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EntGaming:LTDGuides

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<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.]]
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<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.]]
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<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.]]
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<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.]]
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<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.]]
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<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:LIHL]]
[[Category:Game Guides]]