Table of Contents
I. Introduction
II. Skills
III. Items
IV. Gameplay
V. Allies/Enemies
VI. Conclusion
I. Introduction
![[image loading]](http://wiki.teamliquid.net/commons/images/0/0a/Legion_Commander_Large.png)
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
Iron Talon, (Tangoes) > Stout
Core
Phase > (Smoke, Clarity) > Blink (Stick) > Blade Mail, BKB > (Force, Shadow Blade)
Extension/Situational
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
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
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
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
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
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
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
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
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]](http://i.imgur.com/TDlkJtl.jpg)
get out there and send some bitches to the shadow realm