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EntGaming:LTDGuides

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[[Category:Info]]<h1> <div id="top"> Legion TD Building Guides - The following page is under construction. </div> </h1>The following guides have been composed by [[Categoryhttp:LIHL//entgaming.net/forum/memberlist.php?mode=viewprofile&u=35718 CreativeLP]]. For feedback, please post [[Categoryhttp:Game Guides]//entgaming.net/forum/viewforum.php?f=216 here].
<center>'''The following page is under construction.'''</center>
<div class="col-md-11"h2>== <div id="topwolverine"> Legion TD Building Guides Wolverine </div> ==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]. === <div id="wolverine"> Wolverine </divh2> ===
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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=i6SPh69K9Lo YouTube]. ]: &nbsp;{{#ev:youtube|i6SPh69K9Lo|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
<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>
<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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]] 
=== <div id="phantom"> Phantom </div> ===
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. A game with commentary can be found on [http://www.youtube.com/watch?v=vXP7-LnSZcs YouTube].
<h2> <div id="phantom"> Phantom </div> </h2>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.]]: &nbsp;{{#ev:youtube|vXP7-LnSZcs|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
<tr><td>'''Strength'''</td><td>11-19 Good Early Yolo, Good Income</td><td></td></tr>
<tr><td>'''Weakness'''</td><td>7, 8, 10, 20</td><td></td></tr>
<tr><td>9</td><td>1000+</td><td>7/4 - 7/5</td></tr>
<tr><td>10</td><td>1300+</td><td>7/5</td></tr>
</table>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="hydra"> Hydra </div> ===</h2>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. A game with commentary can be found on [http:[#top|<i class="fa fa-arrow-circle-up"><//wwwi> Back to the top.]]: &nbsp;{{#ev:youtube.com/watch?v=|KQ-V-aFiMa8 YouTube].|600|right}}<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>9</td><td>1300+</td><td>7/3 - 7/4</td></tr>
<tr><td>10</td><td>1500+</td><td>7/3 - 7/4</td></tr>
</table>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <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. A game with commentary can be found on [http:[#top|<i class="fa fa-arrow-circle-up"><//wwwi> Back to the top.youtube.com/watch?v=hMSUN6YJggo YouTube].]: &nbsp;{{#ev:youtube|hMSUN6YJggo|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
<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>
<tr><td>9</td><td>1300+</td><td>7/3 - 7/4</td></tr>
<tr><td>10</td><td>1500+</td><td>7/3 - 7/4</td></tr>
</table>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]] 
=== <div id="revenant"> Revenant </div> ===
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. A game with commentary can be found on [http://www.youtube.com/watch?v=qFl0Ny03O7U YouTube].
<h2> <div id="revenant"> Revenant </div> </h2>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;{{#ev:youtube|qFl0Ny03O7U|600|right}}<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>9</td><td>1200+</td><td>7/3</td></tr>
<tr><td>10</td><td>1500+</td><td>7/3</td></tr>
</table>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="komodo"> Komodo </div> ===</h2>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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=X_7LPOrmQ0E YouTube].]: &nbsp;{{#ev:youtube|X_7LPOrmQ0E|600|right}}<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>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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="goblin_alchemist"> Goblin Alchemist </div> ===</h2>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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=8iooiDjYUb4 YouTube].]: &nbsp;{{#ev:youtube|8iooiDjYUb4|600|right}}<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>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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="pandaren"> Pandaren </div> ===</h2>
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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=YXW0jue6vSU YouTube].]: &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>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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="nightmare"> Nightmare </div> ===</h2>
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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=vQylcNwypyU YouTube].]: &nbsp;{{#ev:youtube|vQylcNwypyU|600|right}}<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>
<tr><td>'''Weakness'''</td><td>2, 4, 7, 10</td><td></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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="dwarven_engineer"> Dwarven Engineer </div> ===</h2>
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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.youtube.com/watch?v=nr4r5HWkZ4A YouTube].]: &nbsp;{{#ev:youtube|nr4r5HWkZ4A|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
<tr><td>'''Strength'''</td><td>Strong Clear 1, 2, 3, 4, 6, Strong Pusher, 17</td><td></td></tr>
<tr><td>'''Weakness'''</td><td>Sucks Level 5</td><td></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>[[#top|<i class="fa fa-arrow-circle-up"></i> Back to Top]]
=== <h2> <div id="prisoner"> Prisoner </div> ===</h2>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. A game with commentary can be found on [http:/[#top|<i class="fa fa-arrow-circle-up"></wwwi> Back to the top.]]: &nbsp;{{#ev:youtube.com/watch?v=|Ik-7xYV2FaA YouTube].|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;">
<tr><td>'''Strength'''</td><td>Good early Tank, Solid 1-4, Good 8</td><td></td></tr>
<tr><td>'''Weakness'''</td><td>Can be unlucky on 5, 6, Dead Value in Midgame</td><td></td></tr>
<tr><td>9</td><td>1000-1200</td><td>7/3 - 7/5</td></tr>
<tr><td>10</td><td>1300-1600</td><td>7/3 - 7/5</td></tr>
</table>  <h2> <div id="grizzly"> Grizzly </div> </h2>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 Topthe top.]]: &nbsp;{{#ev:youtube|qjriiGCDQ_M|600|right}}<table class="table table-hover table-color-lighter" width="50%" style="text-align:center;"><tr><td>'''Strength'''</td><td>Lvl 3,4,5,6 + 15,17 with good Auras</td><td></td></tr><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>  <h2> <divid="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> [[Category:Info]][[Category:LIHL]][[Category:Game Guides]]