Legion — Td Guide
🎯 Core Concept
You and a partner defend a lane against waves of computer-controlled "creeps" while sending mercenaries (leaks) to attack your opponents.
Goal: Kill more creeps than your opponents across 21 waves.
6. The Mid-to-Late Game Transition
Once you pass Wave 10, the game changes. Passive income slows down relative to the cost of units, and King upgrades become vital. legion td guide
🏁 Early Game (Waves 1–5) – King Up & Eco
The Benchmark Worker Counts (for Legion TD 2 & similar versions)
| Round | Novice (0-1000 MMR) | Good (1200-1600) | Expert (1800+) | |-------|---------------------|------------------|----------------| | 4 | 0-1 workers | 1-2 | 2-3 (risky) | | 7 | 1-2 | 3-4 | 5-6 (aggressive)| | 10 | 3-4 | 5-6 | 7-8 | | 13 | 4-5 | 7-8 | 9-10 | 🎯 Core Concept You and a partner defend
Key takeaway: If you have fewer than 5 workers at wave 10, you are behind. The enemy is getting more mythium to send you, and more income per turn. How to place: Fatalizer at absolute front, Butcher
5. The "Send Bait": Fatalizer + Butcher (Classic)
- How to place: Fatalizer at absolute front, Butcher one row behind.
- Purpose: This build wants to be sent on. Fatalizer deals more damage the more it’s hit. When enemies see a weak-looking defense, they send heavily. Mistake.
- When to avoid: If the enemy sends a "Doom" mercenary (silences abilities), you leak hard.
4. Sending Guide (Mercenaries)
2. Mercenary Sends (Best per Wave)
| Wave | Send | Effect | |------|------|--------| | 1–2 | Snail | Low cost, slow enemy attack speed | | 4–5 | Ghost | Magic damage, bypasses armor | | 7–9 | Lizard | High HP, poison | | 10+ | Mole | Burrow, invulnerable for 4 sec | | 13+ | Kraken | Huge slow, AOE | | 15+ | Dragon Turtle | Tanky, AOE stun | | 18+ | Dino | Massive HP, soaks attacks |
