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Interaktive Guides und Lexikon - Legion TD 2Elemental Opener W/ Solid Workers Early. 2,mal angesehen. Forsaken guide · 1,mal angesehen. A Guide to different class strategies. Starting now, Legion TD 2 is on sale and featured on the front page of Steam. Weekend [Updated ] The Legion TD 2 Guide by LForward. The guide for. 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 GAMEPLAY OVERVIEW VideoLegion TD 2 Introduction Guide Units you can add to Komodos are mostly Auras or overall Spielhalle Heute Geöffnet ranged units, I prefer the Young Witch Doctor because the komodo fights take pretty long so his aura is Kaiserslots work. Giant Snail. Knock Out.
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Share Embed. Early Access Game Get instant access and start playing; get involved with this game as it develops. Why Early Access?
Early Access players are essential in shaping the future of Legion TD 2. We constantly communicate with players on game balance, design, and other issues to make the game the best it can be.
We've made countless changes and resolved over 9, bugs literally due to player feedback. Add to Cart. 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. Players select one spell on wave Attack and Defense Types Every unit has an attack and defense type.
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.
And two good single builds are at least as good as one good mid-build, if not better. So what am I trying to say is that mid-builds can be fun, but they are not as good as they seem to be.
There are two types of classical mid-builds, so lets explain both, advantages and disadvantages of them: 1. First mid-build type, Deep mid-builds: Deep mid builds are builds in small area between two Towns.
This can be good to some point in the game, as players can share auras and bouncing effects like Yggdrasil's or Medicine Man's heals.
There are many problems with this, but the first and main one is that you don't have full control of the situation. What i mean with this is that you can't control who takes lasthits gold.
Of course, on early levels players determine their roles so in mid-build we usually have 'builder' the one who is massing towers and incomer the one who is building wisps and who is upgrading lumberjack.
So what is the problem with this? Let's take a look: 1 First Deep mid-build problem, Bonus Armor: Creeps get 2 bonus armor as they get near to middle area.
This may not sound as much, but this can be game-changing. This must not happen on every wave, but sooner or later, armor bonus will make a difference.
What this further causes is that they start to build outside mid pit and then their towers are starting to get too far from first line to the last line.
This is specially problem on highly ranged late game waves levels 24 and 28 because half of your units will start fighting and the other half towers built far behind won't even move.
What we get as a result of two good mid-builders on first arena fight is next: First one, builder with value and around income and second one, incomer with income and value.
So on average they have value and 80 income. This seem quite good, but if i look on my single build average score on first arena fight value and income it is not actually much, because average difference in income is huge and average difference in value is low.
Second Mid-Build type, Reverse builds: Second kind of mid-builds is called "Reverse build" where two players on the same lane build at opposite sides and with that build players don't kill their own creeps, they kill their teammate's creeps.
This is used for specific reason, and that is after towers kill full wave they will go back to your own creep spawn backwards and if your teammate leaked, you will be able to catch his leak with full bounty.
This sounds quite good but the thing is that you can do same thing with builder's tool called "Anti-Stuck" tool, but guess what, creeps won't get bonus armor.
That was it about Mid-Builds. I admit that mid builds can be funny and good to some point in the game, but sooner or later, problem will appear.
Reroll gives you new six tower combination with Prophet some of them can still be the same, it is randomly given and "change builder" gives you choice between two different races still one of them can be the same.
This is very important part of the game, because you need to choose right time to do this as this costs you gold and lumber and you have limited number of this chances.
There are 30 regular waves in Legion Mega 3 of them are boss levels and special level called "Legion Lords". Crabs are slow melee creeps with low damage.
They are unarmored so basically every damage type you get early on is good versus them. This level requires towers with low damage but which can still lasthit them and fast attack speed.
Dino summon can be a problem on this wave, so you may also need some heavy armored tower to tank a bit. Murlocs move a bit faster than Crabs and are also melee creeps.
Same as on level 1, upgraded tier 2 towers with fast attack speed Pyro, Oceanus, Pandaren are the best for this level. Keep in mind that they have normal attack type, so medium armored towers will melt.
For example if you build Pyro for level 2 and if you get Furbolg, he will not be able to kill them in one hit, which means that he suddenly needs twice more hits to clear the wave, which will further lead to almost sure leak.
Scorpions are one of the most imbalaced level in whole Legion Mega 3. With such a huge HP and damage jump compared to previous level, it is not strange if you have problems on this level.
Key to beat this level is to build towers that can kill them in one hit and there is a lot of towers that are able to do it.
Quillbeasts are quite easy level, although they are ranged. You can notice that they have lower attack damage than creeps from previous level. There are two ways to beat this level easily: First way is to have heavy armored tanks that simply can not die from Quillbeasts, and second way is to have some weaker tanks but something behind that can deal damage.
Overall pretty easy wave compared to level 3 for example. Most of the times you don't need to build anything for this wave if you didn't leak level 3.
Hawks are quite tricky because your heavy armored tanks will melt under their magic damage type. For this wave you will need some piercing or magic damage due to their light armor type.
Hawks are flying units so some abilities like Minotaur's Tremor will not affect them. Tanky towers with medium armor are very good on this level, so if you don't have some ranged piercing damage, they are your best option Pandaren, Guard, Soul of Hero Slavemaster for example.
Rock Golems are very slow units that can bug a lot, go around each other because of big model model size can be programmed in Warcraft 3 World Editor, so you can make some units on your map big or small as you wish, which further determine their behavior and slow movement speed.
Movement speed slowing auras Polar Bear, Magnataur, Tree of Time are great choice on this level, which makes them bug even more.
If you don't have any slow aura, generally heavy armored tanks can deal with this level easily. Overall easy wave, but be careful if you have only piercing type of damage.
Satyrs are very fast and agile creeps that will make good focus on your towers, bringing them down fast.
Whit huge HP jump almost HP compared to previous level, this is probably the hardest together with level 3 early game level. For this level you need some fortified or heavy armored tanks Goblin Blaster are extremely good on this level and some ranged piercing towers behind.
Overall hard tower and if you leak few of them, it is normal. Acolytes are ranged creeps that have pretty good attack speed and can focus down your towers fast.
Medium ranged towers Maverick, Seer of Darkess, Oceanus are towers that you want to have on this wave. Overall hard wave, but not as much as level 7.
Zombies are quite slow creeps, but their number is great and they are tanky. With heavy armor type, any source of magic damage is good on this level Ascendant, Blood Orc Warlock, Thunderbird but you will also need something to tank up in front.
As first boss unit in the game Velen may look scary, but in fast he is not. Thing that you can notice is that his base armor value is 1 and base armor of regular non-boss creeps is 3.
Velens are slow moving but with fast attack speed melee bosses that can be countered with huge number of tower combinations. If you don't have that kind of tower, second best thing against them is slow effect Ice Troll Shaman, Harpy, Mercurial.
Of course you will need something to tank in front, but due to their slow movement speed they rarely cause problems. Clockwerk Goblins are very slow melee creeps that have focus and movement problems.
With extremely low damage and HP, this is one of the easiest waves in whole game. Even towers with piercing or magic damage can perform well against them, although they have fortified armor type.
Sirens are ranged creeps fast attacking creeps with low attack damage. Generally heavy armored tanks with normal damage type can beat this level easily Goblin Blaster, Krogoth, Ancient Wandigoo but Warlock summon with magic attack can cause problems on this level.
Overall not extremely hard wave. Couatls are melee fast moving flying creeps that can melt your heavy tanks in seconds. Generally very hard and aggressive level, but there are few ways to counter them.
Best unit against them is Tree of Knowledge that can tank a lot of their damage output, damage them through damage return because they are melee and then explode, leaving chaos.
If you don't have this particular tower, any ranged piercing damage towers Elite Archer, Zeus, Alpha Male can deal with them nicely.
Tuskarr Warriors are extremely tanky and relatively fast melee creeps with insane damage output. For this level you need to have heavy tanks with normal damage type, that is basically only good way to deal with them.
Movement slowing auras are generally good, but all units with that kind of ability have medium armor type and they die in seconds. Overall insane level but good news are that their number isn't that great.
Centaurs are melee medium speed units that are tanky but have very slow attack speed. Generally any magic damage is good against them and attack speed slow effect Medusa for example will make them almost useless with their base attack speed of 1.
Overall much easier level than level 14, but should not be underestimated. Salamanders are ranged low HP creeps with fast movement speed and insane damage output due to their number and attack speed.
They can be countered easily with some fortified armor towers Doomsday Machine, Assault Tank, Tree of Knowledge because with magic damage they simply can't kill HP fortified armored tower.
Besides that, long ranged piercing or magic damage towers Zeus, Meilai, Meridian can kill them fast, but remember that your heavy tanks will vanish fast under fury of these aggressive lizards.
Flash Golems are medium speed melee creeps with insane damage output. Only easy way to deal with them are ranged high damage siege towers Doomsday Machine, Assault Tank , but heavy tanks can be decent against them too Goliaths specially.
Very hard wave that can really limit your income hard. Summons often get hard on this wave, so don't be surprised if you get Kraken, Infernal or even Demon here.
Sludge Flingers are extremely tanky slow moving melee creeps. With big model they are inefficient damage dealers, but should not be underestimated.
All Dragons with normal damage generally perform well against them, but what is really great on this level is movement speed slowing auras.
Fighters move upwards to challenge them. Hire mercenaries to attack your opponents. Mercenaries can be hired during the day or night and are always sent to attack your opponent at the start of the next day.
Hiring mercenaries also increases your income, which is given to you at the start of each night. Builds for new players - Shrine [Staff Answer] A.
Crowley , May 17, Replies: 1 Views: 2, Jules May 18, Builds for new players - Nomad A. Crowley , May 15, Crowley May 15, Replies: 8 Views: 2, Jules May 1, Bonny Mar 6, Jules Feb 25, 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 Yggs or 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 as well.
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.
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. 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. 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.
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 Mana and regenerates 3 Mana per second.
Let's talk about one spell after the other. 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.
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.
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 and not all of them are available from the start. Others award less, but provide creeps with useful Auras.
Which Units you send is your decision as it distinguishes from Round to Round.Legion TD 2 is a strategy game played by two teams of two. Deploy fighters (towers) to defend your lane against waves of enemies and hire mercenaries to attack your opponents. To win, you must defeat the opposing team's king before they defeat yours. From start to finish, a match lasts around 25 minutes. Support the devs by buying Legion TD 2 directly from us! Digital key can be activated on your Steam account. It's often as simple as using attack and defense type, but ultimately, Legion TD 2 is a complex game with lots of interactions. This guide is based on my personal experience. I'm happy to take feedback and change it, and I'll do my best to update it every patch. Overview. Legion TD 2 is a 2v2 and 4v4 strategy game. Build fighters to defend your lane against waves of enemies and hire mercenaries to attack your opponents. To win, you must defeat the opposing team's king before they defeat yours. From start to finish, a match lasts around 20 minutes. Legion TD 2 Gameplay Guide [Staff Answer] Jules, Jul 5, Replies: 0 Views: 10, Jules Jul 5, Sticky. Rating & Matchmaking Guide [Staff Answer].