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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.
(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.
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.
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
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
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.
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
Cooldown: 16/15/14/13 Manacost: 110
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.
When attacked, Legion Commander has a chance to immediately attack again with bonus lifesteal.
Proc Chance: 25%
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.
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
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.