Tower Tier List

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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.

Tower Role(s)
Elite Archer
Elite Archer
YOLO, Cross Value
Aqua Spirit
Aqua Spirit
YOLO
Harlot
Harlot
Solo Holder
Yggdrasil
Yggdrasil
Solo Holder

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)
Pure Darkness
Pure Darkness
Solo Holder, Cross Value
Goblin Blaster
Goblin Blaster
Solo Holder, Cross Value
Hydra
Hydra
Solo Holder, Cross Value
Mutant
Mutant
Solo Holder, Cross Value

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)
Pure Darkness
Pure Darkness
Solo Holder, Cross Value
Doomsday Machine
Doomsday Machine
Solo Holder, Cross Value
Griffin Rider
Griffin Rider
Solo Holder, Cross Value

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

Tower Role(s)
Pure Darkness
Pure Darkness
Solo Holder, Cross Value
Hades
Hades
Solo Holder
Thrall
Thrall
Solo Holder, Cross Value

Pierce Damage

Tower Role(s)
Machine Robot
Machine Robot
Solo Holder
Elite Archer
Elite Archer
Solo Holder, Cross Value
Zeus
Zeus
Solo Holder
Wind Rider
Wind Rider
Solo Lane

Normal Damage

Tower Role(s)
Goblin Blaster
Goblin Blaster
Solo Holder
Cavalier
Cavalier
Solo Holder
Death Dragon
Death Dragon
Solo Holder, Cross Value

Magic Damage

Tower Role(s)
Hydra
Hydra
Solo Holder
Griffin Rider
Griffin Rider
Solo Holder, Cross Value
Meridian
Meridian
Solo Holder

Siege Damage

Tower Role(s)
Pure Darkness
Pure Darkness[1]
Solo Holder, Cross Value
Doomsday Machine
Doomsday Machine
Solo Holder
Mutant
Mutant
Solo Holder, Cross Value
Greymane
Greymane
Solo Holder

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.

  1. Minions deal Siege Damage