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
|
Elite Archer
|
Aqua Spirit
|
Harlot
|
Yggdrasil
|
Role(s)
|
YOLO, Cross Value
|
YOLO
|
Solo Holder
|
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
|
Pure Darkness
|
Goblin Blaster
|
Hydra
|
Mutant
|
Role(s)
|
Solo Holder, Cross Value
|
Solo Holder, Cross Value
|
Solo Holder, Cross Value
|
YOLO, 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
|
Pure Darkness
|
Doomsday Machine
|
Griffin Rider
|
Role(s)
|
Solo Holder, Cross Value
|
Solo Holder, Cross Value
|
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
|
Pure Darkness
|
Hades
|
Thrall
|
Role(s)
|
Solo Holder, Cross Value
|
Solo Holder
|
Solo Holder, Cross Value
|
Pierce Damage
Tower
|
Machine Robot
|
Elite Archer
|
Harlot
|
Zeus
|
Wind Rider
|
Role(s)
|
Solo Holder
|
YOLO, Cross Value
|
Solo Holder
|
Solo Holder
|
Solo Lane
|
Normal Damage
Tower
|
Goblin Blaster
|
Cavalier
|
Aqua Spirit
|
Death Dragon
|
Role(s)
|
Solo Holder
|
Solo Holder
|
YOLO
|
Solo Holder, Cross Value
|
Magic Damage
Tower
|
Hydra
|
Griffin Rider
|
Meridian
|
Role(s)
|
Solo Holder
|
Solo Holder, Cross Value
|
Solo Holder
|
Siege Damage
Tower
|
Pure Darkness[1]
|
Doomsday Machine
|
Mutant
|
Greymane
|
Role(s)
|
Solo Holder, Cross Value
|
Solo Holder
|
Solo Holder, Cross Value
|
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.
- ↑ Minions deal Siege Damage