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Thread: Countering Legionnaire

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  1. #1

    Countering Legionnaire

    Okay, let me start by saying I do not think Legionnaire is overpowered. I don't think he's even particularly strong.

    I was just wondering what you guys thought of this:

    When you start the game buy one extra ward (rev or sentry) and set it in the weakest camp. Legionnaire isn't going to be able to kill Minotaurs/Catmen/Vagabond/Wolves/Wild Hunters at level 1, means the only camp he could kill would be the group of 4 vagabonds, but if you ward the pull like you normally would that means there's only one camp those can even spawn in.

    This would pretty much force Legionnaire to lane in the short lane in the beginning of the game, which means he either stays there until 3 or 4 then jungles so you have a massive advantage 2v1, he tries to cut the creeps behind your tower, on your side of the river so he's easy to kill, he lanes the entire game, which will really hurt his farm along with whoever else is in the lane, or he just tries to jungle anyway, which means he won't kill much of anything the first 5 minutes.

    I mean, go into practice mode, ignore the weakest camp, and try to jungle. It's virtually impossible since you really need to stack/kill that camp first to reach level 2 right away.

    Again, I don't think Legionnaire is a super strong hero, but I feel as though this would work very well against him and it would only cost 100g to really mess up his whole game. The same could work against War Beast as well, I'd imagine.

  2. #2
    he can just go to the other jungle

    also, legio can do any camp but vagabond leader / catman at level 1

  3. #3
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    Also wise legi has friend with to block any ward attempts on the 30sec mark.

  4. #4
    a good legi gets a counterward

  5. #5
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    set trap on creep spawn and watch him suffer

    creep stealing ftw, but much more effective against

    passive nuff said

    Lifesteall

  6. #6
    Quote Originally Posted by Keris View Post
    set trap on creep spawn and watch him suffer

    creep stealing ftw, but much more effective against

    passive nuff said

    Lifesteall
    Reading the opening post. Overrated.

  7. #7
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    respond to legios initiation :jera:
    handle his quasi-immortality

  8. #8

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  10. #10
    Well actually lego as stated can kill all camps except catmen, vagabon leader (i always had problems with minos on lvl 1 too), everything else is pretty easy. Skeletons are actually the best spawns you could probably get tough. Nice cash while not doing too much dmg.

    But on countering him, you can get a shieldbreaker now, a sols bulwark set on offensive or defensive as legos spin damage is physical, so both counter him.

    Heroes like SW, TB can really hurt his portal key initiation in a organized team (sw or TB ults then you initiate when his PK is on cooldown.

    And heroes that were obvious counters to him, predator with shieldbreaker tears him to tiny bits and pieces.


  11. #11
    I usually go to the forrest around lvl 2-3. He will often be low on health, due to hes confidence and killing harder camps. Slither is very good, otherwise a 2x stun is fine also. To find him easy just place the ward on the entrance to helbourne forrest (at rune) and you can see yellow and orange camp + rune

  12. #12
    Good to see how 50 % of the replies have nothing to do with the OP.

  13. #13
    Would probably work pretty well.. the lower rating the better it would work (although as you go lower, you also find a few more creep cutters.. which is actually difficult to deal with if he's got a proper lane partner and your lane isn't a decent one to counter it since you're unlikely to expect it.. you actually need help from your mid in some cases)

    However, as you get higher you're going to (1) see them protecting there spawns.. this happens for the pull even in the 1500s sometimes (2) counterward.. given this case, I'd cw the pull if needed. With how most ppl place it, for vision also, you don't even need a flying courier.

    Stack and pull it, let lego eat a wave or 2 and he's fine to jungle. However, this would take a bit more thought and obviously throw off the typical jungle/solo routine.. so I'd say it's worth the 100 g

    Even if it's completely countered and np for them, I'd venture a guess the opportunity cost of 100 g is highly in your favor. Hell, you could grab 3 wards and reallllly piss him off. Just make sure you've got (1) a hard lane that can handle lego in lane (2) your easy lane is prepared to possibly have a lego down there

  14. #14
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    Quote Originally Posted by Daddelfar View Post
    Good to see how 50 % of the replies have nothing to do with the OP.
    Good to see how 60% of the replies have nothing to do with the OP. (Thanks to you)

  15. #15
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    usually warding the pull is enough to set legio/warbeast back by a large margin. if they miss that first pull they are so far behind they never come back. plus, in my experience most legionaires just sit in the woods and farm for 30 minutes trying to get their core while their team gets wrecked 4 v 5, at which point the blink dagger and helm no longer matters. put a ward up on the high hill to track their forest and rune gank him a few times and hes a wasted team slot.

  16. #16
    I particularly, if playing true support, like to ward both the easy and pull camp. now that courier is free you can use the 200G on two wards and still have the same start items you usually would have. A lego with no pull and no easy camp can still get a medium camp but in the process he will lose ALOT of hp. so worst case scenario your burning his regen and slowing his farm. Best case you wait till level two push the lane to tower and run to jungle and catch him with 200 hp

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