Demi-Human Builder

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Demi-Human Builder

A motley crew of species with similarities to the human race. Fighters boast versatile abilities.

Tower Gold Cost Food Damage Speed Range Hit Points Attack Type Defense Type Ability
Goblin Scientist
Goblin Scientist
20 1 10-11 1 400 95
Siege
Light
None
Dwarven Engineer
Dwarven Engineer
50 0[1] 21-27 1 400 265
Siege
Light
Mortar[2]
Mutant
Mutant
300 2[1] 209-220 1.3 400 1600
Siege
Heavy
Inject Steroids[3]
Servant
Servant
40 1 25-35 1.5 100 215
Normal
Medium
None
Slavemaster
Slavemaster
120 1[1] 68-78 1 100 785
Normal
Medium
Slave Trade[4]
Tribesman
Tribesman
80 1 26-35 0.8 325 385
Pierce
Medium
Throw Net[5]
Alpha Male
Alpha Male
140 1[1] 56-67 0.8 325 900
Pierce
Medium
Throw Net[5]
Fury[6]
Medicine Man
Medicine Man
110 1 39-55 1.4 500 450
Magic
Light
Mend[7]
Oracle
Oracle
160 1[1] 87-109 1.4 500 935
Magic
Light
Guardian Spirit[8]
Harlot
Harlot
180 1 100-108 1.05 100 835
Pierce
Heavy
None
Mistress
Mistress
180 1[1] 153-169 1.05 100 1580
Pierce
Heavy
Seduce[9]
Minotaur
Minotaur
275 2 128-152 1.2 100 1465
Normal
Heavy
Tremor[10]
Bigfoot
Bigfoot
325 2[1] 233-257 1.2 90 2585
Normal
Heavy
Fissure[11]


Builders
Beast Mech Nature Shadow
Element Ghost Demi-Human Marine
Prophet Hybrid
Arctic Goblin Paladin Elf
Orc Undead Darkness
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Additional food cost of upgrading.
  2. Mortar: Attacks deal small splash damage to ground units.
  3. Inject Steroids: Buy steroids to increase damage by 25% and hitpoints by 20% for the next level only. This ability must be manually cast before the round starts.
  4. Slave Trade: When the round ends, you will receive 2 gold for each surviving Servant and 3 gold for each surviving Slavemaster. However if all Slavemasters are dead, no gold is received. Does not stack.
  5. 5.0 5.1 Throw Net: Traps an enemy, binding it to the ground so that it cannot move. If cast on an air unit, it will pull the unit into melee range. Lasts 7 seconds.
  6. Fury: Has a 20% chance to increase attack speed by 60% for 3 seconds with each attack. Does not stack with itself.
  7. Mend: Calls forth a wave of healing energy that bounces up to 4 times, healing 90 hit points on the primary target. Each jump heals 25% less hitpoints.
  8. Guardian Spirit: At the beginning of the level, creates guardian spirits above adjacent units, causing them to take only 77% of all incoming damage. Lasts the entire level.
  9. Seduce: Seduces enemy units in a small area, causes them to miss on 30% of their attacks but increase their attack speed by 10%. Lasts 7 seconds.
  10. Tremor: Slams the ground, dealing 20 damage and slowing the movement and attack speed of nearby enemy units by 10% for 4 seconds. Affects ground enemies only.
  11. Fissure: Rips open the ground, dealing 75 damage and stunning enemy ground units for 1 second.