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Hi, I'm ReAlChemist and I'd like to welcome you to my guide on Tresdin, the Legion Commander.I feel Legion Commander is a versatile, competitive hero that has possibilities and subtelties far beyond the stale and easily counterable formula of gank with Duel-win Duels-kill everything with bonus damage. I want to explore those in this guide and in particular show that this hero has the tactical, strategic, and team contributions appropriate to the name Legion Commander. This guide is also very thorough and analytic, because thats how I roll.
I wanted this guide to be out there so people know what to do with Legion Commander as she comes to Dota 2. Rumors have her released to be within the next few days but there is apparently a bug which causes her passive not to work in Dota 2 which has so far delayed her release for several months. The essential parts of this guide are complete so I will publish it anyway, but I will be adding sections, updating, and editing to make it more finished. Feedback is always appreciated of course.
Although the first thing many people see in Legion Commander is that her ultimate can give you permanent bonus damage there's quite a lot more to the hero than that. Some would go so far as to consider that one of the least important aspects of the hero, at least directly. So lets take a look at Tresdin forgetting for the moment about her ultimate:
Pros
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Cons
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Level 1 2 3 4 |
Mana 100 100 100 100 |
Cooldown 18 18 18 18 |
Range 1000 1000 1000 1000 |
AoE 315 315 315 315 |
Duration 7(MS Buff) 7(MS Buff) 7(MS Buff) 7(MS Buff) |
Effect 50+14/Unit Magic Damage, 9%/Hero+3%/Creep MS 100+16/Unit Magic Damage, 9%/Hero+3%/Creep MS 150+18/Unit Magic Damage, 9%/Hero+3%/Creep MS 200+20/Unit Magic Damage, 9%/Hero+3%/Creep MS |
Type: Targets: |
Active Target Ally |
Removes debuffs and disables from the target friendly unit, and grants bonus attack speed and health regen for a short time. |
Level 1 2 3 4 |
Mana 80 90 100 110 |
Cooldown 16 15 14 13 |
Range 800 800 800 800 |
AoE N/A N/A N/A N/A |
Duration 5 5 5 5 |
Effect +60 AS, +30HP/sec +80 AS, +40HP/sec +100 AS, +50HP/sec +120 AS, +60HP/sec |
Press the |
Type: Targets: |
Passive/Triggered Enemy Units |
When attacked, Legion Commander has a chance to immediately attack again with bonus lifesteal. |
Level 1 2 3 4 |
Mana NA NA NA NA |
Cooldown 1.2 1.2 1.2 1.2 |
Range 128 128 128 128 |
AoE N/A N/A N/A N/A |
Duration NA NA NA NA |
Effect 16% Chance, 20% Lifesteal 18% Chance, 40% Lifesteal 20% Chance, 60% Lifesteal 22% Chance, 80% Lifesteal |
Level 1 2 3 |
Mana 75 75 75 |
Cooldown 50 50 50 |
Range 150 150 150 |
AoE N/A N/A N/A |
Duration 4 4.75 5.5 |
Effect 10 permanent bonus damage to winner. 14 permanent bonus damage to winner. 18 permanent bonus damage to winner. |
In the early game Legion Commander should generally put one point into each skill and then split points between one active and your passive while leveling your ultimate at every opportunity. This is because you get much of the utility out of your actives with one skill point (eg. the MS bonus from Press the Attack does not scale at all) and your mana pool/regen does not allow you to cast many spells so each cast must count.
Because Overwhelming Odds used to scale poorly with levels and was therefore often not maxed, it was recently reworked to alter the scaling and make it significantly stronger in lane. In a ganking, offlane, or mid role Overwhelming Odds is far and away the better early game spell since it gives you the ability to harass, push, get cs from range, and much more kill potential from magic burst. It can also be useful for farming the jungle, particularly stacked camps. Overwhelming Odds is great at defending against pushes since, combined with another AOE nuke like Illusory Orb or Fissure, it instagibs the creep wave. In almost all situations I recommend maxing Overwhelming Odds first.
Always get at least one level of Press the Attack, since it will dispel almost any stun, slow, entangle, or other disable which will almost certainly save you or an ally from ganks. In a farming role, the HP regen from Press the Attack allows you to basically never need to leave the lane so long as you have mana regen. Additional levels make it more effective and efficient (see notes on the section above). The AS bonus can also make you last hit a little better for a couple seconds, since Legion Commander has a mediocre attack animation. As you get the most out of it in the first two skill points, I would usually only leave it at 2 until your other abilities are maxed.
Moment of Courage is an extremely strong passive which gives you free attacks and a huge amount of lifesteal at basically no cost and so it is generally maxed early in most any role. One useful trick in laning if you have a Stout Shield is to right-click the enemy hero so the creeps aggro and attack you, allowing you to proc Moment of Courage, then quickly right click your own creep to dispel aggro. Still, I would generally leave Moment of Courage at level 2 initially since the first two levels have the best scaling and Overwhelming Odds will give you more damage in the early game. If you are in an offlane situation where you don't approach the creepwave much, it may be worth it to entirely skip the passive until later since you won't get much out of it if you aren't being attacked.
If you want to participate in teamfights early, your decision of what to level should be influenced by what the other team is working with. A ~350 damage AOE nuke is not minor in early fights, especially since it has a very long (1000) cast range. However, if the enemy team has a lot of CC, particularly big single target disables like Primal Roar and Flaming Lasso, Press the Attack is a better choice since the lower CD means you have more opportunities to save allies. Also if one of your heroes is getting focused or has a strong autoattack the regen and AS bonus of Press the Attack are an enormous contribution to your teams capabilities. In some cases, it may be worth skipping your passive early so you have access to good levels of both your spells.
Before I talk about Duel, it is important to explain the component responsible for much of its efficacy: Mute. Mute is a special type of silence effect that is only applied by Doom and Duel which disables all active abilities, item actives, many passives, and many buffs. A complete list of what is disabled can be found here: http://dota2.gamepedia.com/Mute#Mute. Here are major things that mute disables:
This section is a work in progress and will be expanded soon. Some say Duel is an initiation spell so I wanted to elaborate and how that can be viable.
Duel can be used to initiate in approximately the following manner: Blink in and Duel the most critical hero in the enemy teamfight, like an Enigma. I would prioritize a support as a target since if things go wrong the bonus damage you give isn't particularly relevant. A teammate with a major skillshot or AOE spell or ultimate, such as Ghost Ship, Macropyre, Death Ward, or Call Down, casts that on the area of the Duel timed to coincide (eg. Static Storm) with or follow 1-2 seconds after (eg. Earth Splitter) the start of the Duel. This forces the enemy team to choose between possibly saving their ally while eating a major damage and/or disable spell, or lose that ally and its major contribution to their teamfight while feeding bonus damage to Legion Commander. In either case, your team has a major advantage in the teamfight.
In terms of your skill build, your first skill point should go into a skill that allows you to kill the easy camp, stack another camp, then return to kill the one minute spawn of the easy camp. All of your skills help you do this but their effectiveness varies. With a shield, tangoes, and Quelling Blade Tresdin does 77 damage per hit to creeps and has 0.69 attacks/sec at level 1 so she can deal ~1050 damage to creeps over 20 seconds. Press the Attack is a common choice but even if you cast it twice it only gives you ~3.5 more attacks which is ~270 damage (~1320 total; regens 300 HP). Moment of Courage procs 16% of the time at level one or about every 6 attacks. Since the creeps have a BAT of 1.35 and you have about 20 seconds to kill them, you will get ~7 more attacks which is about 536 damage (~1590 total; regens ~100 HP). Overwhelming Odds does either 276 (most camps) or 600 (kobold camp) damage and can be cast twice for a total of ~550 or ~1200 damage (~1620-2250 damage total).
Either Moment of Courage or Overwhelming Odds should let you kill any camp in time to stack (except possibly the ghost camp), so I would usually level the passive since it gives HP and costs no mana. The only exception would be if you are on radiant, particularly if you get kobolds, since you can stack both the river camps at once if you cast Overwhelming Odds on the hard camp while aggroing the medium camp and then pull both camps down the ramp. You can do this because Odds will hit enemies up to 1375 units away and the distance between these two camps is only about 1300. On the dire side, the forest medium camp and either the hard camp or river medium camp can be stacked in a similar fashion unless both are mud golems.
Kill the 1 minute small camp and the unstacked medium camp, the stack (or double stack) again. If you are on radiant, make sure to check the 2 minute rune when you stack. If you have time, kill the unstacked hard camp if you can. Repeat this process until you have several stacks and Overwhelming Odds at level 3 or 4. You can clear a 3+ stack easily with 1-2 casts of Overwhelming Odds and some autoattacks.
Because you want at least two points in your passive and max Overwhelming Odds as soon as possible, you can skip Press the Attack until level 7 or 8 if you so desire and the enemy: isn't ganking you with a strong slow or entangle, doesn't have one to stop your own ganks, and the safe lane isn't getting ganked or otherwise need help.
Legion Commander will basically always get Phase Boots or Power Treads. A fast Boots of Travel can also be useful in several situations (eg. you have to deal with Nature's Prophtet split push). Tranquil Boots is never recommended on Tresdin since they will constantly be broken and you have good sources of HP regen anyway. I would only go Arcane Boots if you are playing support LC.
Lets have a look at what each boot offers you:
Phase Boots
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Power Treads
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One thing Legion Commander suffers from is a lack of a gap-closing ability which makes ganking and disabling key heroes in teamfights harder. Unless you have an ally with an initiation spell like Snowball, Toss, or Boulder Smash then you want one of the initiating items: Blink Dagger, Shadow Blade, Smoke of Deceit, or Eul's Scepter of Divinity. While I think Eul's is situationally viable (I'll explain in a moment) the choice is usually going to be between the dagger, smoke, or the blade.
However, in the 6.79 patch the cast range of Duel was buffed to 150 base movement speed of this hero was buffed by 10 to 320. This makes Tresdin one of the fastest heroes in the game, exceeded only by Luna (330), Chaos Knight (325), and Lone Druid (325 in ranged form) and matched by Naga Siren and Pugna. This means that in the early game Tresdin doesn't need any items to gank most heroes without an escape, particularly at night when vision is only 800 (and you should have level 6 by the middle of the first night). There are many factors that come into play, but basically if you hit the creep wave and a solo enemy hero with Overwhelming Odds you gain a ~110 MS advantage for 7 seconds if you both have boots. This means you can reliably Duel that hero as long as you were within 920 units (770 from MS advantage+150 cast range) of the enemy when they started running away. In conclusion: early game, you often do not need items to make ganks happen.
Before I get to blade/dagger/smoke, I'll explain why you sometimes want Eul's. The +40 MS means that you can chase down most any hero, it completely solves your mana problems, the active (Cyclone) is a 2.5 second hard disable which can let you gap close, escape or interrupt channels, and you can use the active to break a Linken's Sphere. However it doesn't give you any HP, Armor, AS, or damage so it is a very situational pickup.
Blink Dagger
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Shadow Blade
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Smoke of Deceit
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Jungle Ganker
This build aims to get the most out of your jungle so you can farm and level quickly while building items to ensure successful early ganks.
Stout Shield
An absolute must, since you rely on getting attacked to move through the jungle and lifesteal/HP regen to make you stay there. Gives a good chance of making many creeps do little to no damage while allowing you to proc Moment of Courage. If you aren't doing anything else before the start of the battle, but trees in the jungle to give you better paths or make pulling easier.
Quelling Blade
Makes your jungle much more effective since you rely almost exclusively on right-click to kill creeps. This item cuts the amount of time it takes to kill a camp by ~25% and gives you better sustain to boot since Moment of Courage procs do more damage which grants you more regen. Pick this item up in other builds too if you plan to spend time in the jungle or have trouble last hitting.
Tango
These will tide you over until you have enough levels in Moment of Courage and you don't really need any HP regen. If you wind up not needing them, share them with an ally.
Sage's Mask/ Medallion of Courage
You shouldn't be spending much mana in the jungle but you need to regenerate in a reasonable time between fights and ganks. The medallion gives you armor generally (which you desperately need and the active enhances your physical damage by about 25% which makes it much easier to kill heroes and creeps.
Orb of Venom
You will want to hit the enemy as much as you can before the Duel to guarantee the kill and optimally a Duel win. Slowing a retreating enemy gives you more opportunities to attack them. Tip: During a chase cancel the backswing of your attack and move towards or ahead of a fleeing enemy. You can't get more attacks/second this way but you lose less distance after an attack.
-Explanation of how to Mid and Offlane as LC.
-Friends/Foes section (spoiler: F**k Pit Lord), particularly good/bad team comps and combos.
-Update/Playtest of Manta Style Build, since it doesn't exist in Dota 1 but looks to be strong in Dota 2. I also want to see how heroes that can make illusions of enemies ( Morphling, Shadow Demon, Dark Seer, Soul Keeper) interact with Tresdin in Dota 2.
-Explanations for situational/luxury items and when/why you should buy them.
-Tips for common and/or tricky matchups and how to play them.
-Replays.
-Revisions based on community feedback.
-Improvements to overall formatting. Particularly making the guide less of a wall of text.
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