Legion TD 2 Advanced Game Guide

Publish date: 2024-07-28

Within this guide, learn how to improve your gameplay up from the basic tutorial available in game. Those advanced notions paired with building improvements will make you a better player and battle for the highest ranks or just enjoy the game’s depth better.

Contents

Guide to Advanced Game

Introduction

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 :

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:

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:

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 :

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:

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:

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:

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 :

Once you have the momentum, you want to make sure to keep it as it is very hard to get it back.

Finding Opportunities

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 :

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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