Tower Tier List
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. Breaking the game into three stages, the towers will be rated on effectiveness in multiple categories.
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.
Tower | Role(s) | Power Rating |
---|---|---|
Elite Archer | YOLO, Cross Value | 9.5/10 |
Aqua Spirit | YOLO | 9/10 |
Harlot | Solo Holder | 8/10 |
Yggdrasil | Solo Holder | 7.5/10 |
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.
Tower | Role(s) | Power Rating |
---|---|---|
Pure Darkness | Solo Holder, Cross Value | 9.5/10 |
Goblin Blaster | Solo Holder, Cross Value | 9/10 |
Hydra | Solo Holder, Cross Value | 8.5/10 |
Mutant | Solo Holder, Cross Value | 8/10 |
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.
Tower | Role(s) | Power Rating |
---|---|---|
Pure Darkness | Solo Holder, Cross Value | 9.5/10 |
Doomsday Machine | Solo Holder, Cross Value | 9/10 |
Griffin Rider | Solo Holder, Cross Value | 8/10 |
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.