Disclaimer: This guide is specifically written for the Forest of Caldavar map in a 5v5, non-Casual mode setting. The jungle walkthrough is available for both Legion and Hellbourne.
Stripped of his beard (and therefore, most of his manliness) from his DotA Counterpart (Axe), Legionnaire has to make do with most of the changes in gameplay from DotA to HoN. His main role is to tank for the team while also dishing out tons of damage when enemies attack him. Legionnaire is a decent laner, but I'm going to focus on how to jungle Legionnaire in this guide. There are several differences that are now ported from DotA to HoN:
+ Creep respawn checkboxs are now smaller (you can pull creeps a little bit later and still make it in time to stack the camp)
+ Dark Troll Warlord creep camp replaced with weak Skeletons (can tackle them earlier on for great experience and gold)
- No more Berserker's Call/Taunt functionality on neutrals (cannot manipulate their AI anymore)
Why jungle Legionnaire?
- It gives you 2 solo lanes
- You get guaranteed gold income & don't have to focus on those tedious last-hits and denies
- If done properly, you'll level up just as fast as a solo lane
- You get gold very quickly
As Legionnaire, you should jungle only if the following conditions are met:
- Legionnaire is the only jungler on your team
- You know the basics of jungling
- You have 2 good solo heroes that can take care of themselves early game
Skill OverviewOriginally Posted by thisisBob
(See this link for detailed information: http://honwiki.net/wiki/Legionnaire)
Taunt: What's left of Axe's manliness is now transferred to this skill. Instead of doing a loud, manly roar like Berserker's Call, Legionnaire does some weak Taunt shout. Regardless, this skill is useful for chasing, ganking, initiating and tanking all at the same time! Just note that it has a VERY TINY AoE, so anyone with an IQ above 50 wouldn't let you run up to him and Taunt him. Therefore it's best to use this skill when coming from behind, chain it after an allied disable or use it after Portal Key. Goes through magic immunity.
Oh and a fun fact that can be used to your advantage (from Mittsies' Guide to Abusing Ability Sounds):
Originally Posted by Mittsies
Terrifying Charge: Low mana-cost, a 30s cooldown with a pretty decent debuff that scales later on since it lowers damage and increases attackspeed by a percentage. Note that the easiness of an enemy canceling the skill hinders Terrifying Charge's chance of success at lower levels due to the very low movespeed bonus, so be wary about that. This skill also does a large amount of damage (150%/200%/250%/300%) Physical damage in a small AoE, so it is quite a powerful nuke as well. Movespeed bonus is substantial at levels 3 and 4 (+140 and +522) so it is generally a good idea to max it early on.
In memory of the old (unmanly) Terrify skill, by the wise words of thisisBob:
Whirling Blade: The skill that defines Axe and Legionnaire. Luckily, Legionnaire didn't lose any of his manliness from this skill port. Anyway, Whirling Blade is what lets you jungle in the first place, not to mention making enemies fear to attack you. The more units that are attacking you, the more Legionnaire will own face. Not as good late-game since it's physical damage, but it's still an awesome skill.Originally Posted by thisisBob
Know that it procs at the beginning of the enemy's attack animation, and not after the projectile hits you.
Decapitate: Instead of purging the weak from Axe's sight, Legionnaire gets to hack off someone's head when using this skill. Not a bad change I guess. Use decapitate to finish off low HP heroes, but if you know for sure that an enemy is going to die in one of your ganks, don't killsteal with this skill. The skill has a pretty low cooldown though, so don't hesitate to use it either. Great finisher because it goes through Accursed's annoying ultimate and through magic immunity.
- New Cookie-Cutter Legionnaire:
1. Whirling Blade
2. Terrifying Charge
3. Terrifying Charge
4. Taunt/Whirling Blade
5. Terrifying Charge
7. Terrifying Charge
8. Whirling Blade]/Taunt
9. Taunt/Whirling Blade
10. Taunt/Whirling Blade
13. Whirling Blade/Taunt
14. Whirling Blade/Taunt
Justification: First point in Whirling Blade for jungle capabilities & offensive usage. Second point in Terrifying Charge for early aid in jungling. Max Charge ASAP while getting a level of Taunt in level 4. Whirling Blade is easily your 1-point wonder, but you can get more as necessary (getting too much early on will hinder you though).
(590) or (593)
2x Iron Buckler + Runes of the Blight or Iron Buckler + Runes of the Blight + Monkey Courier + Minor Totem
You'll require damage reduction right from the start to make use of Whirling Blade straight away from level 1 no matter what. Putting 1-2 Iron Bucklers on Legionnaire is the most cost-efficient method for protection early in the game. 1 set of Runes of the Blight is taken for potential double creep-stacking (more info on that later) and provides you with a little bit of HP regeneration.
If your support teammates are too stingy/selfish to purchase a Courier for the team, purchase one yourself (follow the second option for starting items) - you will need that Courier.
Items During the Jungling Phase
Healing Potion (100)
Normally you'll consume ~2 healing potions until you acquire your Lifetube, so have the Courier fetch you those when you're low on HP (or before you get low on HP). Take as many as you need (2-3 is enough for most games).
Iron Buckler (250)
Just make sure you have 2 of these in your inventory at some point between levels 1-6.
The item that will immensely help you stay in the jungle. If you're tackling some intensely stacked camps though (4 times or more), Healing Potions will be better, though you'll need this for your Helm of the Black Legion later.
Gives Legionnaire more mobility to move from camp to camp faster.
Wards of Sight (100)
If the enemies gank you in the jungle, invest in a of Ward of Sight to avoid them (and to gain vision of bottom rune). Only do this if your support teammates are too stingy to buy some for you.
Helm of the Black Legion (2225)
Bottle (600) / Power Supply (546)
Ghost Marchers (1500) /Plated Greaves (1303)
Portal Key (2150)
After acquiring Lifetube, you'll have a lot of flexibility to get your core items. I'll discuss each item individually with respect to the type of Legionnaire you are playing.
Helm of the Black Legion: This doesn't have to be fully completed right away but rather when you feel you need the defensive boost of HP/block.
Bottle/Power Supply: If you want to have a secure source of mana regeneration, buy a Bottle. This also helps your mid hero if he is having trouble getting runes; Bottle is also good if your mid hero can spare you a useful rune to gank (Invis/Haste) or to aid your jungling even further (DD/Regen/Illusion). Power Supply is also an amazing alternative pickup. It gives less reliable mana regeneration but it's better for teamfights as you'll be in the middle of combat most of the time.
Ghost Marchers vs. Plated Greaves:
Ghost Marchers offer an amazing positioning tool in 3 cheap pieces of 500 gold - if you play the early ganking Legionnaire and max Terrifying Charge, your mobility and positioning needs are fulfilled by Ghost Marchers and Terrifying Charge until much later on, hence eliminating the urgent need for Portal Key.
On the other hand, if you are rushing for an early Portal Key, then Plated Greaves will give you some much needed armor for increasing your EHP against enemy physical attacks.
Portal Key: This item should be obtained quite early if you are doing a pure jungling build. You can afford to delay this quite a bit until you got Ghost Marchers/HotBL/Bottle if you are doing the early ganking build though. Regardless, this item is still core at some point of the game no matter what type of build you use on Legionnaire.
Shaman's Headdress (2050)
Get Shaman's Headdress if there are a lot of nukes flying around (especially AoE ones). Replace Helm of the Black Legion with this if you feel that physical attacks won't be a problem for a decent portion of the game.
Plate Mail (1400)
Get Plate Mail if you're against a lot of hard physical hitters to tank longer, and if you're comfortable with the amount of HP you have to withstand nukes.
Behemoth's Heart (5500)
Acquire your luxury items depending on the situation: Behemoth's Heart is great for practically all situations, so you can't really go wrong with that.
Frostfield Plate (4700)
If the enemy has lots of physical DPS (or if you need an AoE snare), upgrade that Plate Mail from before into Frostfield Plate.
Mock of Brilliance (5150)
If you're confident in your tanking abilities at this point, aim for a Mock of Brilliance to have more presence in team battles.
Barrier Idol (3653)
Get this as an upgrade to Shaman's Headdress, especially if there are lots of enemy AoE nukes.
Snake Bracelet (1800)
Get Snake Bracelet after getting sufficient HP to increase your EHP dramatically.
Barbed Armor (2700)
It's true that the armor boost from Taunt and your total Magic Armor makes this reflect less damage, but late game this can be viable against hard-hitting carries that are a bit squishy (Chronos and Madman for instance). It's also relatively cheap and boosts your armor for a low cost.
Items to Avoid
Legionnaire does pitiful physical DPS, thus not making use of the lifesteal. Don't even think about upgrading this to Symbol of Rage; Legionnaire gains way more benefits from Behemoth's Heart than from Symbol of Rage.
Pure DPS items (Riftshards, Runed Axe, Savage Mace, etc.)
Once again, Legionnaire doesn't carry by stacking damage.
Having 3 spinning heroes can be fun, but this item won't do you much good in the end because it doesn't synergize with you very well. Legionnaire doesn't rely on physical attacks to do damage and his images will die pretty fast anyway.
This item gives you very little benefits. Have one of your agility carry allies buy it and use it on you if you want to have the static charge buff that badly.
Other Morph Attack items (Brutalizer, Shield Breaker, Frostwolf's Skull, Elder Parasite, etc.)
Legionnaire has no need for any attack modifiers. He doesn't deal his damage to enemies by physically attacking them - leave that to the carries.
Before you jungle, make sure you know the basic information about the jungle, such as:
- "Jungling" is an act of neutral creeping starting from Level 1
- Neutral creeps first spawn at 0:30 after the lane creeps spawn.
- Each neutral creep camp will respawn their creeps every minute, at x:00, provided there aren't any corpses, gadgets (including Wards of Sight and Wards of Revelation) or other units in the creep respawn checkbox area. The checkbox is actually a circle with 500 radius.
- The neutral creep checkbox is the trigger that will determine whether the camp will respawn or not; if the information above is true, then it will respawn the creeps.
- Creep stack camps by pulling them away from the spawn location when the timer reaches ~x:54 (the most error-free time)
- Corpses take approximately 22 seconds to FULLY decay; this means all creeps should be dead at x:38, at the LATEST, if you want the camp to respawn.
- Minotaurs, Catman Champions and Vagabond Leaders will use their AoE spells when there are 3 or more units in a small AoE
- Vagabond Assassins will cast Purge on any hostile unit that approaches them
- Creep pulling (not to be confused with creep stacking) is the act of pulling neutral creeps into the lane, in order to draw your allied creeps' aggro to lure them in, in case you have a troublesome creep camp to deal with/you're low on HP. Pull the creeps from the camp into the lane at x:15/x:45.
- In most cases, aim for the creep with the highest HP when you're jungling with Legionnaire. Wolf Commanders prioritize themselves as targets above all other creeps, as their Damage Aura is really dangerous to Legionnaire.
- In general, Legionnaire should tackle creep camps with 5+ creeps for more efficiency and to minimize time and HP lost.
- If you end up with the healer camp at level 1 and want to stack it, you may want to wait until after you have stacked it before leveling up Whirling Blade.
About Terrifying Charge:
The new Terrifying Charge is an incredibly potent jungling tool - save it for the stacked camps to clear them more effectively.
Jungle Walkthrough (Legion)
After buying your starting items, go to this spot and stand here until the clock reaches 0:30 after the lane creeps spawn. If the camp spawns Skeletons, consider yourself lucky. You will revisit this camp later if that is the case.
Regardless of the type of creeps that spawned, go walk to the easy creep camp and wait until ~x:54 to pull the creeps, as indicated in the screenshot. Walk to the creeps to draw aggro (blue arrow), then move out up or to the right (red arrows). This is how you stack creep camps.
This is what a successful creep stack looks like. Dive into it and hit level 2.
If you got a Skeleton King creep camp before, go kill that camp and hit level 3. If not, check the other high level camp for Skeletons. If there aren't any, check to see whether either of the 2 medium camps have Wolf Commanders. If they do, kill the wolf camp (s). If they don't you can attempt to double creep stack.
First, you'll want to know which tree to get rid of to double creep stack. Get rid of either the tree with the yellow circle or the tree with the red circle. If you're good, you can pull the top camp, eat the tree, go down a bit and go left to pull both camps. If you're not as familiar with jungling, it's better to eat the tree first and then do the pull. If the bottom creeps get stuck behind the trees, you can eat the other circled tree to make double pulling easier.
Get close to the top camp (without drawing aggro) by x:51, then draw aggro at x:54, go down to the tree gap you created to aggro the other creep camp. Finally, pull them to the left. Congrats, you did a double creep stack!
From now on, you can do multiple things: tackle the easy camp again, deal with the stacked camps, deal with Skeleton camps (if any of them exist) or creep pull neutrals to the lane. If you want, you can also keep on stacking the 2 medium camps and then tackle them later on, depending on the circumstances.
Note: Once you have Portal Key, you can triple stack camps more easily by doing the above & blinking over to the hard camp nearby to pull them. (Thanks to IzvergRzgvor)
Note#2: It is possible to double stack the lower creep camp without eating the tree. The initial spawn must not consist of Minotaur+Goatar & must consist of at least one other type of spawn, the reason being is that Minotaurs do not spawn close enough to the tree in order to draw aggro. Use the same timing as you would normally use for double stacking (you should move close to the trees at around ~x:54). Here is a screenshot illustrating this (Thanks to simparoo). Using this method, we can triple stack even without the use of a Rune of the Blight/Logger's Hatchet!
TRIPLE Stacking Camps:
See this video. (Credits to HoN League)
Last edited by ElementUser; 01-11-2012 at 10:00 AM.
Jungle Walkthrough (Hellbourne)
Same thing as Legion, wait here until 0:30 for the creep spawn & look for Skeletons to kill later.
At x:54, draw aggro on the medium camp.
Afterward, go towards upwards & to the right towards the easy camp. Aggro them as quickly as possible - you should be at the easy camp at around x:55.
The result: 2 perfectly double-stacked camps!
Note: This creep-stacking method can be difficult to pull off 100% of the time since it requires good timing, so don't fret if you didn't stack both camps.
Dive into the stacked easy camp to reach level 2. From now on, you can do multiple things: deal with the other stacked camp (if circumstances permit it), deal with Skeleton camps (if any of them exist) or creep pull neutrals to the lane. If you want, you can also keep on double-stacking the easy & medium camps and then tackle them later on.
Here's some really helpful information about in-depth jungling for Hellbourne (thanks to Anx).
Dealing with Different Creep CampsOriginally Posted by Anx
Easy camp: You'll own them easily regardless of which creeps spawn, don't worry. Just be aware of the Antlore Healer camp because you don't want to damage any of the units in the camp before stacking them, or else the Antlore Healer will stay in the spawn-check area.
- Wolf Commander + Wolf x2: if one of these camps exist, you want to get rid of the camp ASAP. If it's in a stack, it's even worse because his Damage Aura gives a painful +30% damage to nearby neutrals; your Iron Bucklers cannot withstand them for too long. The 2x critical strike also hurts.
- Wild Hunter x2: These guys will take longer to go down because they have 800 HP and they only spawn in 2's. However, they deal low damage, so you should be fine. Dealing with them in a stack is more efficient.
- Ice Ogre + Fire Ogre x2: The easiest medium camp, these creeps will serve you well for clearing more dangerous stacks (ones with Wolf Commanders and Minotaurs). They do low damage and spawns in 3's.
- Minotaur + Goatar: The hardest of the medium camps, do not take this camp alone without help from a Wild Hunter/Ogre stack before level 5. If you need help and this camp is on the pullable camp, pull the neutrals to the lane.
- Vagabond x2 + Vagabond Assassin x2: This is a really easy camp to take out. The only thing you should be concerned about is Vagabond Assassin's Purge if you're going to creep pull/creep stack, as it slows your movement speed. Make sure to pull/stack the camp a few seconds earlier than usual.
- Minotaur + Goatar: Explained above; do not take this camp before level 5, even if you have a Skeleton camp in the stack.
- Skeleton King + Undead Warrior x2: The best hard camp you can get, these guys give lots of gold and experience, while maintaining low damage. They also spawn in 3's, which is good news for you. You can take them on as early as level 2.
- Vulture Lord + Screacher x2: The third most difficult hard camp you'll encounter. At least this camp spawns in 3's instead of 2's, so it's a bit easier than Minotaurs/Catmen. Do not encounter before level 5 unless your HP is high enough.
- Catman Champion + Catman Soldier: The hardest creep camp you'll encounter as Legionnaire (Catman Champion and Minotaur have nearly identical stats, but Catman Soldier does 52-59 damage compared to Goatar's 18-21 damage). Do not fight this camp before level 7, no matter what.
- Vagabond + Vagabond Assassin + Vagabond Leader: This camp is easier compared to most of the other hard camps, as you'll have 2 weak units helping you spin against the strong one.
Dealing with Other Players
If the enemies are ganking you in the jungle, your support ally should ward in this spot. If he's too stingy to do this, buy a set of wards yourself. The last thing you want is some random hero killing you with a nuke when you're at 50 HP from a neutral encounter. Though in most games, your enemies shouldn't be ganking you anyway. If they do, they'll most likely fail and lose their experience/gold that they would've gotten from laning. Besides, Legionnaire jungles very quickly anyway.
By the way, feel free to gank enemies when the circumstances permit it without dying/losing too much time.
Legion's Ward Spot:
Hellbourne's Ward Spot:
Laning: Early Game (Level 1-9)
(Skip this section and go straight to mid-game if you jungled)
If you decide to lane (due to bad circumstances for jungling), grab the same starting items (maybe replace 1 Iron Buckler with some Minor Totems) and farm your way to Lifetube & your core items. Go to the safe lane (bottom for Legion/top for Hellbourne) and a ranged allied hero if possible.
If your enemies are ranged heroes (especially those with painful nukes and disables), attempt to last-hit/deny as usual and don't harass as much. Make sure to stay alive and farm that Lifetube. If you're having a hard time with the enemy lane, either switch lanes or get your team's Courier to fetch you additional regeneration items (same thing as if you were jungling).
If your enemies are melee, be a bit more aggressive to establish lane control. When they approach the creep wave, right-click on the enemy hero to draw creep aggro. The enemies will either get a last-hit and suffer some damage from Whirling Blade or back off from the creep wave, thus losing gold. When they're far from the creep wave, make sure to issue another command (such as moving/attacking an allied or enemy creep) so you minimize pushing the lane too much. If they re-approach the creep wave, rinse and repeat.
If the opportunity for a kill arises, use Taunt if the enemy is close enough. If you can get both enemy heroes and/or some enemy creeps with your Taunt, that will trigger Whirling Blade even more. Tell your ally to follow-up your Taunt. Of course if the enemy is not in range for your Taunt, wait for your ally to disable them and then Taunt them. This concept applies to allied ganks as well, so be ready. Keep your eyes on the minimap as well for potential enemy ganks.
If your lane is pushed too far, you or your ally should do a creep pull if you're in the safe lane. It's best if your ally follows the pulled creeps back to their camp while you tank the enemy creep wave to get gold and experience. You shouldn't be ganking lanes until you have your Portal Key, so stay in your lane and farm that Portal Key up.
Honestly there's not that much more I can say about laning Legionnaire. Only your lane control skills, technical skills, game experience and common sense can help you here.
Mid-Game (Level 10-16)
After acquiring your Portal Key, you should be starting to help your allies gank enemies with your Blink-Taunt combo. If there aren't any immediate opportunities, return to the jungle and farm for your Helm of the Black Legion and Enhanced Marchers. When a gank opportunity presents itself, go help your allies out. Given that both teams have been doing relatively evenly in hero score and laning experience/gold, your team should have the upper hand due to having 2 solos.
Once you got your core items, ask your teammates to push some towers down. At this point, you'll have a very good amount of HP (~1600) with decent armor and great mobility. The enemies should fear your Blink-Taunt combo (if they don't, they'll most likely pay for it). Don't be afraid to initiate once you have your core items. Your allies should follow-up after you Taunted the enemies. If some enemy heroes are fleeing after a team battle and your team looks like it still has the upper hand, chase with your Blink-Taunt combo (assuming you still have sufficient mana). If not, retreat and help draw fire from your allies with Taunt.
Legionnaire is at his peak during mid-game with all his HP and physical damage reduction. Therefore, you'll want to end the game sooner rather than later, so ask your teammates to push.
Late-Game (Level 17+)
If it's late game, you should have at least one of the optional items or partially completed one of your luxury items. At this point, Legionnaire isn't as tanky or dangerous than he was at mid-game, due to enemy heroes getting more physical damage to cut through your HP & acquiring more EHP to withstand Whirling Blade. Your job is the same though, initiate & tank for your team, chase fleeing heroes.
Annoying Enemies:Originally Posted by thisisBob
Predator: His Carnivorous deals damage based on the current % of your HP. Since Legionnaire is a tank with a lot of HP, he'll tear you down pretty fast while keeping himself alive.
Magebane: His Mana Combustion is the only annoying thing about him, rendering you unable to use your spells due to your innate low mana pool.
Pestilence: Amplify Damage makes you fall faster. You'll need quite a bit of armor to compensate for the -15 armor late game. (Thanks to SyyRaaaN)
Jeraziah: Always a great ally to have, just don't tell him to cast Protective Charm on you in teamfights. Taunt+Inner Light deals some quick and painful burst damage to enemies.
Glacius: Gives you all the mana regeneration you'll need.
Demented Shaman: Healing Wave will help keep you alive & damage Taunted enemies. Storm Cloud lets your Whirling Blade deal more damage later on, as well as buffing up your own armor. (Thanks to Mr_Kzimir)
-Any hero with Charged Hammer: Just tell them to cast the Static Charge buff on you and it'll help take down enemies a bit faster later on.
-Other disablers/nukers: Well everyone loves disablers and nukers, especially AoE ones to follow-up after your Blink-Taunt combo!
Q: I get Runed Axe on Legionnaire to farm for more stuff like Flayer and Savage Mace! I'M SO PRO
Legionnaire isn't a hero that owns other heroes by hitting them over and over again. He owns by using Taunt to tank and by using his manly Whirling Blade. None of his skills help him gain more power by physically hitting enemies, anyway.
Q: No Fortified Bracers/Homecoming Stones?
In general you won't have much space for Fortified Bracers. It's general knowledge to carry a Homecoming Stone by mid-game whenever possible, so I didn't include it in the guide.
Q: Why no mention of the creep-skipping Legionnaire?
While it can be effective against a very weak solo/dual lane (mostly melee strength/agility heroes), a few nukes/disables and/or a ranged hero will make short work of Legionnaire.
Q: Why don't you ever refer to Legionnaire as "Lego"?
Because he's not made of Lego, obviously.
Q: Who is this thisisBob you keep on referring to?
Only one of the most epic guide writers ever. He wrote epic guides to bearded heroes in DotA AND he's the founder of the famous DotA MS Paint Rage Dump Thread.
Q: What's your opinion about Restoration Stone/Totem of Kuldra/Stormspirit, etc.?
Use your own professional judgment to figure out whether it's good for the game you're in or not; I'm not here to discuss your item choices when you're freefarming 120 minutes into an -em game.
Q: Rumors have been going around saying that Legionnaire's Whirling Blade doesn't proc on blocked hits by Iron Buckler or Helm of the Black Legion. Is this true?
Not true at all. Whirling Blade still procs normally on a blocked attack.
- thisisBob's Guide to Axe: http://forums.dota-allstars.com/inde...howtopic=35695
- thisisBob's Guide to Jungle Axe: http://forums.dota-allstars.com/inde...owtopic=174550
- IronFisto's Guide to Creep Pulls & Jungling: http://forums.dota-allstars.com/inde...owtopic=161875
- HoN Wiki: http://honwiki.net
- Nome - for part of his guide format
- thisisBob - for his guides & quotes. He also inspired me to write my first (ever) hero guide!
- Anx - for his helpful insights in the finer details of Hellbourne Jungling
- jhorry08 - for his insights on Terrifying Charge while Jungling
Last edited by ElementUser; 01-02-2012 at 06:53 PM.
Neutral Creep Diagram
If you don't know which camps are "easy, medium and hard", I'll tell you right now with this diagram.
Yellow circles are easy camps.
Orange circles are medium camps.
Orange circles with a blue circle around it are hard camps.
Red circles are ancient creep camps, but we won't be tackling those for early/mid-game with Legionnaire.
If you're having trouble dealing with a camp you can always creep pull from the pullable camp (bottom medium camp on Legion, top medium camp on Hellbourne). Move towards the creeps at x:15/x:45 to draw their aggro and pull them into the lane. It's a bit trickier on Legion because of the single tree that blocks your allied creeps' vision when the neutrals return to their spawn, so try to keep the neutrals in your vision at all times. (These are Ogre spawns, so you should generally tackle them head on yourself.)
Mathcraft - Iron Buckler Stacking Mechanics
Why you shouldn't get more than 2 Iron Bucklers:
1 Iron Buckler: 60% chance to block 20 damage ; 0.6 x 20 = 12 average damage block from each attack
2 Iron Bucklers: 1 - (1-0.6)(1-0.6) = 1 - (0.4)(0.4) = 1 - 0.16 = 0.84 = 84% chance to block 20 damage; 0.84 x 20 = 16.8 average damage block from each attack
3 Iron Bucklers: 1 - (1-0.6)(1-0.6)(1-0.6) = 1 - (0.4)(0.4)(0.4) = 1 - 0.064 = 0.936 = 93.6% chance to block 20 damage; 0.936 x 20 = 18.72 average damage block from each attack
Fastest Jungle Time to Hit Level 6
bman8810 (4:30 / 1484 Unspent Gold)
Anx (3:45 / 447 Unspent Gold)
Mcspazatron (3:54 / 1303 Unspent Gold)
PyroArcher (4:40 / 1491 Unspent Gold)
Keep screenshots coming for your fastest time to hit level 6!
Last edited by ElementUser; 01-02-2012 at 06:51 PM.
really good guide
also helps with other jungling heroes
uh...wow, I don't know what to say. Amazing guide. Will look at it more thoroughly later. You even pointed out the usefulness of a level of terrify to stop blinkers, something that is often overlooked. Nicely done.
Ramsay Sound Pack
I hope the rest of your day is as pleasant as you are.
Great guide, and I appreciate the diagrams of how to stack and which camps are what level.
I actually DID double pull Hellbourne's easy camp/hard camp nearby once (unintentionally) - I think it has to do with the aggro range and stuff, but not so sure about HoN mechanics. Anyway I think I was lucky cause the spawns were Ebula, so it's harder to lose their aggro :P.
Thanks for your support guys
Great guide! I was going to post asking how to jungle effectively...
But I respectfully disagree, he is a Lego-man.
What are you aiming for when jungling? When should you hit lvl 6?
You aim for Portal Key when jungling, since you can rack up money pretty quickly. But you'll most likely need a Lifetube for constant regeneration to help you stay in the jungle (that, or a few more healing potions). You should hit level 6 by ~6 minutes on average. My fastest time is 5:23 with a few mistakes and decent luck (on single-player). I find myself hitting level 6 at around 6 minutes in a real game
I was mainly interested in a guide on Legionnaire. But found you really put a lot into Jungle info. Which i liked! I really think this is the way he should be played early/mid game to help with having 2 solo heros and getting a portal key ASAP.
10/10 on the guide! Very well done on info for anyone that wants to jungle and info on Legionnaire, Thanks man!
Death is only the beginning...
aye great guide
Especially the double double stacking
This is a cool guide. It really inspired me to play the Legionarre.
Only things I have questions about are:
Are any carries viable partners for legionairre ganking?
Is Post Haste a good idea since you seem so focused on legionairre as a ganker? As a substitute for enhanced marchers clearly, or is the armor from enhanced marchers necessity(you seem to give very little value to the +dmg)?
What is the damage from Axe Whirl skill based off of?