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EntGaming:LTDGuides

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<h2>Basics</h2>
<h3>Game Stages</h3>
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The game can be divided into 3 parts, the Early, Mid and Lategame.
* Early Game describes level 1-10. This is the stage of the game where you determine if you're going to play yolo or holder. Here you try to get as much income as possible to get a foundation for later stages, but don't miss out on all the value, income alone might not save you. It's also important to save team heals and blow enemy heals. For this stage of the game, all sorts of yolo units are good, aswell as strong holders for 7 like Yggdrasil or Harlot or Level 10 Holders like Hades, Wolverine, Infantry or Elite Archer. Key Levels to blow heals are 5,7,8,10.
* Late Game describes level 21-31. Approximately 10% of the games get to this level. If both teams survived Mid Game the game will try to find a winner in this stage. People push hard here, 7/9 - 7/15 is usual. Rest is just about getting as much value as possible. Flying Units get more important as they do not collision with the ground units, also try to get as many Auras as possible.
Key Levels to end the game are 24,27,28,31. Good Units for those Levels are, Tree Of Knowledge, Dragon Aspect, Death Dragon for both 24 and 27, Neotanks or Doomsday for 24,28 and 31 and all sorts of strong damage dealers for 31 like Meridian or Gryphon Riders.
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<h3>Definition Yolo and Hold</h3>
* '''Yolo''' is the strategy where you try to build as little as possible while holding as much as possible, meanwhile pushing wisps and lumberjack.Pushing harder gives you the advantage of having more lumber to pressure your enemies and being able to recover at a later point with high income.The most important part of the yolo is Lvl level 1-6.*Example: Aqua Spirit: One of the best yolos, cheap and holds exceptionally well for its value. With yolo tactics you try to hold levels with low value to get a higher lumbercount very early. But there are obviously exceptions, many units are weak on certain levels like 5,7, 8 or 10. Don't try to hold them unless you got the right units for it. Aqua for example is pretty weak 7 and 10, but it's one of the best when it comes to Level 8. So even without building for Level 7 and pushing hard, you are able to recover by holding 8, take things like that to your advantage. In the midgame stage, high income allows you to recover and pass the value of holders since they have less income to feed them off. Where that point is depends on how fast the game is, what units you have and how much king gold you were getting. * '''Hold''' ist the strategy where you build as much as possible for key levels in order to catch allies leaks and defend the life of your king, so you need less heals in the early game. While your value is the strongest overall, your income will not be that high. This will lead to you having less value at a later point than incomers. But your holding effort might win you the game as you should have more heals to live off as the enemy team that you were able to pressure. The important key levels of a holder are 7,10 but optionally also 5 and 8.* Example: Yggdrasil: With this unit you are strong 5,7 and 8 and you are a really reliable holder, getting some gold feed in level 1-6 will allow you to build up enough defense to hold Level 7 and 8 which will even give you more gold so you are probably able to hold Level 10 aswell. Due to your low income but high value you will be able to be strong on levels like 13,14,15 while slowly getting behind 17,18 and 20 where you have less income to live off. But as in any game there are also special forms of those strategies. Suicide is a special form of the Yolo, it means that you push income really hard but don't plan to come back into the game later on, so you're basically pushing as much as possible and leak most of the early and midgame levels. Semi-Hold is a special form of the Holder, it means that you will try to hold your lane for a special level like 7 or 8 but don't plan to hold a lot of creeps in mid. This allows you to push pretty decent but still collect a lot of Gold on key levels.[[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
<h3>Going Yolo Or Hold</h3>
If you Yolo or Hold with your Units depends on your units obviously but there are always different ways for a unit to be played. As you know I made a guide to a lot of units and how you CAN play them, but every decision depends on your teammates and the current game situation. Of course I got an example: Imagine you have Archers and you also have 2 people with 2 Yggs each on Level 5, usually people go 3 Elite Archer here, but what for? There's no risk, so you go 2 Small 2 Elite and get much higher lumber early on, this might not suit to every situation so analyze your game and question yourself how good your team does on certain levels and if they need someone to overbuild there to catch leaks or if they have a holder unit that may enjoy some feed. Now regarding the Holder, people will often aim for 3-4 Yggs or 6-7 Harlots, 3 Blaster whatsoever. As a holder it should be your task to hold 7 so you need less heals, but of course there's Immolation, in case of Immolation your team might tell you to push but I would always recommend to go for a build that holds your lane atleast, u were late for pushing already and need to collect this gold, it's very important, also it could save you from 1 heal aswellas well. Enough talked about Yolo/Hold in general, let's talk about which units are suitable for Yolo and Hold. I will not mention every unit, only the ones I suggest building. There are only rare cases where you will not have any of those, I will talk about that later. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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* Sea Giant – Aim for Hydra Level 5
* Polar Bear / Nightsaber / Revenant / Flying Machine / Ogre Basher / Mudman– Yolo with some weaknesses on several levels
 
 
<h3>Positioning</h3>
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Positioning is the key to make the most out of your value. With perfect positioning you can ensure that your units share the damage equally and your main damage dealers stay untouched to deal the most possible damage. The following advices refer to solo building. To get the best possible start, you need to start building at the wall, doesn't matter if you build on the inner or the outer side, just important that the unit you are building can't get surrounded that easily. You're basically using the terrain as much as possible here. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
: The right Yggdrasil uses the wall to his advantage, creeps can't surround him completely. Fighting less creeps at the same time makes him hold this wave very convincing.
: As you can see in the left video, the Yggdrasil has a big problem as it gets surrounded by the creeps pretty early, resulting in taking additional damage. Eventually even leading to a leak.
But you will build more than just 1 unit so what are you doing now? Some units will continue using the wall, for example Elite Archer. For all other units applies that you build them shifted.
: As you can see, they share the damage better in shifted positioning as if you build them straight.
A lot of people are building their towers the oracle way from beginning. Even if you have the Oracle for later, you should consider if its worth doing it like this, because it will screw the way your units will get focused.
Now you know how you should place your towers, but one question still remains: Which units should I build where? In general tanks belong in front, while damage dealers and auras belong in the back of your legion. But that's too easy and obviously not everything thats important. Some towers do not seem to be "Tanks" as they use Ranged Attacks, this applies to Hydra and Hades, those 2 should always be placed in front as they either split themselves or they summon creeps, this means they will take some initial damage but your melee units will pass them and tank for them instead. This leads to even better damage sharing. Another unit that should be placed in front is the Tree Of Knowledge, this unit explodes when it dies and will damage enemy units, so your units will have to deal with less enemies.
 
 
<h3>King Spells</h3>
The king is the heart of the game. Protect him at any cost. To do this the best you need to understand the kings spells. I will only be talking about the primary spells received after Level 4. Those are Immolation War Stomp and Shockwave. Your king has 1000 Mana and regenerates 3 Mana per second. Let's talk about one spell after the other. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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* Immolation
: Immolation is the most popular spell for LegionTD players. It does not cost mana and continuously burns nearby enemies for 12 Damage per Second making it very effective for Level 7. Certainly it also has its down sides as it is not damaging Level 5, 8 or 13 creeps aswell as any other high range or flying unit. This gives teams with Immolation a huge vulnerability on those levels as it can cost many heals if you leak those levels without having a lot of king upgrades. Immolation is also known to be strong on Level 14 and 15 as it passively burns down those enemies while you can focus the ranged Attackers. The Immolation passive does have little to no impact on late game levels as the Hitpoint Counter of those units is way too high and Immolation does not scale.
* War Stomp
: War Stomp is one of the active spells that includes a cooldown and requires Mana. The active cooldown is 9 Seconds while it cost 250 Mana. This seems fair regarding that it also stuns all enemies affected for 1.25 seconds. Stomps range is the same as Immolation aura but it has the benefit of hitting flying melee units, making it incredibly important on level 5 and 13. For Level 5 for example, 3 Stomps are enough to kill all Hawks when they are not being healed by a hermit. The situation is a little different when it comes to Level 7, these creeps have 213 HP which means that 4 Stomps which is 1000 Mana do not kill those, they will leave the creeps at 33 HP without being healed. Waiting for a 5th stomp is extremly dangerous since it takes 83 seconds AFTER the 1st stomp to regenerate this mana. Many kings die in this time without adequate HP and Regeneration Upgrades. So what's the solution then? Just forfeit when you get stomp? NO! There are simple tactics making it possible to still survive these levels even with a super high leak amount. But that's gonna be featured in the next guide about king control. To complete talking about stomp, you should be cautious about Level 8 as it is not giving any advantage here, similar to Immolation. It's very useful on Level 10 though against low sends. As you can save a lot of HP by stunning the bosses and killing them one by one.
* Shockwave
: Shockwave Is the other active spell and actually it is the spell that most people hate. I don't support this behaviour and show you that it can be very useful on certain levels. Shockwave has a 22 second cooldown and needs 200 Mana, at first glance you can see that you don't get out of mana as quickly as with stomp so you can be a bit wasteful. But care for the long cooldown. To start with a big pro, Shockwave is the only spell that can help mid holders as you are able to reach the fighting area. This can be super helpful for Level 7 midholders, as they need less hits to clear the creeps. For Level 5 it is the average skill obviously, better than Immolation but worse than Stomp. You need 2 Shock waves to kill those creeps. On Level 7 it can be very useful as it is also hitting a lot of creeps but you need 3 Shockwaves to kill those creeps actually. This means you will clear this bulk 44 Seconds AFTER the 1st shockwave. Doesn't sound too bad so far. Let's get more Pros. It is the only spell that can damage Level 8. 2 Shockwaves on the Level 8 Creeps are even enough to kill them. And it is the best spell for Level 10 when it comes to a huge leak of Wyverns. Waving the Wyverns and then hitting them with atleast 28 King Attack will onehit them, other spells will always take 2 Hits for the Wyverns resulting in a lot more damage onto the king. Shockwave then loses relevance again after Level 12 and 13 as it is providing the lowest damage output there comparing to the other spells.
 
 
<h3>King Control</h3>
Controlling the king is a mystery for itself. Everyone has other preferences so the opinions might distinguish. In this chapter I will try to explain to you how you should up your king, what units you should focus and what else you should pay attention to. Note that I will focus on the Level 7 King Upgrades and Control. Additionally I will also show you king control examples to get a better understanding. Keep in mind that you can queue up attacks with Shift so you don't need to change the target with a click every time. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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* Level 5
: The first Level where the King Spell has any relevance, although early into the game, it can blow some heals already under bad circumstances. Always kill the Sends first and care for Hermits that could heal up the creeps. As mentioned in the King Spell Video, Stomp is the best ability here, 3 Stomps and all Birds are dead. In case of a leak, only up HP and Regeneration. Same Upgrades for Shockwave, Here you need 2 Waves to clear or 1 Wave and a normal Auto Attack. Immolation is kinda different. No possible damage to the Birds so you have to up the king much more to avoid multiple heals. I recommend going for 2 Attack which will make you 2Hit the Creeps and as much HP and Regeneration as possible. It's not uncommon to lose 1 or 2 heals here with a big king leak.
* Level 7
:* Immolation is the strongest spell for 7. Do as much HP as possible to avoid a heal, if there are some sends you might need one anyway, if there are mass Wyverns you should also consider to up some Attack to clear them faster. Focus them first anyway, followed by Hermits and then the Melee Units. Without send, just attack each creep once so they die a little faster.
:* War Stomp: Go for 6 to 9 Attack depending on how many Sends there are to kill, max HP and go for a lot of Regeneration. Kill Hermits first, then Wyverns. You can start attacking Satyrs below the King as they won't get the Healing Aura of the Hermit, if you hit them once and Stomp 3 times they will be dead. Without any send I recommend to go for 2 Attack only and hit as many creeps once as possible, if there are some Furbs, you can ignore them, just try to get a decent timing with the Stomps. You can see an example in the video.
:* Shockwave: Here you go for 11 Attack usually and also as much HP and Regeneration as possible. Before the Sends arrive you can hit each Satyr once and Wave when you need to change the focus to the Sends. This way you clear some Satyrs already. Kill Wyverns first as they provide the highest damage output. Care to kill Hermits and Furbs since they won't make you 1Hit with Shockwave + Auto Attack
* Level 8
: There are less possiblities for Level 8 as only 1 Spell has impact on the Creeps. In general 6 Attack will make you 2Hit and 18 Attack will make you 1Hit Creeps, If you use Shockwave 6 Attack will be enough to kill. Focus down heavy sends like Commander and Wyvern before you go to the Acolyte Creeps. Don't forget to use Shift to focus Acolytes next to each other so the king needs less time to turn, this can make a huge difference.
* Level 10
: This Level is about killing the bosses with a low amount of HP while taking care of Wyverns that could deal significant damage. If you have Wave and they send a lot of Wyverns you should go for 28 Attack so you can Wave and 1Hit them, with other spells just get a good amount of Attack and HP, add Regeneration if you still have Lumber left.
* Mid Game
: On 13 and 14 you might have to face Warlocks, Frostwolves and Gargoyles, attack them in this order. Level 15+ you should still focus Warlocks and Frostwolves, if there are any and go for Krakens next as they slow down the King Attack, Demons after and then you go for all the remaining Melee Units. To complete this chapter, you should go for the same order again on 20 but kill some Turtles before if they are low already. Care again since King acts weird on 20 sometimes.
 
 
<h3>Mercenaries</h3>
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Mercenaries are the units you can hire in your barracks to help attacking the enemy. They will support creeps on the enemy spawn. Mercenaries require Lumber, between 20 and 1500 and not all of them are available from the start. Most of them award Income in a 20/1 relation. Others award less, but provide creeps with useful Auras. Which Units you send is your decision as it distinguishes from Round to Round. Your enemies units also have some impact on the decision. The following will show you the strengths of mercenaries and provide you with useful information on when to send them. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
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We start with the first barrack. 12 different Units and all of them are send-able from the beginning.
* Militia, weak but cheap. Used on Boss or Lategame Levels to make up more time for the big units to attack.
* Bowman, same as Milita, but ranged so some units have to cover some distance first. Also strong on Boss or late-game Levels but often seen as a small aid on 2 or 3.
* Ghoul, pretty fast, so he often makes units split or let them have a different focus, used on Boss or late-game Levels.
* Warrior, strong attacker, has the ability to stun. Exclusively used for Level 1.
* Whelp, pretty weak flying unit. Don't use it.
* Hermit, Has a Regeneration Aura, great as aid on 3,5,7 or 13,14. Perfect use against Warstomp or Shockwave.
* Dino, stronger than Whelp but very slow Movement. Often used for Level 2 if there's lack of Lumber.
* Commander, Damage Aura, mostly used on ranged Levels.
* Furbolg, very useful melee attacker with Armor Aura, essential for Levels like 2,3,5,7,10,13 or 14.
* Wyvern, the better whelp. Essential when trying to damage the enemy King. Usage on 7, sometimes 8 and 10.
* Chariot, ranged siege attacker. Rarely used, but can be useful on Level 6 if the enemy is weak there.
* Blood Orc, the king of the first barrack, super strong melee attacker. Used to crush Holders for example on 7 but pretty weak versus King because he arrives before other units. Used on 2 (if possible),3,5,7
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The following units get unlocked after Level 10. They are available as soon as the Level 10 timer hits 0. They feature stronger Mercenaries that scale better into Mid- and Lategame Stages.
* Frostwolf, attackspeed debuff, pretty useful for 13 or 14.
* Ice Troll, just pretty useless.
* Warlock, reduces armor of his target. Very useful versus tanky fighters. Used on pretty much every 13+ Level.
* Pandaren, strong solo unit but doesn't provide anything special beside his Self-Regeneration. In exceptional cases used on 13 or 14.
* Ballista, strong ranged attacker that is used for giving full Income. Usage on Arena and 12.
* Shaman, buffs single Creeps, used on Boss or Lategame Levels.
* Pudge, melee attacker that grants a Lifesteal Aura. Not used very often but it can be useful on Mid- or Lategame Stage.
* Gargoyle, the better Wyvern. Really strong ranged damage that is also super useful for attacking the King. Used on 13 and 14.
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The following units can be send after Level 15. The barracks will reset once again when the Level 15 timer hits 0, so you actually have about 3 seconds time to send those units for Level 15. Consider which units you wanna send for Level 15. Most people want to send a Demon+Kraken which would be 2100 Lumber or even a Behemoth which is 2600 Lumber. Find the Hotkeys for those summons, they should be X and V for Demon/Kraken or X V and Z for Demon/Kraken/Behemoth. Then concentrate when the timer runs out. You will have to click the advanced barracks again because they will reset so you can't trust your previously selected control groups. Click them again when they reset and use your hotkeys, for example X V and Z to send them. Voilà your enemy gets super strong sends now. Back to the remaining units:
* Behemoth, Armor Aura, just a tougher enemy than Furbolg. Used on 15+ Levels.
* Kraken, slows and poisons his victim, also provides a better healing Aura. Used on 15+ aswell.
* Infernal, big and tough attacker but attacks pretty slow and doesn't provide any bonus to the creeps.
* Demon, the ultimate unit to send. Provides Movement Speed and Damage Aura, extremely strong with his range.
: Additionally, all of the last mentioned units are Spell Immune. This means they can't be crowd controlled or damaged by spells (for example Hellraisers).
 
 
<h3>Bounty, Income and King Gold</h3>
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The following guide features important numbers and data that you should remind when playing LegionTD. It will help you play more efficient and you'll be able to plan ahead. Indispensable when you play units like Yggdrasil, Lord of Death, Sea Giant or many others. It will also show you how to keep track of the King Gold provided. [[#top|<i class="fa fa-arrow-circle-up"></i> Back to the top.]]
 
* Bounty: Bounty is split into two parts. First of the amount of gold you gain for killing a creep or a mercenary, secondly a fixed amount that you get at the end of the round. To gain a better overview of how much exactly you get, here's a small [http://wiki.entgaming.net/images/0/02/Lihl_games_guide_table_data.png table], featuring Level 1 to Level 10.
* Mercenaries: Killing Mercenaries also awards Bounty. This Bounty actually depends completely on the lumber value of the unit itself. So a Bowman will grant 2 Bounty, a Warrior grants 3 Bounty even though he only awards 2 Income. Mercenaries don't lose a part of their bounty when entering mid, they will always give full bounty.
* Income: Income is the second part of Gold you get at the end of the round. It depends on Mercenaries sent and King Upgrades done. It's the only part that you have some fine-tuning influence on so you might use it to get the fighters desired, good examples are probably Prisoner & Phantom which require 6 Income for Level 2.
* King Gold: King Gold is the last part of money that you earn when completing a round but it's only assigned if there were Creeps leaking to ones or both teams king. Every player in the game gets the exact same amount of king gold, but you might wonder how it's calculated. Creeps that enter the middle area get a status effect which shows their percentage of bounty, it looks like this (https://imgur.com/CaehSMD). 100% means that they grant full bounty. If it shows 0% there will be no bounty at all, but it can also show something in between. The percentage depends on how many creeps the player leaked already and how close he is to the recommended value. Mercenaries always award full bounty regarding their lumber cost in a 20/1 ratio. To start with a lower amount of variables we take 1v1 as example. King Gold is calculated by adding the leaks of both players, small example: Both players leaking Level 1, Player 1 leaks 5 Crabs with 60-70% each. Player 2 leaks 9 Crabs with 100% each and 2 Warriors. Level 1 Creeps are worth 3 Gold so 60-70% equals 2 Gold. That makes 10 Gold on his side, adding 9*3 Gold for the Crabs of the other guy and another 2*3 Gold for the Warriors, coming to 43 Gold in total (5*2 + 9*3 + 2*3). Both players will get the 43 Gold, meaning that Player 1 had a larger profit here. If only 1 side leaks, both teams will aswell get the same amount of King Gold. If you sum up king gold in 4v4 you will have to divide it by 4 in the end (A + B + C + D) + (W + X + Y + Z) / 4. Round Gold, Income and King Gold will add up at the end of the round. Since you got some knowledge about them now you can use them to your advantage. It will help you plan more precise and takes you 1 step ahead of your opponent.