This guide is being created to help the players get beyond their current skill level if they ever feel like they are stuck in a certain rank. This guide takes into consideration that the reader has an understanding of units, typing and basic positioning. We will not cover any type of specific positioning or wave by wave decision so that the guide remains in-temporal.
First we will treat about how the reader should approach his fighter choices. From it, we will guide the reader unto how he should approach the game according to that given roll and how it should be use to set the pace of the game. We will end upon a more general section aiming at helping the reader better finding opportunities in the game.
Picking Your Roll/ Minimising Your Weak Waves
When choosing your roll, it is important to find some specific things that are not always well characterised by the game coach recommendations. When in the game, depending on your mastermind option you want to look for the followings :
Good late game options in case the game goes past wave 15.
A strong opener to help you generate a lead with high push potential. Since Early game workers are the most crucial.
Answers for your core build weak waves.
It is important to note that the reroll button can be used to cover one of those points, but it is still good to look at your roll for those options. The main takeaway is that, one can not reach the late game if the early game is lost, meaning that an opener is often more important than a late game synergy. Be aware that you are, to a certain extent, controlling what the opponent will do in term of sending you. Recognising your weak waves and playing around them is the key of being able to pick a good roll.
When looking at openers and how to defend them, look for the following tips to make the best decision possible:
Units covering a large range of waves due to their early game focused ability or innate strong stats can help you shift gold more easily. (It can also be done with the Grarl)
Unit upgrades are often more valuable then their base form. Look at how you can get an upgrade as early as possible.
Long saves are more easily defended with expensive fighters. Preparing early to get them on a specific wave can be extremely valuable.
Those tips are very general since how the player defend against the enemy is dependent on their send pattern and also their openers. If you are in a game where the enemy is ending a lot, you are able to push more aggressively, but keep in mind that the best push comes out of what we call power spikes. Power spikes happen when the player gets a fighter that is worth more value then its cost because of various reasons listed here:
Utilising the fighter's ability optimally.
Utilising synergies (auras or abilities) with good units.
Utilising positioning (split aggro) to manipulate the wave and mercenaries.
Utilising units that increase the odds or minimise the odds of targeting mercenaries (AoE/Consort ability).
All of those can't be quantified by a number in game and can only be approximated by experience. For example, if you have lifesteal on a Nightmare, you know you have higher survivability and can hold larger sends when on value but can still deal reasonably well with sends while being 100-200 value under depending on the current wave. In the mid-game, when your Nightmare is upgraded to a Doppelganger, you know your weakness is against Four Eyes and so, when they can reach it, your approximate vale diminishes slightly.
Also, even if this is almost only positive value increases, there are some situations that diminishes the approximate value. Here are some example :
Over-investment in low tier fighters. Even if they can be invaluable to adjust split, some players have a tendency to place more of them then necessary just because the recommended value colour changes to a more comforting one.
Placing a high cost fighter in immediate death situations. Fighters always perform better when they either share aggro or are protected to let them do damage. This becomes more and more true as the value of the fighter increases. If they die within the first seconds, you basically remove that fighter value from your board.
Placing a lopsided amount of DPS/Tank. Having too much of one or the other will cause some issue since they need to be in harmony to maximise your board value since DPS fighters need time to deal their damage and Tank fighters give that time. However, no matter how much time those can give you, the wave needs to be dealt with at one point, since they can only take so much damage.
Remember that you are not alone and your teammate is there too. If both players have rolls that complement each other (no common weak waves), it diminishes the chances that a long save will be effective against you and also allow you to have better agency of the late game lines of action. Also, this is a team game and having this kind of habit will reduce the amount of effective weak waves of your team. DO NOT over rely on your teammate to cover your weak waves as there is a possibility that you lose too many resources to make the game state in your favour.
This is all to set you up to play around what is called "the main lines" of both teams and give you the best flexibility over those ever evolving lines to adapt to your opponents.
Identifying Teams Main Sending Line
Once you are able to minimise your weak waves, you have basically identified the main line that should be used against you with your opener. The line that you show to your opponent will vary as you add more and more information. That is why hiding information in Legion TD 2 can be quite an effective weapon against your opponent as it forces them into a line that favours you and not them (see the Get the momentum section).
When looking at your opponents builds, you have to approach it like if you were building around that unit :
What would you do to defend that unit?
Would you have enough gold to get that answer?
Is that answer enough to counteract the amount of mythium you can send?
Is the teammate able to cover the send?
Answering those questions allows you to find a possible line against your ally that will also evolve as he shows more and more units. Finding the perfect send is always difficult, but identifying the build patterns and expecting answers is the first step into finding one of the better sends.
Your lines and your opponents lines are intertwined and coexist in the same game. One will obviously be able to undercut the other, but it is not linear. When identified, it is more a question of what the team unfavoured by the lines at play will do to defend it or exploit it (see the Get the momentum section). It is in those situations that advantages can be built upon and game decided.
In summary :
Ask yourself the questions of what would you send and what would you build at the place of your opponent to decide what are the weak waves of your opponent.
Do not overthink it, but be aware of the options. When having near perfect information in the mid/late game, weak waves can be more easily identified, thus the favoured approach to save longer in the mid/late game.
Getting The Momentum/ Dictating The Pace
Getting the momentum is an art in Legion TD 2. As said in the previous section, the lines of attack of each team are intertwined and do not always favour you at first glance. However, all of this is flexible depending on what you add from your opener and when you add it. This is all very complex and depends on every situation. However, it is still possible to do various things to try and play towards an unfavourable line in the short term:
Play slightly overbuilt. Controlling your push to get a big unit that lets you modify the pace of the game in your favour is worth more than any workers. After getting this big swing, you can start playing more aggressively.
Playing toward getting a high value fighter through a well placed shift works within that idea too. Match their send with an income send. If you believe your leak will not be terrible depending on the size of the send you expect, matching their non-income send with an income send + king ups will allow your team to come out better in the income game (assuming a close to even game state).
Exchange King HP for momentum by skipping the wave. King HP is a resource, to a certain extent. Sacrificing some HP to generate a better pressure point against your opponent can be valuable if properly executed. King HP is valuable, so it puts a lot of stress on that decision if the line has wrongly been identified.
If you are playing towards a favourable line, you need to make sure to keep the momentum afterwards. To do so, various things can be done to help you :
Going for a variation of the line can create a better second point going forward. If you are planning on sending on wave 7, you might want to try and go on 6 or 8 if it enables you to put more pressure on 9/10 or protect a weak wave 9. This slight variation can cause an expecting opponent to be thrown off guard and not prepare for their otherwise stronger wave.
This kind of manipulation can be risky depending on the plans the opponent had and can have the opposite effect. The favoured team needs to pay extra attention to the opponent board and how they are spending their gold and mythium.
If the opponent is overbuilding and have lower worker than you, try to find a later wave or defend your weak wave with Income+King since there is very little chance they can leak you if you get the extra resources. Absorbing the send with minimal mythium can however be the better choice to keep momentum.
If the opponent is underbuilding heavily, they can't go for a long save. Identify the nearest weak wave they have and stay aware of where they want to send. Defend with income king to get an economy lead. They might also leak the income send.
The situation changes when they decide to overly invest into workers into one of the team member in the late game. The one sending to the player leaking to no send needs not to push anymore workers (unless they start building again), and the one receiving from it should continue pushing. If you are not in a winning position, doing an income send into the person full pushing is better to setup for the next send to finish them.
Once you have the momentum, you want to make sure to keep it as it is very hard to get it back.
Finding opportunities is a broad subject. But it is all around a single goal : Increase the odds of winning through a high risk high reward play. Those are mostly done in the early game when speaking of getting an advantage :
Push workers to no send when you reach a power spike
Send on a wave you expect the opponent to shift (save gold) for a better unit. The most effective are when you did a send prior.
Place/Prepare fighters for the next wave despite being saved on for a long time. (E.g. Place a Harbinger or a Holy Avenger on wave 8 when showing mostly having pierce damage)
All of those points require the player to have correctly identified the plan of the opponent. Since one can not be in another's head, it is then classified as a high risk high reward play.
Later in the game, forcing a resend on high workers can work if the opponent were saving a long time and leaked heavily on the previous send. This is classified as an opportunity if you expect the opponent to save even longer after your successful send and need to push hard to get you. This is often done when you are in a winning position since it is enabled by high workers, but can also be a crucial comeback tool if you count on your synergies’ strengths.
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