Tower Tier List: Difference between revisions
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In the start of the game it is the most important to determine which players are focusing on holding the most difficult [[Waves]], and which players will focus on [[Economy]]. Usually this part of the game revolves around holding [[Satyrs|Wave 7]]. It is potentially the most dangerous Wave, quite often enough to kill the [[King]] with all four heals. King's Permanent Immolation is the most popular ability due to this Wave, where it makes the King nearly impossible to kill even with minimal upgrades. Due to the focus on this Wave, certain Towers are much more important during this stage. | In the start of the game it is the most important to determine which players are focusing on holding the most difficult [[Waves]], and which players will focus on [[Economy]]. Usually this part of the game revolves around holding [[Satyrs|Wave 7]]. It is potentially the most dangerous Wave, quite often enough to kill the [[King]] with all four heals. King's Permanent Immolation is the most popular ability due to this Wave, where it makes the King nearly impossible to kill even with minimal upgrades. Due to the focus on this Wave, certain Towers are much more important during this stage. | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:elitearcher.png|center|link=Archer|Elite Archer]]Elite Archer | |[[File:elitearcher.png|center|link=Archer|Elite Archer]]Elite Archer | ||
|[[File:aquaspirit.png|center|link=Aqua Spirit|Aqua Spirit]]Aqua Spirit | |[[File:aquaspirit.png|center|link=Aqua Spirit|Aqua Spirit]]Aqua Spirit | ||
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During the second stage of the game is often when teams will go for the kill. After the Arena Battle, it's vital to assess the enemy's weak waves to try and pick the best one to kill them. This should also take into account how much value they have, how much lumber your team has, what King ability they have, and when you think they might send to you. Sometimes a less desirable wave is chosen to force their team to upgrade king rather than be able to send to you on your weakest wave. There are many different options during this phase depending on all the above-mentioned factors. Pretty much the only waves almost never used as the send are 11 and 19. | During the second stage of the game is often when teams will go for the kill. After the Arena Battle, it's vital to assess the enemy's weak waves to try and pick the best one to kill them. This should also take into account how much value they have, how much lumber your team has, what King ability they have, and when you think they might send to you. Sometimes a less desirable wave is chosen to force their team to upgrade king rather than be able to send to you on your weakest wave. There are many different options during this phase depending on all the above-mentioned factors. Pretty much the only waves almost never used as the send are 11 and 19. | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | |[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | ||
|[[File:goblinblaster.png|center|link=GoblinAlchemist|Goblin Blaster]]Goblin Blaster | |[[File:goblinblaster.png|center|link=GoblinAlchemist|Goblin Blaster]]Goblin Blaster | ||
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In the games where neither team is able to close it out, whether due to both teams having high value and income, or neither team being able to get a strong enough send off, the final phase is the determining factor. Most of the waves here are unimportant and just for income, but a few of them can occasionally be used to end it early. Many games that last until the third phase will go all the way to Wave 31, the last wave. Common waves where teams will try to end it before then are 22, 24, 27 and 28. Waves 24 and 28 are two of the most difficult waves in the game to hold. | In the games where neither team is able to close it out, whether due to both teams having high value and income, or neither team being able to get a strong enough send off, the final phase is the determining factor. Most of the waves here are unimportant and just for income, but a few of them can occasionally be used to end it early. Many games that last until the third phase will go all the way to Wave 31, the last wave. Common waves where teams will try to end it before then are 22, 24, 27 and 28. Waves 24 and 28 are two of the most difficult waves in the game to hold. | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | |[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | ||
|[[File:doomsdaymachine.png|center|link=Neotank|Doomsday Machine]]Doomsday Machine | |[[File:doomsdaymachine.png|center|link=Neotank|Doomsday Machine]]Doomsday Machine | ||
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<h2>Chaos Damage</h2> | <h2>Chaos Damage</h2> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | |[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness | ||
|[[File:hades.png|center|link=Lord of Death|Hades]]Hades | |[[File:hades.png|center|link=Lord of Death|Hades]]Hades | ||
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<h2>Pierce Damage</h2> | <h2>Pierce Damage</h2> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:machinerobot.png|center|link=Machine Turret|Machine Robot]]Machine Robot | |[[File:machinerobot.png|center|link=Machine Turret|Machine Robot]]Machine Robot | ||
|[[File:elitearcher.png|center|link=Archer|Elite Archer]]Elite Archer | |[[File:elitearcher.png|center|link=Archer|Elite Archer]]Elite Archer | ||
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<h2>Normal Damage</h2> | <h2>Normal Damage</h2> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:goblinblaster.png|center|link=Goblin Alchemist|Goblin Blaster]]Goblin Blaster | |[[File:goblinblaster.png|center|link=Goblin Alchemist|Goblin Blaster]]Goblin Blaster | ||
|[[File:cavalier.png|center|link=Knight|Cavalier]]Cavalier | |[[File:cavalier.png|center|link=Knight|Cavalier]]Cavalier | ||
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<h2>Magic Damage</h2> | <h2>Magic Damage</h2> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:hydra.png|center|link=Sea Giant|Hydra]]Hydra | |[[File:hydra.png|center|link=Sea Giant|Hydra]]Hydra | ||
|[[File:griffinrider.png|center|link=Dragonhawk|Griffin Rider]]Griffin Rider | |[[File:griffinrider.png|center|link=Dragonhawk|Griffin Rider]]Griffin Rider | ||
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<h2>Siege Damage</h2> | <h2>Siege Damage</h2> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness<ref>Minions deal Siege Damage</ref> | |[[File:puredarkness.png|center|link=Ambassador of Darkness|Pure Darkness]]Pure Darkness<ref>Minions deal Siege Damage</ref> | ||
|[[File:doomsdaymachine.png|center|link=Neotank|Doomsday Machine]]Doomsday Machine | |[[File:doomsdaymachine.png|center|link=Neotank|Doomsday Machine]]Doomsday Machine |
Revision as of 16:19, 15 September 2018
The Towers in Legion TD Mega are not all created equal. While most Towers have a niche where they can be utilized with reasonable effectiveness, this is not true for all of them.
Game stages
Breaking the game into three stages the towers gain and lose effectiveness. Many high cost towers overkill the earlier waves making them inefficient and many low cost towers have too little health to survive long enough in the later waves to be worth building.
First Stage
Waves 1-10 In the start of the game it is the most important to determine which players are focusing on holding the most difficult Waves, and which players will focus on Economy. Usually this part of the game revolves around holding Wave 7. It is potentially the most dangerous Wave, quite often enough to kill the King with all four heals. King's Permanent Immolation is the most popular ability due to this Wave, where it makes the King nearly impossible to kill even with minimal upgrades. Due to the focus on this Wave, certain Towers are much more important during this stage.
Elite Archer | Aqua Spirit | Harlot | Yggdrasil |
Second Stage
Waves 11-20 During the second stage of the game is often when teams will go for the kill. After the Arena Battle, it's vital to assess the enemy's weak waves to try and pick the best one to kill them. This should also take into account how much value they have, how much lumber your team has, what King ability they have, and when you think they might send to you. Sometimes a less desirable wave is chosen to force their team to upgrade king rather than be able to send to you on your weakest wave. There are many different options during this phase depending on all the above-mentioned factors. Pretty much the only waves almost never used as the send are 11 and 19.
Pure Darkness | Goblin Blaster | Hydra | Mutant |
Third Stage
Waves 21-31 In the games where neither team is able to close it out, whether due to both teams having high value and income, or neither team being able to get a strong enough send off, the final phase is the determining factor. Most of the waves here are unimportant and just for income, but a few of them can occasionally be used to end it early. Many games that last until the third phase will go all the way to Wave 31, the last wave. Common waves where teams will try to end it before then are 22, 24, 27 and 28. Waves 24 and 28 are two of the most difficult waves in the game to hold.
Pure Darkness | Doomsday Machine | Griffin Rider |
Damage Type
Purely looking at towers based on their ability to deal damage and not considering the abovementioned factors such as overkilling, these towers are considered the best of their Damage Type.
Chaos Damage
Pure Darkness | Hades | Thrall |
Pierce Damage
Machine Robot | Elite Archer | Harlot | Zeus | Wind Rider |
Normal Damage
Goblin Blaster | Cavalier | Aqua Spirit | Death Dragon |
Magic Damage
Hydra | Griffin Rider | Revenant | Meridian |
Siege Damage
Pure Darkness[1] | Doomsday Machine | Mutant | Greymane |
Please Note that this page is highly subjective and will be updated and changed a lot over time. Also many of these towers shuffle around as the meta-game changes.
- ↑ Minions deal Siege Damage