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Interaktive Guides und Lexikon - Legion TD 2Legion TD 2 ist ein Spiel von AutoAttack Games, das von AutoAttack Games vertrieben wird. Es gehört zum Casual Game-Genre, Unterkategorie Tower Defense. Hier findest du alle Infos zum Echtzeit-Strategiespiel Legion TD 2 von AutoAttack Games, Inc. für PC: Release, Gameplay und alles, was ihr wissen müsst. Interaktive Guides und Lexikon - Legion TD 2 Android APK herunterladen und installieren. Verbessern Sie ihre Fähigkeiten mit Guides und erkunden Sie.
Legion Td 2 Guide Get instant access and start playing; get involved with this game as it develops. VideoLegion TD 2 - Long Saves - High Elo Cast #1- Bonny
When you stack that and do some maths, you notice that you lose Huge amounts of gold, if you send non full income units.
Of course, on certain levels you should send non full income units, but don't do it every time we will talk more about this in sector 'Summons'.
Demon or not, in lategame good player will not leak, you will only feed him. So what to send? Best sends imo are krakens, they have good abilities and decent slow effect attack.
It happend to me many many times. So if you see that you don't get any summons on lets say, levels 14, 15, In that case, you should immediately stop your lumberjack upgrades and start maxing your king and building towers.
This will affect your income, but your king will survive. If you reach that, you WON'T have any problems in late game. If you reach this, you will be able to support your friends which couldn't income that well, by catching their leaks.
As level 30 finishes, you will have around But if you are starting, or you are relatively new to this game, i recommend you to stop reading here, this can confuse you So, my mates will not leak?
I have only 20 income on level 6 because of that, what to do? This is why i call that next level, because it is really hard to do, but possible if you have good 'feeling'.
What i wanted to say is that you can make yourself leak few units to make waves longer, but you can fail, and leak 15 units because of that, so be careful.
So that is the first level. Next level is maybe an abuse, but you have right to do it. So for example leak 20 acolytes not only you, you and your mates together , what to do?
Max kings regen or make it lvl and then start bugging king. How to do it? This is the second level. Final thing that you can do to increase income, is about demon send in lategame.
As you can see on lvl 20 what your enemies have you can send a Demon if you are sure that they will leak, and if that happens, you will get more income from that delay than that 5 income you lose from demon.
This this is third level. Well, this is all about income and as i said you can find it in my Income Guide too. This is just a bit adjusted. So lets move to the next sector.
Town has multiple usages and first is of course, as you know to build Wisps and then to upgrade Lumberjack.
Also it is good to point out that while you are building wisps or upgrading lumberjack you won't be able to upgrade your King, that option will be muted.
Final nice usage of Town is Rally point set, where you can set a point where your next wisp will go, so you don't need to send them manually to the trees.
This is also set on middle tree on the game start, but you will have to change it once or two times in order to prevent your wisps from bugging.
Both Barracks and Advanced Barracks has 12 different creeps that you can summon each wave, that will go to your opponents together with regular level creeps.
Each of these creeps have different cooldown which means that you can't send infinite amount of creeps per wave.
It is nice to point out that every summon creep has hotkey that you can use in order to send creeps faster. Bowman for example can be sent on 'w'.
We will talk more about every single creep that you can summon in sector 'Summons'. Farms are used in order to provide food for your towers, without them you can't build towers.
Farms can also be built by wisps, and this can be useful in late game. So when you reach your level 10 farm and food limit, grab a wisp and build one more level 1 farm, High Elven farms can be unefficient because they can give you more food than you actually need and that is wasted gold and lumber.
So after you reach level 10 on your first farm, start upgrading your second level 1 farm and of course don't forget to send your wisp back to his tree.
So hes protection is actually point of the game, because if your King dies, you lose a game. King is nothing more than a high ranged powerful tower, which can't move and you can upgrade using lumber as i said in 'Town' sector.
When you max your King's upgrades he will have HP, attack damage,around HP regeneration per second and 0.
King also has total of mana pool. He is quite strong, stronger than all other creeps except Grom'thar but still he can easily die if you leak a lot of units along with some summons.
King also has abilities that he gains as game goes later. First ability he gains on level 5. So lets list all King's abilities and see when and how they can be used: 1.
King's Permanent Immolation: Burns enemy land units for 12 damage per second. This is very nice ability that can save heal of two in early game, specially on level 7.
Later it is also useful in mid game as it drains hp of enemies, so King needs less attacks to lasthit them. Disadvantages of Immolation are that it doesn't affect flying and ranged creeps.
King's Shockwave: With this ability King can send damaging wave, that deals 90 damage to all units in a line.
It has huge AOE and you often can hit all units that reach King with this. It cost mana but it't main disadvantage is long cooldown, so you won't be able to cast this too many times.
Overall nice damage in early game but loses efficiency as game goes later. King's War Stomp: King slams the ground dealing 45 damage to nearby creeps and stunning them for 1.
This is very nice ability, gives your King chance to heal a bit and also damage output is nice in early game with low cooldown. Disadvantages of this are high mana cost and relatively small AOE, so it won't affect ranged creeps.
Aura has huge AOE so basically every unit that teleported into King's pit will have bonus damage. Aura has huge AOE too.
Has huge AOE. It is good to point out that all King's auras stack with similar tower auras. Also other three King's abilities deal spell damage type, so that damage is not reduced by armor value or armor type.
These bulds are related to one single or a few towers. So i will go level by level and i will show you when and what to build, mostly in early game, because if you do a decent income score early on, mid and late game won't be a problem.
After level 12 your main damage dealers are still Elite Archers, so all you need is something to tank in front of them.
Level 13 will be no problem with Light armor, Elites will clear it easily. Continue Lumberjack upgrades, and you will easily finish that before level Second Build guide, Goblin Blaster strategy: As tanks with insane damage output and move speed, Goblin Blasters are one of the strongest towers in early and mid game.
The most crutial parts of the build are level 1 and 5. The firts problem is when you get a dragon or a dino on level 1.
Because creeps spawn randomly, the time it takes the dragon or the dino to get to your alchemist varies. This rarely happens but it is possible.
To prevent this you can build the second wisp after the second alchemist, but in that case you're on your way to have less income.
Note 2: The second problem occurs when you get a furbolg on level 5. Blasters with their normal damage kill the hawks with one hit most of the time, but when you get the furbolg they never do due to the armor boost.
This will not ruin your game like the situation on level 1, but it will greatly decrease your income. This is the perfect situation to build a small low-cost tower with an effect if you're playing prophet such as orc warlock, ice troll, harpy.
This doesn't seem like much but it does a miracle on this level. Still, with Finishing Blow, they won't be totally useless in late game and they will be good at front lines while some late game ranged towers can deal damage.
So, in most cases, not only will you be able to kill your bosses easily, but you can catch your mate's leaks. Extremely tanky Tree of Knowledge can kill half of waves with regular attacks and the other half with it's explosion.
This build requires one more tower and many towers can fit that role, they are usually tier 3 or tier 4 towers. After every build i explained that you will have great income score and you can basically build anything you have after, you won't have any problems in late game.
What is also important about these builds is time, so try to be fast, start building Wisps immediately when you get enough gold and generally respect time factor in this game.
This is also highly connected to positive and negative 'Focus', but we will talk about that in next Sector. There are some general placement rules and ideas that you need to follow in order to make your value more efficient.
Remember, placement can be important even early on when you have only a few towers. First placement idea: So first and basic placement idea is 'Tanks in front, ranged towers behind'.
This may sound unnecessary but i find more and more players failing about this one. So try to keep this way, always try to build ranged towers behind and melee tanks in front, this will make your mass more efficient.
You can also do a little test with this, to see how important this actually is. So here is a test: Go to single player and enter -debug mode.
Set level to level 3 and build 1 Soul of Hero and right behind him 1 Pyro. After that do the same, but put the Soul of Hero right behind Pyro and compare results of that level.
Second placement idea: This idea is also related to early game. Sometimes general ideas are not good and sometimes its good to put ranged tower in front of less ranged or melee tower for example.
This requires you to recognize the damage dealer tower in early game and protect him with anything you have, be it melee or ranged tower.
So lets explain this a bit, for example you have Pyro on level 2. After level 2 you don't have any good damage dealers for level 3.
What you need to do here to leak less or not to leak at all is to put some ranged tower in Front of or next to Pyro for example put Sprite next to Pyro because Pyro although he is almost melee is your damage dealer, and if he gets focused early on, you can leak a lot.
Third placement idea: This idea is useful when you have one or two towers only. It is about building your towers right next to the wall.
With this kind of placement you prevent your towers to be fully surrounded by melee creeps and that will reduce damage output of the melee level greatly.
That was it about placement, but remember every single situation in Legion Mega is almost unique due to that fact that summons are always different. I can't tell you what to do in infinite number of situations you can be in Legion, but i hope these general placement ideas will help you to do right thing in every situation.
As long as level starts, your towers will attack first target they get in range to and if any target with lower HP comes in range in meanwhile, they will switch their aggro to that lower HP creep.
There are two types of 'Focus', Positive and Negative. So lets explain both a bit: 1. Positive focus: Positive focus describes how your units attack creeps or how is their damage spread.
Legion Mega mechanics shows that your units attacks lowest HP target that is in their attack range.
But this doesn't always happen. This is specially problem on boss levels, where you can leak a Boss with very low HP because your towers didn't attack it, they attacked one with full HP and then you leaked both.
Of course, sometimes you get perfect focus and you beat boss level easily because of that. As i said you can't control this because you can't control your towers, but good placement is the best thing you can do in order to make relatively good positive focus.
Negative focus: Negative focus describes how creeps attack your towers. As i mentioned in 'Placement' Sector, this can be crucial. This is also highly connected to placement, but the thing is that creeps act little differently than towers.
Creeps seem to attack first enemy target they get in range to, no matter how much HP they have. This can be abused in some situations, but again it all comes to placement.
Generally you want to keep damage spread equally to your towers, which would represent a good Negative focus. Unfortunately this is all about the luck in most of the situations.
One more thing that is nice to point out is 'Damage Waste'. I can explain this by an simple example. On level 17 you make Doomsday Machine little behind some melee towers.
What then happens is that your Doomsday Machine with damage will waste an attack on 50 HP creep this actually makes your damage tower to have 50 damage.
I guess that this can't be fixed due to Warcraft 3 mechanics, but this is real problem that may cause you leak.
Of course, one more thing that you can't control, even with good placement. I think that most of the players do this because of psychological reasons and desire to show the fact that they are 'friends'.
Mid-builds are quite tricky and most of the players don't know how to do it right, because there is actually no right way to do it.
You may get confused with this one thinking 'I saw many good mid builds', but the fact is mid-builds can be good, but that requires much more than what single build requires to be good.
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To upgrade a fighter, select an already-deployed fighter. List of all units. During the day, your fighters come to life and battle against enemies.
Fighters move, attack, and cast spells automatically. Mercenaries attack your opponent whenever the next battle phase begins. Mercenaries hired during the build phase will attack your opponent as soon as the battle phase begins.
Mercenaries hired during the battle phase will attack your opponent when the next wave's battle phase begins. Each player attacks exactly one other player, depending on which lane you are in.
King upgrades can only be researched during the build phase. Income Your income increases immediately and permanently whenever you spend mythium.
You gain gold equal to your income at the end of each wave. Spending mythium during the battle phase is good because it increases your income before the wave ends, which maximizes your gold gained from income.
Income is how you scale into late game. Without sufficient income, you won't have enough gold to spend on fighters value to clear late game waves.
High-income mercenaries and king upgrades provide maximum income. Low-income mercenaries provide reduced income but are more powerful or have a special ability.
Legion Spells Legion spells are in-game upgrades that boost your economy, empower your units, attack your opponent, or provide other benefits.
At the start of the game, all players are given the same three randomized spells. Yggdrasil is a holder unit with diverse usages, ranging from Level 5 to Level 7 and 8.
The fortified armor and constant healing are ideal if you want to hold in mid after holding your own lane. Same Units that hold Level 3 will also hold Level 4.
Ygg can almost solo this Level. Note that even 4 Yggs have a high chance to lose the outer Yggdrasils when enemy did a good send, so you would only have 2 Yggdrasils in Mid.
Again, same that was holding Level 7 usually holds Level 8, also 9. Yggdrasil is pretty weak 10 but with all the gold you got from holding and good Anti 10 you might be able to to very good there.
Yggdrasils can recover in mid-game with the usage of Tree Of Knowledge, read more on the seperate guide on Tree Of Knowledge. Tree Of Knowledge is one of the upgrades of Yggdrasil and often used to yolo in early game or to clear waves in midgame.
The start is almost identical to classic Yggdrasil, only exception is that you need to save Gold at the end of Level 3 instead of 90 Gold so you can affort do up to the Tree Of Knowledge on Level 5.
There isn't much to say about how to play Tree Of Knowledge, after you got it on Level 5, you clear this Level and Level 6 without a problem, might look Level 5 though if you got no additions anymore, e.
It does a good job for Level 7 aswell although it does not onehit creeps there if they didn't hit the Yggdrasil a few times, since Level 7 has HP.
That's why some ranged dps in the back or some aura can really help you. Level 8 has below Hp again so you onehit them here again but keep in mind that you only hit 15 creeps with this spell and Spell Immune targets do not get damaged by this ability.
Level 9 has some more HP so you could build up more value here if you feel like it. All in all, Tree Of Knowledge is great for as it provides strong waveclear, so your target is to get of them until Level 17, do not mix them with other melee units, you want your ToKs to die first so your Range DPS can do its work on the remaining targets.
I recommend to get Value Level 3 if your team is good here and if they are not. Without send, Value are pretty likely to hold, but care for the positioning, you should always build them shifted in 2 Rows, beginning from the wall.
I prefer to slightly underbuild for Level 5 and 6 to get the most out of my lumberjack early on, this means going for 5 and for 6, take care of your farm if you only build small Aquas.
Don't build for Level 7 if you could push instead. Build all in for Level 8 again, you want to hold as much as possible, after this you can decide on whether you try to hold Level 9 with some Magic Damage or leak a few creeps to get more time.
Aqua is pretty weak value in midgame so get some frontline for key levels and some backline to clear, Aquas are useful for 12 and ok fo If enemy aims for a Level 18 send you can still up your Aquas.
Harlot is a pretty underrated unit that has the best holding qualities for Level 7, many people struggle though on how to play them. Take care that you get Gold on Level 2 to get a 2nd Harlot, this was the most important part of it already.
If you expect a level 3 send you can add some more small units. Be sure to add a 3rd harlot for every following level, you need a 3rd one or massive adds for Level 4 since Harlot is not one-hitting this Level.
They're also not one-hitting Level 5 so I recommend to get 4 Harlots here, if you want to go full holder, 7 harlots are the way to go but this will need some external feed by your team, you can still hold pretty confident with 6 Harlots and some small aura.
In case of Immolation you should only get 5 Harlots so you hold your own lane atleast. Note that Harlots 2-hit Level 7 which is a huge advantage, but a Furb is making them 3-hit already which is a lot slower, still this is by far the fastest wave clearing on Level 7.
If you're lucky with your aggro you might even have all Harlots surviving. Use the gold you got from holding to catch up with the lumberjack of your team.
Many opponents cancel a Level 7 call after they see Harlots and go 8 instead, you are not a Level 8 holder, Harlots can even leak this Level with high Value.
So that's basically their main weakness. If you got decent backline you can try to hold Level 10 aswell, for example Zeus or Ranger are great additions for your harlots.
Your Income will be far from good at arena stage but you did your best to help saving heals on Level 7 and maybe blowing some of the enemy heals instead.
Harlots are weak midgame value so try to get strong Range Damage for the key Levels awaiting you there. Jump to: navigation , search. Navigation menu Personal tools Log in.
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