Legion TD 2

Legion TD 2

135 ratings
Openings & Mastermind Lock-Ins for Beginners
By AutoAttackGames
Good opening strategies that are easy to play.
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Introduction
Opening
Your opening is the fighters you build and decisions you make in the first ~3 waves of the game. Being comfortable with your opening is important. That's why Lock-In is helpful.

Lock-In
When playing Mastermind, if you select Lock-In (default for new players), you can lock in one fighter that will always appear in your roll. It's recommended to lock in a fighter that you'll use as an opening and to keep locking in and opening with the same fighter. Once you've familiarized yourself with the game, you can expand your opening repertoire and try new strategies.

When you lock in a fighter, you select the base (un-upgraded) form of the unit. Some openings discussed in this guide involve the upgraded form. For example, to open with Green Devil, you would lock in its base form Gargoyle.
Opening Fundamentals
The opening is one of the most important phases of the game. Legion TD 2 is "snowbally" - early advantages often translate to bigger advantages later. The best way to have a lot of workers and be strong in the late game is to have a good opening and early game. The best openings allow you train more workers than your opponents, while still clearing your waves.

Best practices:

Keep your fighter value near the recommended value.
If you're confident you can clear the wave below recommended value (something you'll learn with experience), that's even better. Otherwise, stay near recommended value.

Once you're at recommended value, train workers immediately.
Workers start gathering mythium as soon as they are trained.

Spend all of your gold each wave.
Even that last ~20 gold on a cheap fighter. If you're confident you can clear the wave without spending all your gold, that's even better. Otherwise, spend it all.

Don't save your mythium too long.
Saving mythium can be good. Think of it as a tool for pressuring your opponents to stay lower on workers and to potentially make them leak. However, saving too long makes you fall behind by missing out on income gold.
Recommended Openings & Lock-Ins
Legion TD 2 has thousands of viable openings. To keep things simple, we'll cover openings that only require you to build a single fighter.

Recommended for new players
Solid and easy to play. This guide focuses on these 3 openings.



Viable
Viable, but not as easy as the above.



Viable but not recommended for new players
These openings require extra familiarity to perform well with.



Not recommended
These openings don't allow you to train many workers safely in first 3 waves. Avoid.

Yozora


Yozora is our #1 recommended opening for new players.
  • Cannot leak the first 2 waves.
  • Easy positioning and decision-making.
  • Strong against Brute, which is a common mercenary send.
Wave 1 Build Phase
  • Build Yozora
  • Train 1 worker (3 total ranked, 2 total classic)


You can build Yozora anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase
  • Train 1 worker (4 total ranked, 3 total classic)
Wave 2 Build Phase
  • Build nothing
Wave 2 Battle Phase
  • If you received at least a 20 mythium send on waves 1/2, train 1 worker (5 total ranked, 4 total classic). Otherwise, stay 4 workers.
  • If you haven't already, spend your mythium by hiring mercenaries. Usually a Dragon Turtle. Don't miss out on that juicy income gold!
Wave 3 Build Phase
  • Spend the rest of your gold on fighters.
We won't cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples - you can make almost any fighters work. Make sure your Yozora tanks most, but not all, of the wave.



Wave 3 Battle Phase
  • If you haven't received a send, stay at 4 workers (3 in classic) until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers (4 workers classic).
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 workers classic).
Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and train workers with the rest of your gold. Be careful on wave 5, which is Yozora's weakest wave.
Antler


Antler is a recommended opening for new players.
  • Cannot leak the first 2 waves.
  • Easy positioning and decision-making.
  • Solid tank on waves 1-6.
Wave 1 Build Phase
  • Build Antler
  • Train 1 worker (3 total ranked, 2 total classic)


You can build Antler anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase
  • Train 1 worker (4 total ranked, 3 total classic)
Wave 2 Build Phase
  • Build nothing
Wave 2 Battle Phase
  • If you received at least a 20 mythium send on waves 1/2, train 1 worker (5 total ranked, 4 total classic). Otherwise, stay 4 workers (3 classic)
  • If you haven't already, spend your mythium by hiring mercenaries. Usually a Dragon Turtle. Don't miss out on that juicy income gold!
Wave 3 Build Phase
  • Spend the rest of your gold on fighters.
We won't cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples - you can make almost any fighters work. Make sure your Antler tanks most, but not all, of the wave.



Wave 3 Battle Phase
  • If you haven't received a send, stay at 4 workers (3 in classic) until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers (4 classic)
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 classic).
Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and hire workers with the rest of your gold. Be careful on waves 7 and 8, which are Antler's weakest waves.
Green Devil


Green Devil is a recommended opening for new players.
  • Allows for an early game worker advantage.
  • Easy positioning and decision-making.
  • Strong on wave 3, which is a common wave players send on.
Wave 1
  • Build Green Devil
  • Train 1 worker (3 total ranked, 2 total classic)
  • Upgrade King Spell


You can build Green Devil anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase
  • If you receive a 20 mythium send, train 2 workers (5 total ranked, 4 total classic)
  • If you don't receive a send, train 1 worker (4 total ranked, 3 total classic)
Wave 2 Build Phase
  • Spend the rest of your gold on fighters
  • Note that if you're at 5 workers, you need to add one cheap unit on the right side. Otherwise, you can leak to a Snail.
We won't cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples - you can make almost any fighters work. Make sure your Green Devil tanks most, but not all, of the wave.



Wave 2 Battle Phase
  • If you received a total of 0 mythium on waves 1/2, stay at 4 workers (3 classic).
  • If you received a total of 20 or 40 mythium on waves 1/2, stay at / go to 5 workers (4 classic).
Wave 3 Build Phase
  • Spend the rest of your gold on fighters. Prepare for wave 4. Green Devil is very strong on wave 3, so it's best to prepare ahead.
Make sure your Green Devil tanks most, but not all, of the wave.



Wave 3 Battle Phase
  • If you haven't received a send, stay at 4 workers (3 in classic) until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers (4 classic)
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 classic).
Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and train workers with the rest of your gold. Be careful on wave 4, which is a weak wave for Green Devil.
10 Comments
Rat King 29 Jan @ 6:50am 
no crab warlock 0/10
Lore 23 Dec, 2024 @ 1:27am 
Is this guide up to date?
WebBowser 14 Jul, 2023 @ 2:49pm 
These openers are not bad, but I will note that not being able to train up to 4 workers in round 1 will put them at a pretty significant disadvantage over intermediate level players. Also you probably don't want Antler on the edge because the aura it gives is very valuable. You want to put at least 1 square between it and the wall so you can fit 2 guys in front and in back, missing out on only 1 slot.
Ch(eerie)o 16 Feb, 2023 @ 4:23am 
Would you not consider Nekomata to be a viable opening for beginners?
Roxas713 13 Jan, 2023 @ 7:38pm 
should have added to my last post, if no hydra send snail between the round, you still gain income for that.
Roxas713 13 Jan, 2023 @ 7:36pm 
your main 3 recommended might be a safe start, but for workers it's poor, and never king up round one, hydra start eats that right up. its better to start round one at around its recommended and work up from there.
玩家1’ 23 Nov, 2022 @ 6:37am 
As a butcher main, I gotta say this guide is "not recommended" :^)
ClapptCheeks 3 Jul, 2022 @ 2:48pm 
++rep good guide
-ExT 30 Oct, 2021 @ 2:01am 
Good stuff
HerpMaDerp 23 Jun, 2021 @ 8:24am 
5 stars, I'm 2k rated and I still learned some things in this thread about specific openers I don't play and how to do them well