucky with your aggro you might even have all Harlots surviving. Use the gold you got from holding to catch up with the lumberjack of your team. Many opponents cancel a Level 7 call after they see Harlots and go 8 instead, you are not a Level 8 holder, Harlots can even leak this Level with high Value. So that's basically their main weakness. If you got decent backline you can try to hold Level 10 aswell, for example Zeus or Ranger are great additions for your harlots. Your Income will be far from good at arena stage but you did your best to help saving heals on Level 7 and maybe blowing some of the enemy heals instead. Harlots are weak midgame value so try to get strong Range Damage for the key Levels awaiting you there.  [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 +
: &nbsp;
 +
{{#ev:youtube|9matAtrb1Ac|600|right}}
 +
<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
 +
<tr><td>'''Strength'''</td><td>3, 5, best holder for 7</td><td></td></tr>
 +
<tr><td>'''Weakness'''</td><td>1, 4, 8, Weak Midgame</td><td></td></tr>
 +
<tr><td>'''Synergy'''</td><td>Young Witch Doctor, Overseer, Bottom Feeder</td><td></td></tr>
 +
<tr><td>'''Level'''</td><td>'''Value''' (if no send)</td><td>Aimed '''Lumber Ups'''</td></tr>
 +
<tr><td>1</td><td>210-240</td><td>1/0</td></tr>
 +
<tr><td>2</td><td>360-420</td><td>1/0/td></tr>
 +
<tr><td>3</td><td>440-510(360)</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>4</td><td>540-690</td><td>2/0 - 3/0</td></tr>
 +
<tr><td>5</td><td>720-850</td><td>2/0 - 4/1</td></tr>
 +
<tr><td>6</td><td>900+</td><td>3/0 - 5/1</td></tr>
 +
<tr><td>7</td><td>1080+</td><td>3/0 - 5/1</td></tr>
 +
<tr><td>8</td><td>1260+</td><td>5/2 - 7/2</td></tr>
 +
<tr><td>9</td><td>1260+</td><td>7/3 - 7/5</td></tr>
 +
<tr><td>10</td><td>1400-1750</td><td>7/3 - 7/5</td></tr>
 +
</table>
 
[[Category:Info]]
 
[[Category:Info]]
 +
[[Category:LIHL]]
 
[[Category:Game Guides]]
 
[[Category:Game Guides]]

Revision as of 13:01, 4 February 2016

Legion TD Building Guides - The following page is under construction.

The following guides have been composed by CreativeLP. For feedback, please post here.


Wolverine

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 20. Main weakness are ranged levels just like Level 8 or 12. Be sure to get good value for those levels if you want to avoid leaks. I suggest to start with 2/0 because it allows you to get 5 Blood Orc Warriors for Level 3 which is essential to hold against a good send, this is also enough to hold Level 4 and upgrading 1 Wolverine is often enough on Lvl 5. I suggest to up a Wolverine every round so you get 2 for 6, 3 for 7 and 4 for 8 if the amount of king gold allowed it. I usually stay 7/2 until the end of Level 8 to ensure that my value is able to hold anything on 10. You can push 7/3 after 8 because your value for 9 is definitely enough at this point. Level 10 should manifest 6 Wolverines or even 7 if you were holding some teammates leaks earlier. Level 10 Crits may not appear as you want to them, especially a big send can slow down your clearing enormous. But don't worry, Wolverines are good value for midgame Levels, especially with auras like Overseer or Troll Fighter they can kill Levels like 15,17 or 20 even vs good sends. So be sure to place down a lot of Orc Warriors, usually 2 full rows are good, then try to get as many auras as possible and you're on the safe side. Back to the top.

 
Strenght1, 3, 10; 15, 17 with auras; 20
Weakness8; 12 (depends on 10)
SynergyOverseer, Auras, Goliath, Hades
LevelValue (if no send)Aimed Lumber Ups
12402/0
23402/0
3500 (420)2/0
45004/1 - 5/1
5650-6905/1 - 6/1
6800-8205/2 - 6/2
7950+7/2
81100+7/2
91200+7/3
101500+7/3


Phantom

Phantoms are one of the best damage dealers without a doubt. They are picked for being a good early yolo unit and being super useful in midgame stages. Of course they also have a big weakness Level 10, don't expect them to kill anything there. Reason for being weak Level 7 and 8 is the Light Armor and the low amount of Hitpoints. They have a special start cause they require a Level 2 Send if you want to play it the classic way. You start 2/0 and place down 2 Phantoms, send for 6 Income to Level 2 so you get 125 again to build for Level 2. I suggest upgrading the middle one of your phantoms to a hellraiser for Level 3, they have a higher dmg and less cooldown, your remaining gold should be enough to even add a t1 in front of the hellraiser, this helps them surviving for a bit longer. You're safe for Level 4 and I would build another Phantom for Level 5, you can even add another t1 in front if you want. Same value holds Level 6. Try to get 7/4 here if you can, since you won't be good Level 7 or 8, except you have units like Polar Bear or Tree Of Time. You should get 7/5 by Lvl 9, 950 value of Hellraisers/Phantoms can hold this Level most of the time. Your Level 10 is one of the worst of all the LegionTD units so don't build for it if you can just go 7/6 instead, stay 7/5 if you have extremly good units for 14/15 or 17. For Midgame build up to 8 or 10 Hellraisers, add some tanky Units in front and some demon killers in the back, you need demon killers because Phantoms/Hellraisers can't attack Spell-Immune targets like Demon/Kraken/Behemoth, this should help you clear midgame levels pretty good. Back to the top.

 
Strength11-19 Good Early Yolo, Good Income
Weakness7, 8, 10, 20
SynergyBig Tanks in front, Demon Killers in the back
LevelValue (if no send)Aimed Lumber Ups
12502/0
23752/0
3505-5252/0
4505-5254/1 - 5/1
5630-6504/2 - 5/2
6630-6505/3 - 7/3
7755+7/3 - 7/4
8885+7/4 - 7/5
91000+7/4 - 7/5
101300+7/5


Hydra

Hydra is a very useful tanky ranged unit mainly used to hold 15 and 20. Although the start isn't as strong as other units, Hydra is definitely useful in mid and late stages of the game. It synergizes with the Bottom Feeder, because a Hydra is expensive and u want to save for it Level 5, aswell as Auras that support the Hydra in damage dealing or surviving just like Helicopter, Ice Troll, Witch Doctor. You start with a Sea Giant, keep in mind that the Sea Giant alone does not hold Level 2, so you need to plan ahead a bit. Don't overpush after Level 3 since you need to save 140 Gold here, with 6 Income and holding Lvl 4 you will get +200 Gold there so you can get your Hydra Upgrade for 340 Gold for Level 5. You don't need the Hydra earlier, because a Sea Giant and 120-150 bonus value are enough to hold Level 4. Your Lumberjack should be somewhere 2/0 and 4/1, which is not much but now it's time to push for you. You can get up to 7/3 until Level 7 if you want to. If you get extremely good units for Level 10 you can even stay 7/2 to ensure you hold more creeps on Level 7,8 so you can gather up more Value for 10. Sometimes it is good to add a Sea Giant for 8 so you are able to get 2 Hydras for Level 10, but in terms of focusing Level 10 Bosses it is better to have the damage behind the Hydra. If you did good you can have up to 1800 value on Level 10 and hold your lane + some bosses in mid, always depending on the units you got and how slow the game was / leaks etc. If you made it past Level 10 push 7/5 or even 7/6 regarding your teams' future plan. What you want to do now is getting more Hydras if you expect a send lvl 15 or 20 or getting a lot of Ranged Damage behind your Hydras. Why behind? Although Hydra is Ranged it is one of the tankiest units in the game, based on Value/Gold so you want to be sure they tank while your damage dealers do their best. Back to the top.

 
StrengthGood Mid- and Lategame
WeaknessSlow Pusher, 8
SynergyCrab, Heli, Other Auras, Good Range Units in the Back
LevelValue (if no send)Aimed Lumber Ups
1280-3001/0
2340-4001/0 - 2/0
3410-5202/0 - 4/0
4410-5204/1 - 5/1
5675-6905/1 - 6/1
6690-7506/2 - 7/2
7900-10007/2
81100+7/2 - 7/3
91300+7/3 - 7/4
101500+7/3 - 7/4


Infantry

Infantry is the base for 2 important units, Pyro and Zeus. While Pyro is an overall good early yolo unit, the Zeus is mainly used to clear Level 10. You start off by placing 1 Pyro and going 2/0. For Level 2 you can build various ways, if you only place 1 Infantry, a Furbolg-Send can make you leak a lot of creeps. So you either stay 2/0 until you know if they send or not, or you add a second Infantry in the back, because it will make you hold much better. For Level 3 you can up to another Pyro or build a Zeus already. Same Units also hold Level 4, 2 Pyros would be enough here. For Level 5 you should get 3 Pyros, 2Pyros 1 Zeus or even another Infantry added to this. First 2 options are often based on your aggro, so if you're unlucky you leak. Same Units hold 6 aswell so you can push your lumber, I highly prefer to stay 7/2 to get more value similar like Wolverines, but that's your decision. Both Pyro and Zeus are not very good Level 8 so here's the reason why I stay on 7/2 often. After this Level you should be able to push since Pyros are pretty good Level 9. Get as many Zeus as you can for Level 10. I don't guarantee for you to hold Level 10 since it's always a matter of Placement, Boss Spawning, Number of Sends, so just too many influencing factors. For Midgame it is important to know that Zeus are pretty much useless after 14, their main use is to add them as demon-killers behind big tanks or phantoms. Back to the top.

 
Strength6, 7, 10 Good Midgame with Tanks/Auras
Weakness8, 15, 17
SynergyCrab, Heli, Polar Bear, ToT, Auras, Hades ToK
LevelValue (if no send)Aimed Lumber Ups
12302/0
2350(290)2/0 - 3/0
3520(460)2/0 - 3/0
4520(460)4/1 - 5/1
5675-6905/1 - 6/1
6690-7506/2 - 7/2
7900-10007/2
81100+7/2 - 7/3
91300+7/3 - 7/4
101500+7/3 - 7/4


Revenant

Revenants are not known for being one of the best yolo units in the game. Nevertheless they can be very useful on key levels. First of they can challenge top yolos if you got the Egg Sack or Polar Bear for extra utility. Speaking of the Revenant as itself, they are strong on early Levels, expcept for 3 and 6 where u got the armor disadvantage, while they are pretty bad on 7 and 8. 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 600 Value, if enemy sends a blood orc you can't do much about it since Revenants are not tanky at all. For Level 6 over 700 value is recommended. Don't try to hold anything on 7 or 8, you got 2 options here though. First one is you value up for 7,8 to need leak that hard so you get value to do good on 10 or you yolo a bit harder and try to manage getting about 1000 value for 9 so you get this bounty atleast. Revenants are decent Level 10 but not more, if you want them to be more than that you need a good tankline which means lots of Ogre Bashers, Polar Bear or Magnataur or even some bigger units. Otherwise your Revenants will die pretty quickly without dealing too much damage. Speaking of Midgame, Revenants will leak Level 12 unless you got really good value, also Revenants are often used to scare of an enemy send on 15. They are one of the best units for this Level but they only clear the Wave pretty quick, when it comes down to killing a Behemoth or a Demon they are much slower and leak those even with decent value. Back to the top.

 
StrengthGood DPS, 2, 4, 5, 9, 10, 15
Weakness3, 6, 8
SynergyEgg Sack, Polar Bear, Ogre Basher, Good Tanks, Helicopter
LevelValue (if no send)Aimed Lumber Ups
12402/0
2300-3402/0 - 3/0
3440-5202/0 - 3/0
45004/1 - 5/1
5640-6705/1 - 6/1
6740-7705/2 - 6/2
7800+7/3
81000+ 7/3
91200+7/3
101500+7/3


Komodo

Komodos are an average yolo unit that has a decent early game. They are the slowest Level 1 Killer because of their Submerge Ability. This ability will let them disappear for a short time, especially on Level 1 this causes the level to end much later than usual. So if your team wants time, try komodos. Otherwise it's pretty similar to Pandaren or Goblin Alchemist, you get 1 Komodo on first Level while 2/0, get a second one on 2 and if you don't expect a send on Level 3 you don't need to add much to it. For Level 4 I recommend 3 Komodos, since Komodos are 2Hitters here like many other units so they require some overbuild here. If you don't have anything to add then 4 Komodos for Level 5 and 6 is the best way. Units you can add to Komodos are mostly Auras or overall good ranged units, I prefer the Young Witch Doctor because the komodo fights take pretty long so his aura is doing work. As always don't try ot overbuild for 7 since you are not pretty good here, if you stay 7/3 you can hold pretty much of Level 8 as share damage pretty good. I prefer to push to 7/5 with Komodos as long as I don't have units to hold Level 10, so leaking Level 9 is not really a shame. Komodos are weak 10 and unfortunately not good at midgame either, the upgrade of the komodo isn't very good aswell, so just stay with the Komodos you got and reroll for anything midgame relevant. Back to the top.

 
Strength3(if no Furb), 5, 8, Ability: Submerge, Slow Killing
Weakness1, 9, 10, Pretty dead value in Midgame
SynergyYoung Witch Doctor, Crab, Good Ranged Units
LevelValue (if no send)Aimed Lumber Ups
11802/0
23602/0
3390-5202/0 - 4/0
4540+4/0 - 4/1
5620-7205/1 - 6/2
6740-7706/2 - 6/3
7800+7/3
81000+ 7/3
91100+7/3 - 7/4
101300+7/4 - 7/5


Goblin Alchemist

Goblin Alchemist also known as Blaster is a durable holder unit that can perform good on Lvl 7 and Midgame Levels, such as 12,14,15. Big weakness is the Lvl 1 Send, without a lot of kinggold you miss your 2nd Alchemist and will need to improvise. Most people would still risk this though. Another big weakness is that you need to save gold for a Blaster for Lvl 4 since Alchemists are really weak due to the Light Armor. Adding another weakness to the list, if enemy team spotted your Blasters they might send a Furb on Lvl 5, which causes them to need 2 Hits for the Creeps. For Level 7 there are several possibilties, you can either go for 3 Blasters, maybe even with some additions, which will hold pretty good or you go for only 2 Blasters and go for more ranged units behind, where you are able to invest more into Lumber research. 3 Blasters alone will hold Level 8 unless enemy sends here, which is possible Blaster got problems vs send on 8. For Lvl 10 you need to evaluate if your other units are good for this Lvl or not. Blasters alone are not very good since they suck at clearing Mass. If you reached midgame your units are finally useful again. Blasters are the best Lvl 14 Unit and they should not be underrated for 15 aswell. 17 and 20 they only function with a lot of aura and ranged support. Back to the top.

 
StrengthGood Mid- and Lategame
WeaknessSlow Pusher, 8
SynergyCrab, Heli, Other Auras, Good Range Units in the Back
LevelValue (if no send)Aimed Lumber Ups
11802/0
23602/0
3400-440 (360)2/0 - 4/0
4580-6602/0 - 4/0
5760-8803/0 - 4/1
6980-10603/0 - 5/1
71200-12803/0 - 5/1
81200-14506/2 - 7/3
91200-1450+7/3 - 7/5
101380-1800+7/3 - 7/5


Pandaren

Pandaren are a solid early unit that is pretty similar to how Komodo is played. As Komodo they are solid on first 6 Levels but fall off on later stages of the game. They have great synergy with the Young Witch Doctor or the Overseer, but even without Auras you are good to go. Starting 2/0 as most Units only using 1 Pandaren 1 Frost Wolf, get a 2nd Panda for Level 2, add some more Frostwolves for Level 3 or some Aura if you have it. For Level 4 I like to get a 3rd Panda unless you got some aura already that makes you hold. For Level 5/6 you should have 3 Pandas + Aura or 4 Pandas, this is pretty solid and does pretty well even vs small sends. As many other units they suck Level 7 so push your lumber to alteast 7/3. With 7/3 you might be able to hold Level 8 aswell but after 8 it's the point where you should definitely start pushing towards 7/5 since your units do not have the greates impact at Level 10. Reroll after 8 to see if you get anything good to hold 14/15/17/20 or whatever you need since Pandaren are really prone in midgame stages and don't serve as a good holder unit here. Back to the top.

 
StrengthSolid Early Game
WeaknessBlood Orcs, Dead Value in Midgame
SynergyYoung Witch Doctor, Overseer, Other Auras, Good Range Units
LevelValue (if no send)Aimed Lumber Ups
12252/0
23602/0
3405-4503/0 - 4/0
4540+3/0 - 4/1
5640-7204/0 - 6/1
6640-7205/2 - 7/2
7640+6/3 - 7/3
8980-10607/3
91100-1300+7/3 - 7/4
101200-1350+7/5


Nightmare

Nightmares are one of the best early Yolo Units in my opinion. They function with a lot of auras, just like Young Witch Doctor, Ice Troll or Overseer.Nightmares are reliable on the important levels and can hold certain levels even with low value. I start off 2/0 with 1 Nightmare and a T1 or T2 if it's cheaper than 35g, but you can also skip it. Level 2 is the first point where you can go different ways. You can stay 2/0 and build up with something like a 80g unit, keep in mind that u need 215g for Level 3. Other possiblities: Go 3/0 if you have added somethign small already and pray enemy doesn't send here, or my favorite build where you start the 3rd wisp 15 seconds before the round starts to see if they send or not, so you can still cancel it if you need the Gold for 2nd Nightmare Level 3. P.S: The best addition is 2 Landmines for Level 2, build them 3 full spots behind Nightmare and you easily hold versus a Level 2 Send. The rest of the Nightmare Yolo is pretty obvious, get 2nd Nightmare Level 3, save some gold (not much) for Level 4 so you can get 3rd Nightmare Level 5, that's more than you need and you will be fine for Level 6 aswell. Stay 7/3 now if you want to hold Level 8,10 (you need good units for Level 10 obviously) or start pushing hard, so you leak Level 8 but might hold Level 9 again, about 1k Value holds here. Nightmare is not the best midgame unit but it could be worse. They perform good on 13 and 14, but for Levels like 15,17,20 you simply need something else. Back to the top.

 
StrengthStrong Early Game, especially 3, 5, 9
Weakness2, 4, 7, 10
SynergyAll kind of Auras, Good Range Units, Landmine ;)
LevelValue (if no send)Aimed Lumber Ups
1215-2502/0
2235-3052/0 - 3/0
3430-5102/0 - 3/0
4470+4/1 - 5/1
5645+4/0 - 6/1
6645+5/2 - 7/2
7645+7/3 - 7/4
8800-11007/3 - 7/5
91000+7/3 - 7/5
101200+7/3 - 7/5


Dwarven Engineer

Dwarven Engineer is one of the best Units of LegionTD caused by its outstanding early game and usage in midgame stages. It can be combined with many good units or Auras to make it even stronger in early- or midgame stages. I will talk about the safe start since there are different ways on how to start with this unit, but I prefer this one: Starting 3/0 and doing 3 Small Goblin Scientiest and 2 Dwarven Engineers in the back. You can send for 1 Income Level 2 here, but that's optional, without sending you will only up 1 more Dwarven Engineer for 2, otherwise you add another T1. Level 3 should bring you somewhere between 320 and 370 value depending on you expecting a send or not. I like to get 460 Value for Level 4 since it can be very random how much you hold with 420 or 440, therefore I get 6 Dwarven Engineers and 1-2 small ones here. Don't build for Level 5 at all and get 510-560 Value for Level 6, after this you should be 7/4 and use 15/15 on your farm. I like to save gold here to get a mutant for 8, but it depends on the amount of king gold on whether you got some feed earlier. So if you can't get it, combine it with some other units, if you can, up 1 Mutant and Juice it for Level 8,9. Also push 7/5 if you have the chance to since you don't hold anything on 10. Important for midgame stages is that you should up as many Mutants as possible if you don't have any of the strong Tank Units to help you. Also 1900-2000 Value holds 12 without juicing usually. If you passed your weaknesses on 13,14 you can be a really good holder 15 if you juice and you are the owner of the best Level 17 Unit aswell. Remember to juice on the levels you expect a send on. It will be worth. Back to the top.

 
StrengthStrong Clear 1, 2, 3, 4, 6, Strong Pusher, 17
WeaknessSucks Level 5
SynergyEgg, Polar, Tot, Helicopter, Hydra, ToK, Hades
LevelValue (if no send)Aimed Lumber Ups
1200(140)3/0 - 3/1
2250-270(200)4/0 - 4/1
3370-390(300)4/0 - 5/1
4420-4606/1 - 6/2
5420-4605/3 - 6/3
6510-5605/3 - 7/3
7510-5607/4
8810+7/4
9900+7/5
101200+7/5


Prisoner

Prisoners are a solid start that can be the foundation of an either strong income game for you or a semi-hold transitioning into a good value for midgame stages. They function very well with almost every ranged unit behind it, for example Phantom, Revenant, Infantry or Nightsaber are really good additions to prisoners. Prisoners are being started off like Phantoms, you get 2/0 and place 2 of them, send for 6 Income and get a 3rd one, if enemy sent already you can stay on 3 Prisoners for Level 3 and 4, otherwise get a 4th one and you're a brilliant holder vs Level 3 send. For 5 I like to mix them with ranged units or just get 5 Prisoners or up 1 to a Maverick, on 6 I usually just add sth like T1 or T2 in front to tank a bit. With some early feed you can easily go 7/4 before Level 7, otherwise I recommend 7/3 to hold Level 8 aswell, 1k Value should do their job here. For Level 10 you just have to evaluate if you have other towers for it or if you want to push to 7/5 instead. On Midgame stage Prisoners and Mavericks are not more than average, don't build any more of them unless you really got nothing else to build. Back to the top.

 
StrengthGood early Tank, Solid 1-4, Good 8
WeaknessCan be unlucky on 5, 6, Dead Value in Midgame
SynergyGood Range Units
LevelValue (if no send)Aimed Lumber Ups
12502/0
23752/0
3500(375)2/0 - 4/1
4500(375)4/1 - 6/2
5625-6705/1 - 6/2
6670-7106/2 - 7/3
7795+7/3
81000+7/3
91000-12007/3 - 7/5
101300-16007/3 - 7/5


Grizzly

Grizzly is a powerful holder for early and midgame stages with only a few exceptions. Note that Grizzly 1-hits Level 1-4 and Greymane 1-hits Level 5+6, this will be useful later on to determine how much you have to build on certain levels. You start with 1 Grizzly and a T1 or T2 and save atleast 60 gold here so you can get a 2nd Grizzly Level 2. This also means you have to stay 1/0 during this time. If enemy sent Level 1 or 2 you can stay on 2 Grizzlys and your T1/T2 throughout Level 3 and 4, push all you can until the end of 3, you have to get a greymane for Level 5 in order to hold your lane, this should get you to 600+ value and around 5/1. If your team is really weak Level 5 you can also go for 2 Greymanes here. Same build holds Level 6 aswell so you can push around 7/2 to get another greymane Level 7. This will help you clear a good amount of this level. Level 8 is your biggest weakness, try to get some ranged units in addition, after Level 8 you should push to 7/5 unless you try to hold Level 10. Level 9 is no problem with atleast 1000 value so you don't lose that much gold in the early stage overall. This build will lead you to having a good midgame unit with decent value to maybe even hold 14/15/17 if you got fed early or rolled some good auras. Best aura surely is Overseer since Greymane is a strong damage dealer and it keeps him alive for much longer, also look out for Troll Champion or Tree Of Travel since Greymanes tend to walk around a lot. Back to the top.

 
StrengthLvl 3,4,5,6 + 15,17 with good Auras
WeaknessLvl 1,8,10, Requires Auras to be midgame compatible
SynergyOverseer, Crab, Other Auras, Good Range Units
LevelValue (if no send)Aimed Lumber Ups
1220-2401/0
2360-4201/0
3420-490(360)2/0 - 4/0
4420-4904/1 - 6/1
5605+4/1 - 6/1
6605+6/2 - 6/3
7770+7/3
81000+7/3 - 7/4
91100+7/4 - 7/5
101400+7/4 - 7/5


Spawn Of Dragon

Spawn Of Dragon is one of the less seen holder units on the 1200+ bot, this doesn't mean you should underestimate it. Spawn has eminently strengths on key levels like 1, 3 and 7. You can hard yolo this unit or play it as a holder where I will talk about here. U start off with just 1 Spawn and hope for a warrior send, if not get some t2 t3 or t4 added, depending on what you got. Note that 1 Spawn easily holds unless they send you a Furb. If you expect a Level 3 send, get around 400-450 value, more is not needed since Spawn Of Dragon is really strong here. 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. Level 8 is not really their strength which is not a mystery but they actually do pretty decent if you have around 1100-1200 value, push full 7/5 here if you don't want to hold Level 10, better feed your team some money. 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 27. Back to the top.

 
StrengthGood on key Levels 1,3,7 + Strong 20+
WeaknessNeeds strong range Units
SynergyAuras, Needs ranged Units or Overbuild to hold 4,5
LevelValue (if no send)Aimed Lumber Ups
12651/0
2265-3652/0 - 4/0
3315-4153/0 - 4/1
4530+3/0 - 4/1
5700+3/0 - 4/1
6750+4/0 - 5/2
7950+4/0 - 7/2
81000-12006/1 - 7/3
91200+7/3 - 7/4
101400+7/4 - 7/5


Archer

Elite Archer is the most beloved starting unit. It's easy to learn and actually not that hard to master aswell. Start is simple, 1 Elite Archer while pushing 2/0. Add a T1 vs Warriors if you got something good to block (Gnoll Warrior, Hatchling, Ent). Go 4/0 for Level 2 while adding a small archer in front. 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. You can be 6/3 or 7/3 here in a good scenario. This way you add 2 more small Archers for Level 6, otherwise just stay on 3 Elite. Get 7/4 and build rest for 7 so you clear some creeps atleast here. From this point, many people just straight push and don't even try to hold Level 10. Archers have a great potential though for 10 so I usually try to hold Level 10 with 7/4. 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 2-3 bosses, don't expect a lot of mid leaks, that usually does not happen. If you had a good early game with maybe some feed involved you should be 7/6 at arena with 120+ Income and around 1700-2000 value. If you don't have any decent mid game units like Tok, Hydra or Hades, Mutant etc. you should keep massing Archers till the Level enemy is sending. They are great for 13,14 and actually not too bad for Level 15 aswell if you just mass them. For 17/18 a decent value can be good aswell, but it always depends on whether you get Behemoth/Kraken because they slow down the killing speed by a lot. Back to the top.

 
StrengthSolid on almost every early wave 13, 14
WeaknessBlood Orcs on 3,5 + 15, 17, 20
SynergyPolar Bear, ToT, ToK, Hades, Hydra, Auras
LevelValue (if no send)Aimed Lumber Ups
12052/0
22554/0/td>
34104/0
44606/1 - 5/2
5615(510)5/2 - 6/3
6615-6207/3
7665-8207/4
8820-10207/4
91100+7/4 - 7/5
101400+7/4 - 7/5


Yggdrasil

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. Commencing with a single Yggdrasil you need to stay 1/0 for Level 1, think of what you're gonna add for Level 2 and 3, 1 Ygg can hold Level 2 but the risk is of getting a send is pretty high, so you might not want to risk it. Level 3 needs around 420+ value unless you got a captain and don't expect send, same for Medicine Man, both hold Level 3 with Ygg. Against a send you need to overbuild here, since Ygg will 2-hit if there's a Furbold on your lane, also keep at least 90 Gold in your pocket, with Level 4 Bounty and 6 Income it will give you enough for another Ygg Level 5, so plan ahead, if you even aim for 4 Yggdrasil I recommend to stay on 3/0 and save more gold. Same Units that hold Level 3 will also hold Level 4. Ygg can almost solo this Level. As said 2nd Ygg for Level 5, 3rd Ygg or some additions for Level 6, Ygg is pretty weak here and then the 4th or 3rd Ygg for Level 7. 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. Otherwise just push 7/5 or 7/6 as soon as possible. Yggdrasils can recover in mid-game with the usage of Tree Of Knowledge, read more on the seperate guide on Tree Of Knowledge. Back to the top.

 
StrengthStrong holder 5, 7, 8
Weakness2, 3, 6, 10
SynergyBottom Feeder, Young Witch Doctor, Auras, Good Range Damage
LevelValue (if no send)Aimed Lumber Ups
12901/0
2290-4201/0 - 3/0/td>
3420-5152/0 - 4/0
4420-5153/0 - 4/1
5710-8703/0 - 4/1
6870-9703/0 - 4/1
71000-12603/0 - 6/1
81000-12607/2 - 7/3
91100+7/3 - 7/6
101300+7/3 - 7/6


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 180 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.g. when you had Bottom Feeders and sold them but the leak won't be significantly. 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 213 HP. That's why some ranged dps in the back or some aura can really help you. Level 8 has below 200 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. You could add another Yggdrasil for example, Tree Of Knowledge is able to kill a Level 10 Boss pretty often and if you even got 2 Tree Of Knowledge, you will be able to clear all the Wyverns as they have below 400 HP. All in all, Tree Of Knowledge is great for 11-19 as it provides strong waveclear, so your target is to get 3-4 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. Back to the top.

 
StrengthClears 6, 7 Strong 8, 9, 10 + Strong Midgame Clearing
WeaknessSlow Pusher, 2, 3, Low Income on Fast Games
SynergyBottom Feeder, Captain, Ice Troll, Alpha Male, Nightsaber
LevelValue (if no send)Aimed Lumber Ups
12901/0
2290-4201/0 - 3/0/td>
3420-5152/0 - 4/0
4420-5152/0 - 4/1
5670-8952/0 - 6/1
6670-8955/1 - 7/2
7750-8957/2 - 7/3
8900-10007/4
91000-11507/5 - 7/6
101300+7/5 - 7/6


Aqua

Aqua Spirit commonly known as Aqua or Water is part of the God Tier of LegionTD Yolo Units, its waveclearing allows the player to go for hard lumberjack very early in the game. You should start with 4 Aquas Level 1, going 3/0, I see many people that go for only 3 Aquas, by this you are super vulnerable vs Level 1 send and will leak more than the wisp is worth. If there was no send yet, get 300 Value Level 2, you can't get this value if you went 4/0 already, so you're basically vulnerable for 2 Levels in a row. I recommend to get 400 Value Level 3 if your team is good here and 450 if they are not. Without send, 350 Value are pretty likely to hold, but care for the positioning, you should always build them shifted in 2 Rows, beginning from the wall. A video describing the importance of Positioning might be linked HERE as soon as it is finished. 400 Value easily hold Level 4, even 350 can hold but it's pretty risky. I prefer to slightly underbuild for Level 5 and 6 to get the most out of my lumberjack early on, this means going 550 for 5 and 600 for 6, take care of your farm if you only build small Aquas. Don't build for Level 7 if you could push instead. 7/4 is the minimum, if you have the opportunity to go 7/5, do it! 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. With already 7/5 you are not very likely to do decent damage to bosses so don't be sad if you leak all 3 here, clearing mass and wyverns is more than enough. Your arena value should be decent while having 7/5 and 7/6 and it is not uncommon to have the highest income in the game at this point. 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 14. If enemy aims for a Level 18 send you can still up your Aquas. Back to the top.

 
StrengthSolid Yolo Unit, providing high income
Weakness7, 9, 10
SynergyPolar Bear, ToT, Flying Machine, Other Auras
LevelValue (if no send)Aimed Lumber Ups
1200(150)3/0
2300(250)3/0/td>
3400-450(350)3/0 - 4/0
44005/1 - 5/2
5550-6005/1 - 6/2
6600-6506/3 - 7/3
7700+7/4
8730-9007/4 - 7/5
91000+7/5
101300+7/5


Harlot

Harlot is a pretty underrated unit that has the best holding qualities for Level 7, many people struggle though on how to play them. It's important to start as 1/0 and to note that 1 single Harlot does not hold Level 1, so you need to add a T1 or T2. Take care that you get 180 Gold on Level 2 to get a 2nd Harlot, this was the most important part of it already. If you expect a level 3 send you can add some more small units. Be sure to add a 3rd harlot for every following level, you need a 3rd one or massive adds for Level 4 since Harlot is not one-hitting this Level. They're also not one-hitting Level 5 so I recommend to get 4 Harlots here, if you want to go full holder, 7 harlots are the way to go but this will need some external feed by your team, you can still hold pretty confident with 6 Harlots and some small aura. In case of Immolation you should only get 5 Harlots so you hold your own lane atleast. Note that Harlots 2-hit Level 7 which is a huge advantage, but a Furb is making them 3-hit already which is a lot slower, still this is by far the fastest wave clearing on Level 7. If you're lucky with your aggro you might even have all Harlots surviving. Use the gold you got from holding to catch up with the lumberjack of your team. Many opponents cancel a Level 7 call after they see Harlots and go 8 instead, you are not a Level 8 holder, Harlots can even leak this Level with high Value. So that's basically their main weakness. If you got decent backline you can try to hold Level 10 aswell, for example Zeus or Ranger are great additions for your harlots. Your Income will be far from good at arena stage but you did your best to help saving heals on Level 7 and maybe blowing some of the enemy heals instead. Harlots are weak midgame value so try to get strong Range Damage for the key Levels awaiting you there. Back to the top.

 
Strength3, 5, best holder for 7
Weakness1, 4, 8, Weak Midgame
SynergyYoung Witch Doctor, Overseer, Bottom Feeder
LevelValue (if no send)Aimed Lumber Ups
1210-2401/0
2360-4201/0/td>
3440-510(360)2/0 - 3/0
4540-6902/0 - 3/0
5720-8502/0 - 4/1
6900+3/0 - 5/1
71080+3/0 - 5/1
81260+5/2 - 7/2
91260+7/3 - 7/5
101400-17507/3 - 7/5