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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 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.
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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.]]
: &nbsp;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.]]
* 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.