Roles: Difference between revisions

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Each player won't always be doing all the same things in a game of Legion TD, so here are some of the archetypical roles that you might play in a given game. Usually role is decided based on the particular towers available to each player, but it is not uncommon for the individual levels of experience to be a factor in deciding roles as well.
Each player won't always be doing all the same things in a game of Legion TD, so here are some of the archetypical roles that you might play in a given game. Usually each player's role is decided based on the particular towers available to each player, but it is not uncommon for the individual amount of experience in the game to be a factor in deciding roles as well, with more experienced players taking the more difficult role of hard holding.
<h1>Solo</h1>
<h1>Solo</h1>
This is the most basic strategy, which is to build Towers to hold all Waves as well as you can while building Wisps with all excess Gold. In a solo lane, a balanced build of tanks and DPS is needed, as well as a portion of certain damage types specifically for certain hard Waves. A solo build generally does not have any outstanding weaknesses when executed correctly but has limited offensive potential as well.
This is the most basic strategy, which is to build Towers to hold all Waves as well as you can while building Wisps with all excess Gold. In a solo lane, a balanced build of tanks and DPS is needed, as well as a portion of certain damage types specifically for certain hard Waves. A solo build generally does not have any outstanding weaknesses when executed correctly but has limited offensive potential as well.
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<h1>Merging</h1>
<h1>Merging</h1>
After an incomer or YOLO has a sufficient quantity of Wisps, depending on the strategy of the team, it is usually recommended for the now under-valued player to build with their lane partner, which is called merging. This allows the holding partner to have some extra help for their weak Waves, as well as gaining the advantage of any aura Towers the merging partner has. In most cases a merged lane will be stronger than two solo lanes would be otherwise.
After an incomer or YOLO has a sufficient quantity of Wisps, depending on the strategy of the team, it is usually recommended for the now under-valued player to build with their lane partner, which is called merging. This allows the holding partner to have some extra help for their weak Waves, as well as gaining the advantage of any aura Towers the merging partner has. In most cases a merged lane will be stronger than two solo lanes would be otherwise.
<h1>Shot Calling</h1>
Although this isn't a role in the same sense as the other roles, it is a vital part of the game to decide when to send, when to upgrade the king, and when to just save. Generally the most experienced player will automatically be the shot caller, but if they don't choose to do so it is important that one of the other players works to organize everyone on the team. A disorganized team will almost always lose to an organized team.

Latest revision as of 21:41, 25 March 2018

Each player won't always be doing all the same things in a game of Legion TD, so here are some of the archetypical roles that you might play in a given game. Usually each player's role is decided based on the particular towers available to each player, but it is not uncommon for the individual amount of experience in the game to be a factor in deciding roles as well, with more experienced players taking the more difficult role of hard holding.

Solo

This is the most basic strategy, which is to build Towers to hold all Waves as well as you can while building Wisps with all excess Gold. In a solo lane, a balanced build of tanks and DPS is needed, as well as a portion of certain damage types specifically for certain hard Waves. A solo build generally does not have any outstanding weaknesses when executed correctly but has limited offensive potential as well.

Holder

This is a generic term for the player who has the strongest towers for defeating the hardest Waves. Usually they are not able to produce as many Wisps as the rest of the team quite as early, since they are focusing more of their Gold on building towers. Occasionally the Lane partners will build together in the middle section, with the holder partner spending more and getting Gold from both players' waves. This is sometimes referred to as The Cross or a Cross build, due to the holders' units crossing the lane to hold both sides.

Incomer

In the case of a Cross build, or a failed early game, a player may opt to build only minimal units to slow the Wave down and spend all available Gold on upgrading Wisps and Lumberjack Upgrades. This can result in a large loss of team net worth if the Lane partner of the incomer is not able to hold both players' waves. In a well-executed Cross build, the holding partner will become strong enough to hold both sides and will get a lot of extra Gold, while permitting the incomer to get very far ahead in Lumber production, allowing a strong offensive against the other team.

YOLO

Certain Towers are exceptionally strong on early waves, allowing a very low value to be built while still holding. This permits the player to build Wisps almost as much as an incomer would but not rely on a holder except for key Waves that his build is weak to. Some YOLO builds require more early investment in Tower building but after a certain point allow the player to build almost nothing and still hold an exceptional amount of every Wave. In general, a YOLO does not try to hold the key waves but rather tries to gain a Lumber advantage while holding most Waves.

Merging

After an incomer or YOLO has a sufficient quantity of Wisps, depending on the strategy of the team, it is usually recommended for the now under-valued player to build with their lane partner, which is called merging. This allows the holding partner to have some extra help for their weak Waves, as well as gaining the advantage of any aura Towers the merging partner has. In most cases a merged lane will be stronger than two solo lanes would be otherwise.

Shot Calling

Although this isn't a role in the same sense as the other roles, it is a vital part of the game to decide when to send, when to upgrade the king, and when to just save. Generally the most experienced player will automatically be the shot caller, but if they don't choose to do so it is important that one of the other players works to organize everyone on the team. A disorganized team will almost always lose to an organized team.