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Legion TD 2 Openings & Mastermind Lock-Ins for Beginners

Opening

Your opening is the fighters you build and decisions you make in the first ~3 waves of the game. Being comfortable with your opening is important. That’s why Lock-In is helpful.

Lock-In

When playing Mastermind, if you select Lock-In (default for new players), you can lock in one fighter that will always appear in your roll. It’s recommended to lock in a fighter that you’ll use as an opening and to keep locking in and opening with the same fighter. Once you’ve familiarized yourself with the game, you can expand your opening repertoire and try new strategies.

When you lock in a fighter, you select the base (un-upgraded) form of the unit. Some openings discussed in this guide involve the upgraded form. For example, to open with Green Devil, you would lock in its base form Gargoyle.

Opening Fundamentals

The opening is one of the most important phases of the game. Legion TD 2 is “snowbally” – early advantages often translate to bigger advantages later. The best way to have a lot of workers and be strong in the late game is to have a good opening and early game. The best openings allow you train more workers than your opponents, while still clearing your waves.

Best practices:

Keep your fighter value near the recommended value.

If you’re confident you can clear the wave below recommended value (something you’ll learn with experience), that’s even better. Otherwise, stay near recommended value.

Once you’re at recommended value, train workers immediately.

Workers start gathering mythium as soon as they are trained.

Spend all of your gold each wave.

Even that last ~20 gold on a cheap fighter. If you’re confident you can clear the wave without spending all your gold, that’s even better. Otherwise, spend it all.

Don’t save your mythium too long.

Saving mythium can be good. Think of it as a tool for pressuring your opponents to stay lower on workers and to potentially make them leak. However, saving too long makes you fall behind by missing out on income gold.

Legion TD 2 has thousands of viable openings. To keep things simple, we’ll cover openings that only require you to build a single fighter.

Recommended for new players

Solid and easy to play. This guide focuses on these 3 openings.

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Viable

Viable, but not as easy as the above.

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Viable but not recommended for new players

These openings require extra familiarity to perform well with.

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Not recommended

These openings don’t allow you to train many workers safely in first 3 waves. Avoid.

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Yozora

Openings & Mastermind Lock-Ins for Beginners

Yozora is our #1 recommended opening for new players.

  • Cannot leak the first 2 waves.
  • Easy positioning and decision-making.
  • Strong against Brute, which is a common mercenary send.

Wave 1 Build Phase

  • Build Yozora
  • Train 1 worker (3 total ranked, 2 total classic)

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You can build Yozora anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase

  • Train 1 worker (4 total ranked, 3 total classic)

Wave 2 Build Phase

  • Build nothing

Wave 2 Battle Phase

  • If you received at least a 20 mythium send on waves 1/2, train 1 worker (5 total ranked, 4 total classic). Otherwise, stay 4 workers.
  • If you haven’t already, spend your mythium by hiring mercenaries. Usually a Dragon Turtle. Don’t miss out on that juicy income gold!

Wave 3 Build Phase

  • Spend the rest of your gold on fighters.

We won’t cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples – you can make almost any fighters work. Make sure your Yozora tanks most, but not all, of the wave.

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Wave 3 Battle Phase

  • If you haven’t received a send, stay at 4 workers until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers ranked (4 workers classic).
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 workers classic).

Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and train workers with the rest of your gold. Be careful on wave 5, which is Yozora’s weakest wave.

Antler

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Antler is a recommended opening for new players.

  • Cannot leak the first 2 waves.
  • Easy positioning and decision-making.
  • Solid tank on waves 1-6.

Wave 1 Build Phase

  • Build Antler
  • Train 1 worker (3 total ranked, 2 total classic)

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You can build Antler anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase

  • Train 1 worker (4 total ranked, 3 total classic)

Wave 2 Build Phase

  • Build nothing

Wave 2 Battle Phase

  • If you received at least a 20 mythium send on waves 1/2, train 1 worker (5 total ranked, 4 total classic). Otherwise, stay 4 workers (3 classic)
  • If you haven’t already, spend your mythium by hiring mercenaries. Usually a Dragon Turtle. Don’t miss out on that juicy income gold!

Wave 3 Build Phase

  • Spend the rest of your gold on fighters.

We won’t cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples – you can make almost any fighters work. Make sure your Antler tanks most, but not all, of the wave.

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Wave 3 Battle Phase

  • If you haven’t received a send, stay at 4 workers until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers (4 classic)
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 classic).

Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and hire workers with the rest of your gold. Be careful on waves 7 and 8, which are Antler’s weakest waves.

Green Devil

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Green Devil is a recommended opening for new players.

  • Allows for an early game worker advantage.
  • Easy positioning and decision-making.
  • Strong on wave 3, which is a common wave players send on.

Wave 1

  • Build Green Devil
  • Train 1 worker (3 total ranked, 2 total classic)
  • Upgrade King Spell

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You can build Green Devil anywhere, but building on the center left is recommended. Vertically in the center to give your build room to expand up and down. Horizontally on the left (or right) to allow for better aggro splitting on future waves.

Wave 1 Battle Phase

  • If you receive a 20 mythium send, train 2 workers (5 total ranked, 4 total classic)
  • If you don’t receive a send, train 1 worker (4 total ranked, 3 total classic)

Wave 2 Build Phase

  • Spend the rest of your gold on fighters
  • Note that if you’re at 5 workers, you need to add one cheap unit on the right side. Otherwise, you can leak to a Snail.

We won’t cover perfect positioning in this guide, but something like this is good enough. The fighters below are just examples – you can make almost any fighters work. Make sure your Green Devil tanks most, but not all, of the wave.

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Wave 2 Battle Phase

  • If you received a total of 0 mythium on waves 1/2, stay at 4 workers (3 classic).
  • If you received a total of 20 or 40 mythium on waves 1/2, stay at / go to 5 workers (4 classic).

Wave 3 Build Phase

  • Spend the rest of your gold on fighters. Prepare for wave 4. Green Devil is very strong on wave 3, so it’s best to prepare ahead.

Make sure your Green Devil tanks most, but not all, of the wave.

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Wave 3 Battle Phase

  • If you haven’t received a send, stay at 4 workers until you get a send.
  • If you received a total of 20 or 40 mythium on waves 1-3, stay at / go to 5 workers (4 classic)
  • If you received a total of 60 or more mythium on waves 1-3, go to 6 workers (5 classic).

Beyond wave 3, there are too many possibilities to put into a guide. When in doubt, stay near the recommended fighter value and train workers with the rest of your gold. Be careful on wave 4, which is a weak wave for Green Devil.

Written by AutoAttackGames