Legion Commander Guide

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1. Introduction

Hi, I¡¯m SlashStrike (not the same person as slahser), and I¡¯m bringing you my guide to solo mid Legion Commander. I find her to be one of the most underrated heroes in the game, and not understood too well either.

Everyone has seen plenty of offlane LC being played, with that also being pretty much the only position she has seen competitive play in. However, this guide will be about solo mid LC, which is where I believe the hero has most potential, making great use of the exp and farm, and being a solid rune contester.

If you want to see me play Legion Commander or other heroes live at ~7000 MMR, you can check out my twitch channel as well as see my game history with her on dotabuff.

Lastly, section 6 is a video, as it is easier to visually demonstrate how exactly to pull off a successful duel pick-off in various situations.

Table of Contents

  1. Introduction
  2. Characteristics & Statistics
  3. Skill Builds
  4. Item Builds
  5. Laning Stage & Match-ups
  6. Spell Use, Item Use and Combos
  7. When to Pick LC
  8. Gameplay
  9. Closing Words

2. Characteristics & Statistics

Pros

  • Tanky
  • Good farmer
  • Extremely high solo kill potential
  • Has a strong dispel
  • Forces enemies to stick together

Cons

  • Melee
  • Mediocre laning stage versus some heroes
  • Relies on snowballing with duel damage to an extent
  • Becomes item dependent after early game
Strength
26 + 2.6
Agility
18 + 1.7
Intelligence
20 + 2.2
Level Base 1 16 25
Hit Points 150 644 1423 2209
Mana 0 260 715 1206
Damage 31 35 57 61 98 102 139 143
Armor 0 2.52 6.37 11.03
Attacks / Second 0.58 0.69 0.85 1.04
Movement Speed 320
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.46+0.64
Base Attack Time 1.7
Collision Size 24

(Thanks to Dota2wiki for the table)

Her starting stats as well as stat-gains are great in terms of Strength and Intelligence, with only agility slightly lacking. However, this is fine because the hero has two spells that help her hit faster. Her movement speed is very high at 320, which is somewhat unusual for a hero that also has an MS-boosting spell. Her turn rate is mediocre at 0.5, to a small extent balancing her high movement speed. Her cast-point is not bad but not as fast as you¡¯d like it to be, meaning it can be a bit difficult to get all your spells off in the correct order. Her attack damage is slightly above average and attack point is average, but with just a quelling blade it is almost impossible to get your last-hits denied. Her level 1 armor at 2.5 is also pretty good for a melee hero that starts with so much strength.


3. Skill Builds

A solo mid Legion Commander¡¯s skill-build is fairly straightforward. There is of course some slight variation possible, but you will find yourself levelling your skills in the same way in 95% of games. Lastly, the scaling on all her spells is very linear and logical, so they have no significant value-point levels past level 1.


Overwhelming Odds

Turns the enemies¡¯ numbers against them, dealing damage and granting you bonus movement speed per unit or per hero. Deals bonus damage to illusions and summoned units as a percent of their current health.

Cast Time: 0.3+0

Cast Range: 1000

Radius: 330

Base Damage: 40/80/120/160

Damage per Creep: 14/16/18/20

Damage per Hero: 20/35/50/65

Summoned Units Damage: 25% of Current Health

Move Speed Bonus per Creep: 3%

Move Speed Bonus per Hero: 9%

Speed Duration: 7

Cooldown: 18 Manacost: 100

Important aspects:

  • Summoned unit bonus damage is dealt before normal spell damage.
  • Lone Druid¡¯s Spirit Bear, Primal Split spirits and creeps dominated by Enchant, Holy Persuasion and Helm of the Dominator count as creeps and don¡¯t take the summoned units damage.
  • One part of the spell¡¯s sound effect plays during the cast animation.

While the damage doesn¡¯t seem to scale that well, and you get all other bonuses fully from level 1, this is a spell you still definitely want maxed out by level 7. The damage is really not to be underestimated early on. Assuming 1 hero and 4 creeps, at level 4 it will deal 305 damage, which is not amazing, but quite good considering the massive casting range. As soon as there are more heroes and creeps, the damage goes up a lot.

If there¡¯s a big fight and you manage to hit 5 heroes and 7 creeps, that¡¯s 625 damage in an aoe which is absolutely massive. Granted, that situation will rarely arise, but it is not uncommon to hit a few heroes and get an average of 400 damage per cast, which is very good for a 100-mana nuke.

People tend to not spread out versus an LC, making this one of the strongest de-pushing spells, especially versus summoners. It also wrecks illusions at any stage of the game. It deals 25% of their current hp as damage, meaning that a typical illusion that takes 300% damage will lose (25¡Á3) 75% of its health, and then also take the nuke damage, often insta-killing it.

Lastly, this spell is perfect for cancelling blink-daggers from a very long range as you are about to initiate on someone with your own blink-duel.


Press the Attack

Removes debuffs and disables from the target friendly unit, and grants bonus attack speed and health regen for a short time.

Cast Time: 0.3+0.83

Cast range: 800

Health Regen Bonus: 30/40/50/60

Attack Speed Bonus: 60/80/100/120

Duration: 5

Cooldown: 16/15/14/13 Manacost: 110

Important aspects:

  • Applies a strong dispel on the target upon cast.
  • Restores health in form of health regeneration, so it regenerates 3/4/5/6 health in 0.1 second intervals.
  • Regenerates a total of 150/200/250/300 Health.

Fairly simple skill with plenty of application. You want this maxed out after Overwhelming Odds because the attack-speed boost is what will help you win duels. Great spell to sustain on the lane as well, since using it together with a bottle charge will restore 285 hp at the cost of only 40 mana.

It has a very high casting range which makes it great for saving allies in teamfights ¨C being a strong dispel, it removes a large amount of not only debuffs but also disables, including all stuns. There is of course a huge list of exceptions that cannot be dispelled, such as AA¡¯s Ice Blast, Dazzle¡¯s Weave, Viper¡¯s Viper strike, etc. ¨C some of them you have to memorize, but a good rule of thumb is that it does not dispel some long-duration ultimate-level debuffs, nor anything that covers an area for a period of time.

NOTICE: It cannot be cast on magic immune targets, so make sure you cast this on yourself before you pop bkb.


Moment of Courage

When attacked, Legion Commander has a chance to immediately attack again with bonus lifesteal.

Proc Chance: 25%

Lifesteal: 55%/65%/75%/85%

Cooldown: 2.7/2.1/1.5/0.9

Important aspects:

  • Fully stacks with all other sources of lifesteal.
  • Cannot lifesteal off of siege creeps, wards, buildings and allied units.
  • When this ability triggers while Legion Commander is currently performing an attack, an extra attack is instantly thrown in, without interrupting her current attack.
  • This instant attack does not count as a regular attack. This means it does not proc Return, Reactive Armor and Counter Helix.
  • However, it does proc every form of attack modifier.
  • When this ability triggers while not attacking, a buff will be placed on her, which gives her next attack maximum attack speed. The buff lasts for 1 second or until the next attack.
  • Uses Pseudo-random distribution.

The scaling of this spell recently got changed, making it a little bit weaker in the mid-game, but a whole lot better on the lane. With a 25% chance of proccing from level 1, simply attacking the enemy mid and aggroing all 4 creeps gives you a near-guaranteed proc, which is a very quick hit for harass that also heals you a little bit.

Later on in the game, the lifesteal is huge, and is what gives you higher EHP during duels, allowing you to take on enemies with more damage.


Duel

Legion Commander and the target enemy hero are forced to attack each other for a short duration. Neither hero can use items or abilities. If either hero dies during the duration, the hero winning the Duel gains permanent bonus damage.

Cast Time: 0.3+0

Cast Range: 150

Winner Attack Damage Bonus: 10/14/18

Duel Duration: 4/4.75/5.5 (Permanent)

Cooldown: 50 Manacost: 75

Important aspects:

  • The loser of the duel is the hero that dies while under the buff. There is no victor if both heroes are alive at the end of the duration, and no damage bonus is granted.
  • The dueling units do not have to do the last hit to win the Duel. Allies may interfere.
  • Silences and mutes both, Legion Commander and the target.
  • Dueling units fully ignore disarm
  • If a dueling unit becomes ethereal, it still attacks the Duel target, and can still be attacked by the Duel target (though still won¡¯t be damaged by the physical attacks).
  • If a dueling unit gets hexed or disarmed by Frostbite or Overgrowth, it stops attacking for its duration. However, if Duel is cast on an already hexed unit or a unit disarmed by Frostbite or Overgrowth, it attacks.
  • Forces Batrider and Timbersaw (and Rubick) to attack even while having Flaming Lasso or Chakram active.
  • When a unit is affected by Berserker¡¯s Call or W/inter¡¯s Curse and Duel, Duel will always have priority.
  • Casting Force Staff or Geomagnetic Grip on a dueling unit will have no effect, wasting the mana and cooldown.
  • When a dueling unit is defeated and has Aegis of the Immortal or Reincarnation, the victor still gets the bonus damage.
  • When Legion Commander dies to the shatter of Ice Blast, the dueled enemy will not get bonus damage. If the Duel target dies to it instead, Tresdin will get the damage.
  • Duel can be cast on illusions. However, defeating them grants no bonus damage. But if the illusion is victorious, it gets the bonus damage, which is useless for the illusion.

Finally we get to LC¡¯s defining spell, the ultimate that makes this hero so unique. Duel is what allows you to solo kill any hero if you are even slightly ahead, and almost any hero if you are a bit behind.

There are four types of duels.

  1. You and your target are isolated. This is most often the preferred situation, because it means no ally is going to disable them and prevent them from hitting you and taking blademail damage, and of course no enemy is going to interfere and disable you. It is important to be able to estimate whether you can win the duel on your own or not, but that is something that simply comes with experience. It is ABSOLUTELY 100% MANDATORY to click on the enemy hero first before dueling in order to check what items, status etc. they have so that you are sure of your duel win.
  1. Your target is alone, but you have allies with you. This is often the ¡®easy duel¡¯, however it depends on your allies and some can actually end up saving the enemy. Having your ally Lion finger the duel target ¨C great, he dies faster. Having your ally Lion hex the duel target ¨C horrible, he is no longer hitting you and therefore not taking blademail damage nor proccing your MoC. Congratulations Lion, you just saved the enemy. Having your ally Lion impale the duel target ¨C depends. If it¡¯s early game, sure. If you are able to deal more than the 260 Impale damage through blademail and MoC in the 2 seconds the stun would last (i.e. the game is past ~15-20 minutes) then it¡¯s a bad idea.
  1. It¡¯s a 5 on 5 clash, and you are using Duel to initiate. Duel is not the ideal initiation spell, although it can definitely serve as one. Only do this if you are sure you won¡¯t die during the duel, which often means having a BKB and therefore not getting blown up. It¡¯s ok if the enemies have defensive spells to save the duel target and he doesn¡¯t end up dying ¨C your goal was to initiate the teamfight and what¡¯s important is whether your team wins the fight.
  1. You are alone, but your duel target has allies around him
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