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[Guide] Jungle Legion Commander

Forum Index > Dota 2 Strategy
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Dead9
Profile Blog Joined February 2008
United States4725 Posts
Last Edited: 2016-03-02 23:07:44
February 26 2016 02:58 GMT
#1
[image loading] Jungle Legion Commander


Table of Contents
I. Introduction
II. Skills
III. Items
IV. Gameplay
V. Allies/Enemies
VI. Conclusion



I. Introduction

[image loading]
Hero Wiki

Hello everyone! Legion Commander is one of my favorite heroes, and I've had a lot of success playing her from the jungle. There is no other hero quite like Legion, and nothing is more satisfying than popping out of the jungle for some duel damage.

A somewhat common misconception is that jungle Legion is inefficient. With the addition of iron talon in 6.86, previously weak jungle heroes like ursa and legion commander now farm very quickly in the jungle. Jungle legion commander is comparable to a lightly contested lane (think 25~30 cs @ 5:00) in terms of farm, and a bit behind a solo lane in terms of experience.

One of the major advantages of jungle Legion is that you are never on the minimap. She also has incredible solo killing potention, which makes for a very potent ganking hero. Legion excels at picking apart heroes pushing or farming alone, which often forces the enemy team to group up and give up valuable gold and experience. She isn't amazing at teamfights, but even during 5v5 engagements Legion can generally pick and choose a target to eliminate.

Picking jungle Legion does mean that your team will be at a disadvantage for the first 5~6 minutes of the game. Generally this isn't an issue as long as lanes don't feed incredibly hard, because a successful gank or two by Legion will usually be enough be able to turn the game in your favor. Of course if your jungling is set back by roaming heros your team will have to hold on without you for longer, but generally speaking most support/offlane rotations can be pretty easily handled by Legion.



II. Skills

Hero Abilities Wiki

Skill Build
1. Moment of Courage
2. Press the Attack
3. Moment of Courage
4. Overwhelming Odds
5. Moment of Courage
6. Duel
7. Moment of Courage
8. Press the Attack
9. Press the Attack
10. Press the Attack
11. Duel
12. Overwhelming Odds / Stats
13. Overwhelming Odds / Stats
14. Overwhelming Odds / Stats
15. Stats
16. Duel
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats / Overwhelming Odds
24. Stats / Overwhelming Odds
25. Stats / Overwhelming Odds

Tips & Tricks
The strongest component of OO is the movespeed buff, which can be used to chase down heroes when blink/duel is on cooldown.
PtA will dispel almost all disables. A few examples of key spells you can purge are batrider ult, bane ult, mirana arrow, and beastmaster roar.
Always try to PtA yourself before dueling targets. +120 AS and +300 HP goes a long way.
Duel will always attack as long as you aren't stunned. This means even if you are disarmed, rooted, ethereal form, etc you will still continue attacking.

Q: You're maxing MoC and PtA first...
Yes, maxing MoC > PtA is the highest possible damage output during duel. OO has very poor damage growth if the opposing team isn't clumping with each other.

Q: Uh stats over OO???
OO is worth maxing against summon/illusion-heavy heroes such as broodmother/phantom lancer or against heavy 5man pushes, but the extra mana/hp from stats will help you stay on the map for much longer, and can sometimes help secure kills. Stats is more suited to farm or splitpush-heavy games.



III. Items

Starting Items
[image loading] ([image loading]) > [image loading]
Iron Talon, (Tangoes) > Stout

Core
[image loading] > ([image loading] [image loading]) > [image loading] ([image loading]) > [image loading] [image loading] > ([image loading] [image loading])
Phase > (Smoke, Clarity) > Blink (Stick) > Blade Mail, BKB > (Force, Shadow Blade)

Extension/Situational
[image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading]
Silver Edge, Refresher, Linken's, KB, Abyssal, Ghost, Daedalus, Assault, Deso, SnY, BoTs, Mjol

Q: Phase over treads?
The damage output is almost the same (phase actually edges out treads until around +30~+50 damage) but phase boots gives you much more early game presence and lets you chase down heroes when duel is on cooldown. Legion already has built-in attackspeed steroids in MoC and PtA

Q: Phase before blink?
Blink first is fine (iron talon > stout > blink) but I prefer phase first. Without phase your damage output is miserable, and you won't be able to gank lanes for a few extra minutes.



IV. Gameplay

Game Flow
Legion has a few important timings: level 6, blink dagger, blademail, and BKB. At these peaks in power Legion can set up a kill on almost any hero in the game. A very key aspect of jungle Legion is to stay off the map as much as possible. Legion is an incredibly powerful solo ganker and every time you show yourself in lane, the opposing team can use that information to farm more aggressively.

Timings (assuming an "ok" game):
5:30 Level 6 + Phase
11~14: Blink
17~20: Blademail
23~30: BKB

Jungling
[image loading] ([image loading]) > [image loading]
Start with an iron talon. Buy tangoes if you expect to be harassed in the jungle, or if your mid is rushing bottle and you don't expect their bottle timing to match your stout timing. Tangoes also help against bad spawns, but they're not necessary unless you get harassed or can't get your stour shield right away. Courier yourself a stout shield as soon as the courier frees up. If anyone comes to 1v1 you in the jungle just rightclick them until they leave. There are very few heroes that can fight a Legion commander, she has incredible base stats and 320 movespeed. Invis heroes like bounty or riki can ruin your day though.

Before the timer hits 0 cut a bunch of trees in the jungle between the medium camps so you can stack and walk between camps more easily. As your team secures rune go block creeps for mid lane (or help them if you need to). At :30 go kill the medium camp. If the camp isn't dead by :55 (golems and ogres might not die by 1:00 depending on MoC procs), stack the camp and continue clearing it. Until you hit 6 just rotate between the three camps closest to your base. If you want you can check runes at 2:00 and 4:00, but it's not really necessary and it delays your level 6 if you don't get good runes. If you want maximum efficiency, you can use 3 PtA's before you hit level 6 and still have full or close to full mana.

With good spawns (mostly wolves, satyrs, and trolls) you can hit 6 by as early as 4:30. Normally you hit 6 at around 5:30. Slowly build your way toward phase boots, but make sure you don't use the courier if your other lanes need it. After phase boots send out smoke/tp/clarities as necessary.

Level 6
[image loading] > ([image loading] [image loading])
As soon as you hit level 6 with phase boots you should start looking for duel targets. Keep in mind that Legion with naked phase deals about 450~600 damage with OO + duel depending on armor and MoC procs (a little less on heroes with PMS/stout), so with any ally it should be pretty easy to secure kills. Ganking almost any lane follows a pretty simple formula: OO the hero + creep wave, hit phase, and click duel on the opposing hero. OO + phase boots gives you 500+ MS, so it's generally pretty easy to get a duel off with smoke or nighttime vision (and it should be nighttime when you hit level 6). Smoking behind mid is usually an easy kill option. Often you can kill their safe lane carry by cutting through the trees and diving tower with your offlaner. Get creative, you have an iron talon to eat through trees and you run at 500+ MS. It's worth sitting in the trees for quite some time if you can secure key kills. Any time not spent killing people should be spent killing creeps in the jungle.

Midgame
[image loading] ([image loading]) > [image loading] [image loading]
When you finish blink dagger you should be around level 8 to 11. With blink you can PtA yourself before blinking and duelling, which adds quite a bit of damage to your duel. Hopefully at this point you have a couple duels under your belt to boost your damage output even more. After level 11 your combo does from 700~1100 damage, so don't be afraid to go for solo kills on squishier targets. Again, make sure you don't show yourself on the minimap. If a teamfight breaks out, try to make sure most disables and defensive spells are already cast before you go in and duel, or just duel their key spellcasters. Buy a stick if you have to participate in a lot of teamfights.

Once you finish blademail you can solo kill almost any hero in the game. Again, it is very important you stay off the map as much as possible, since you can easily punish heroes farming or pushing alone. High damage output heroes, most importantly ones that would otherwise survive duel (such as PA, AM, and Jugg), will kill themselves very quickly on blademail. If you can already kill all of their important heroes without blademail or if you absolutely need BKB you can skip blademail, but it adds a lot of damage to duel so it's usually pretty necessary.

Once you finish BKB, duelling targets becomes much safer. Don't be greedy with BKB; if their carry is farming alone but none of their supports are showing on map, just hit your BKB before you duel. You can now initiate teamfights by dueling and eliminating one target before they can properly contribute any disables or damage. Taking out key heroes like OD, invoker, etc before they can do anything generally makes it very easy for your team to clean up.

Lategame
[image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading] [image loading]
Lategame plays pretty much the same as midgame. Look for solo kills if possible, farm and push out lanes during duel downtime. As far as items go, force staff or shadow blade are generally the strongest items after your core. Against defensive heroes like shadow demon and oracle shadow blade is great so you can hunt them down before the fight begins. Force staff provides a lot of utility and pops linkens, which is obviously very useful to get off duels.



V. Allies/Enemies

Best Allies
[image loading] [image loading] [image loading] [image loading] [image loading]
Zeus, Lina, Invoker, Spirit Breaker, Slark, etc

Anything hero that helps you scout out or win duels is great. Zeus is one of Legion's best teammates, since you can easily win duels with Zeus ult.

Good Enemies
[image loading] [image loading] [image loading] [image loading] [image loading]
Weaver, Storm, Ember, Mirana, WR, etc

Squishy, high mobility heroes like weaver, storm, and ember can easily be taken down with duel. Make sure to get force staff to pop linkens. PtA is great against long duration stuns like mirana arrow or shackleshot.

Bad Enemies
[image loading] [image loading] [image loading] [image loading] [image loading] [image loading]
Oracle, Shadow Demon, Dazzle, Omniknight, Void, Bounty, etc

Heroes with strong defensive spells can save whoever you're duelling. Void can ruin your duels with chrono. Bounty hunter can follow you around in the jungle and soak your exp/farm.

BKB-Piercing Disables
[image loading] [image loading] [image loading]
Batrider, Bane, Beastmaster, etc

Press the attack is great against BKB-piercing disables, but obviously they're great against duel as well. If you can afford to, try to hold your duel until after you purge long disables with PtA.



VI. It's Time to D-D-D-Duel!

[image loading]
get out there and send some bitches to the shadow realm
rabidch
Profile Joined January 2010
United States20289 Posts
February 26 2016 03:01 GMT
#2
duel9
LiquidDota StaffOnly a true king can play the King.
lagmaster
Profile Blog Joined October 2009
United States374 Posts
February 26 2016 03:03 GMT
#3
Needs more yugioh, but he does play a savage LC
Cool Cat
Profile Joined June 2009
United States1644 Posts
February 26 2016 03:25 GMT
#4
picking jungle lc should be bannable tbh
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2016-02-26 04:30:35
February 26 2016 04:29 GMT
#5
Because what the world really needed was more jungling cores.
DonDomingo
Profile Joined October 2015
504 Posts
February 26 2016 04:35 GMT
#6
How does one write a guide about junling Legion Commander without touching the single most important thing: when it is a good idea to draft jungle Legion.

+ Show Spoiler +
pro tip: almost virtually never
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
February 26 2016 05:24 GMT
#7
In pubs you almost always benefit from having a jungling core. More effective than say a jungling enigma. But make sure you don't pick it when your team has weak lanes like spec + night stalker.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 26 2016 05:26 GMT
#8
jungle legions pretty strong right now
you can pick it most games
broodbucket
Profile Joined July 2013
Australia963 Posts
February 26 2016 05:30 GMT
#9
The concept of not skilling one of the best abilities in the game is just a wee bit offputting
SatsuinoHado
Profile Joined May 2010
Bulgaria777 Posts
February 26 2016 07:46 GMT
#10
As a guy who has almost 400 games as lc i can say that from my experience IF you ho jungle you better have someone to help you with duels if you are not going straight to shadowblade. Whenever i see lc jungle in especially on this meta thats like 60% sure win for the enemy team!
People call me Jack, OMASJack
DonDomingo
Profile Joined October 2015
504 Posts
February 26 2016 09:04 GMT
#11
On February 26 2016 14:26 Dead9 wrote:
jungle legions pretty strong right now
you can pick it most games

Yeah, just look at the Shanghai games. Every time Legion is not first phase banned, it's picked immediately for jungling!

bannedtwitchmeme
ishida66
Profile Joined May 2011
Japan74 Posts
February 26 2016 10:13 GMT
#12
On February 26 2016 14:24 DucK- wrote:
In pubs you almost always benefit from having a jungling core. More effective than say a jungling enigma. But make sure you don't pick it when your team has weak lanes like spec + night stalker.


I can understand that later having one core decently equipped might be stronger than having two poor supports but doesn't it screws up too much early on? Specially with all the picks using farming mid heroes, single support rotation has almost zero effect (plus no one helping the damn support with wards if he has no zero gold on a bad laning).

I quite agree that in pubs no ones literally give a fuck about the other and try to solve on their own but this one screws the team too much imo....
nojok
Profile Joined May 2011
France15845 Posts
February 26 2016 10:56 GMT
#13
On February 26 2016 14:24 DucK- wrote:
In pubs you almost always benefit from having a jungling core. More effective than say a jungling enigma. But make sure you don't pick it when your team has weak lanes like spec + night stalker.

You must have dagger rushing enigmas, which suck, building around a 3 minutes CD spell, on the opposite side of the spectrum a proper enigma rushing mek and rotating to take all T1s under 10 minutes is way more useful than LC. Also jungle cores have a terrible winrates in my pubs (low 4K).
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Kaj
Profile Joined April 2011
Singapore269 Posts
February 26 2016 12:10 GMT
#14
Why is jungling lc shit?

1) With all the hard to deal with offlaners that are in the meta this patch, mainly void, enchantress, np. Your safelane might not be strong enough to duo lane against these offlaners letting them have a free pass. Even if they ARE strong, it would eat up all the single support time to support the carry in lane to deal with the offlaner that there will be no rotations into the other lane.

2) You eat up farm and stacks that can potentially happen for mid players because you jungled for the last 10 mins for your blink and and treads.

3) HIGHLY likely that against STRONG duo laning supports or even solo roaming support like SB you WILL get FUCKED when they chain gank you in the jungle, or have wards. YOU will end up being a lvl 2 LC at 6 mins against a lvl 2 SB that spent his whole time following you in the jungle. and what most likely happen will be:

You cry and ask your teammates to rotate to help you chase him out of the jungle.
You chase him out out of the jungle, with +1 support,or whatever
You wasted massive time going on a wild goose chase.
Your carry gets raped because your support has choose to support you

IF your counterargument is: BUT BUT BUT if i get FREE JUNGLE, I CAN COME OUT OF THE JUNGLE WITH A 7-8 min BLINK WITH BROWN BOOTS and help wif ganks XD XD :D

NO. If you want to help then pick some hero like enchantress or chen that can gank from min 3 onwards, and actually win lanes for your team, and not when your team is losing the lanes for like 8 mins straight because you jungled

Ler
Profile Blog Joined August 2012
Germany543 Posts
February 26 2016 13:06 GMT
#15
why phase over treads?
Twitter: @Ler_GG | Facebook: lergg | youtube: lerlolgg | Twitch.tv/gg_nore | #ArtOfSupport
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 26 2016 13:14 GMT
#16
On February 26 2016 14:30 broodbucket wrote:
The concept of not skilling one of the best abilities in the game is just a wee bit offputting

that's addressed in the guide
moc + pta is the highest damage output possible during duel

On February 26 2016 18:04 DonDomingo wrote:
Show nested quote +
On February 26 2016 14:26 Dead9 wrote:
jungle legions pretty strong right now
you can pick it most games

Yeah, just look at the Shanghai games. Every time Legion is not first phase banned, it's picked immediately for jungling!

bannedtwitchmeme

pubs are completely different from comp games

On February 26 2016 19:13 ishida66 wrote:
Show nested quote +
On February 26 2016 14:24 DucK- wrote:
In pubs you almost always benefit from having a jungling core. More effective than say a jungling enigma. But make sure you don't pick it when your team has weak lanes like spec + night stalker.


I can understand that later having one core decently equipped might be stronger than having two poor supports but doesn't it screws up too much early on? Specially with all the picks using farming mid heroes, single support rotation has almost zero effect (plus no one helping the damn support with wards if he has no zero gold on a bad laning).

I quite agree that in pubs no ones literally give a fuck about the other and try to solve on their own but this one screws the team too much imo....

im ecstatic when my pubs pick junglers when i solo support
because that means one more core who might be farmed
also legion can start ganking at around 5:30, it's really not that late into the game

On February 26 2016 21:10 Kaj wrote:
Why is jungling lc shit?

1) With all the hard to deal with offlaners that are in the meta this patch, mainly void, enchantress, np. Your safelane might not be strong enough to duo lane against these offlaners letting them have a free pass. Even if they ARE strong, it would eat up all the single support time to support the carry in lane to deal with the offlaner that there will be no rotations into the other lane.

2) You eat up farm and stacks that can potentially happen for mid players because you jungled for the last 10 mins for your blink and and treads.

3) HIGHLY likely that against STRONG duo laning supports or even solo roaming support like SB you WILL get FUCKED when they chain gank you in the jungle, or have wards. YOU will end up being a lvl 2 LC at 6 mins against a lvl 2 SB that spent his whole time following you in the jungle. and what most likely happen will be:

You cry and ask your teammates to rotate to help you chase him out of the jungle.
You chase him out out of the jungle, with +1 support,or whatever
You wasted massive time going on a wild goose chase.
Your carry gets raped because your support has choose to support you

IF your counterargument is: BUT BUT BUT if i get FREE JUNGLE, I CAN COME OUT OF THE JUNGLE WITH A 7-8 min BLINK WITH BROWN BOOTS and help wif ganks XD XD :D

NO. If you want to help then pick some hero like enchantress or chen that can gank from min 3 onwards, and actually win lanes for your team, and not when your team is losing the lanes for like 8 mins straight because you jungled


u didn't even read it lmao, u get lv6 and phase at 5:30 and kill lanes
yes rotating supports will slow down your phase but it's really not hard to deal with
if they're alone rightclick them, if they're not walk away
anecdotally the latest i've ever gotten phase was around 7~8 minutes in the low 5k bracket
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 26 2016 13:15 GMT
#17
On February 26 2016 22:06 Ler wrote:
why phase over treads?

there's a section for that in the guide
ahw
Profile Blog Joined April 2011
Canada1099 Posts
Last Edited: 2016-02-26 17:43:38
February 26 2016 17:42 GMT
#18
Jungles aren't that bad and legion is one of the better as far as impact goes

The onus is on the other teams supports to win their lanes harder to compensate for the jungle gold/cp, so as long as your team understands and ur lanes aren't shit it's usually ok

If they have bounty hunter and earth spirit roaming ur probably fucked, but tbh it clears up space for ur other lanes so it's rly not as bad as you'd think if you don't die



But yeah jungling guides generally make me cringe
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2016-02-26 19:06:18
February 26 2016 18:55 GMT
#19
Jungling in dota is unfortunately associated with being bad and auto-losing the game. I feel jungling is very efficient in a disorganised setting like pubs where the coordination to punish weaker lanes is mostly absent. Too often though there's people jungling simply because they want to play solo, I really feel it's just these players being bad losing games rather than jungling actually being a losing proposition.

When I get competent junglers in my game that have item goals and gank when they have 6 I feel I've had a pretty good time. It's just that Enigma that afk's your junglefora 23 minutes to buy a BKB when the opponent has multiple BKB piercing stuns that stays with you mentally.

Edit: anyways, thanks for the guide OP. Good jungle is good!
I think esports is pretty nice.
ahw
Profile Blog Joined April 2011
Canada1099 Posts
February 26 2016 19:46 GMT
#20
Tbh the problem with a jungling "guide" is that players who are at the level of needing a guide probably shouldn't be jungling. You can learn more by being in an active lane.

Jungling as a viable option in matchmaking is fine. Just guides tend to be used by players learning the game.
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