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EntGaming:LTDGuides

10,299 bytes added, 12:32, 18 February 2016
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* 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.
 
<h3>Going Yolo Or Hold</h3>
* 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.
: 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.
* 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.
* 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.