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EntGaming:LTDGuides

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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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<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.
<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
<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
* 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.]]
: 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.
 
 
<h3>Bounty, Income and King Gold</h3>
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.