Legion TD 2

Legion TD 2

Not enough ratings
"Should I sell out my teammate?" Guide
By Jules
The official guide on whether you should sell out your teammate.
   
Award
Favorite
Favorited
Unfavorite
Selfish vs. Supportive
Selfish Playstyle
  • Mythium management: income sending, high income mercenaries
  • Units: Banker, Angler, Eggsack, Sakura
  • Masterminds: Fiesta, Castle, Saboteur, Miner

Supportive Playstyle
  • Mythium management: saving, power mercenaries, king upgrades
  • Masterminds: Kingsguard, Cartel

Being selfish helps you scale, but it also helps your opponent scale. This makes the game harder for your teammate, which I call selling them out.

Being selfish can be a winning strategy, but from playing 7000 games of Legion and knowing human nature, I can promise you that most players are selfish too often. Being less selfish would help most players win more games.

When should you be selfish and when should you be supportive? Great question!

There are 4 factors you should consider every game:
  • Your carry potential
  • Your teammate's carry potential
  • The carry potential of the opponent you're sending to
  • The carry potential of the other opponent (your teammate is sending to)
Carry potential can be broken down into two factors: (1) the build of the player, and (2) the skill of the player.

The build of the player can be subjective, difficult to know, and difficult to quantify, so let's focus on the other factor - player skill. The most accurate and objective measure a player's skill is their rating.
Sell Out Score
Let's define some terms:
  • YOU = your rating
  • TEAMMATE = your teammate's rating
  • OPPONENT = the rating of the opponent you're sending to
  • OTHER = the rating of the other opponent
Sell Out Score = YOU + OTHER - TEAMMATE - OPPONENT

The average Sell Out Score is 0. The higher Sell Out Score is, the more selfishly you should play. The lower Sell Out Score is, the more supportive you should play.

You don't have to literally calculate this score every game, but you should know directionally how it affects your strategy. Another way to frame it:

YOU Sell Out Score
OTHER Sell Out Score
TEAMMATE Sell Out Score
OPPONENT Sell Out Score

Other factors to consider:
  • Build carry potential: mentally add 0-200 to YOU, TEAMMATE, OPPONENT, and OTHER based on how well each player's build scales. This means a high carry potential build is worth up to 200 rating.
  • Playstyle: some players are naturally inclined towards a selfish carry playstyle, and others are naturally inclined towards a more supportive playstyle.
  • Game state: sometimes the game state means you have to disregard Sell Out Score.