This guide explains when to take each legion spell and which units they are good on.
At the start of the game, 3 random legion spells are chosen and revealed (same for all players). During the build phase of wave 11, you can pick one legion spell.
Here’s how not to be a dummy when picking legion spells:
All Out Assault
+100 mythium, -20 income
Pick when you can leak them on wave 11 or 12
Pick when you’re weak on wave 11 or 12 or need the gold for a particular unit
Gain 50% of your spare gold (up to 170 saved) at the start of the next 3 waves
Pick when you can have a surplus of gold on waves 11-13 without leaking
Damages your king by 20% of current health, and +130 gold
Pick when your king is already significantly damaged, your team has upgraded king regeneration, or you need the gold for a particular unit
You can’t hire mercenaries or upgrade the king until after Wave 12 spawns. Then, +80 gold and +80 mythium.
Pick when you’re strong on waves 11 and 12 and can’t leak them on 11 or 12
Your future Snails are replaced by Giant Snails that have 210 bonus health and 9 bonus damage
Pick when you can leak them on wave 11 or 12, or when their primary damage is pierce
Brings a fighter back to life after it dies. It will revive with a maximum of 1500 health.
Best: Banana Haven, Doppelganger, Arctaire, Kingpin, Fenix (must partially tank), Azeria (must partially tank), Golem, high-stack Lioness, Harbinger
Good: Any 200+ value tank or any 400+ value off-tank
Gives a fighter an aura that buffs the damage and defense of adjacently-built units by 5.5%
Pick when you can apply the buff to 1500+ value of units by wave 13.
Best: Doomsday Machine, Fenix, Hell Gate, Hades, Banana Haven, Red Eyes, Hydra, Azeria, Doppelganger, Kingpin. Whitemane, Iron Scales
Pick when you’re strong on waves 11 and 12 and expect the game to go past 15
Summons Lizards to attack your lane opponent: 1x on Wave 11, 2x on Wave 12, and 3x on Wave 13. (No income). Also +45 Mythium.
Pick when you can leak them significantly on wave 11, or at least 2 waves of 11-13. Especially when their frontline is primarily swift
+200 gold, -36 income
Pick when you’re weak on wave 11 or 12, or when you expect the game to end on or before wave 15.
Gives a fighter an aura that buffs the mana regeneration of adjacently-built units by 0.35
Pick when you can apply the buff to 800+ value of mana units by wave 13
Best: Hades, Hell Gate, Azeria, Fenix, Arc of Justice, Starcaller
Good: Any mana user. More expensive = usually better
Do not use on: Infiltrator, Orchid, Great Boar, Red Eyes, or Kingpin (does work on Angler and Bounty Hunter)
Your workers gather mythium 60% faster until the end of wave 11. After that, they gather mythium 35% slower until the end of wave 12.
Pick when you expect wave 11 to be long (ideally due to you leaking them), or if you can win the game on wave 12. The more workers you have, the better. If picking Overwork, pick it immediately when it becomes available.
You can now sell fighters for a 90% refund for the rest of the game. Also, +85 gold.
Pick when you can sell existing early game units, or when you’re weak on wave 11 or 12
Press the Attack
Pick when you can leak them on waves 11, 12, or 13
Gives a fighter +700 hp and an aura that buffs the health regeneration of all allies by 1% missing health until the fighter dies
Best: Arctaire, Green Devil, Golem, Azeria (must partially tank), high stack Lioness, Whitemane, Whitemane-buffed units, Lost Chieftain-buffed units, with but not on Canopie, Harbinger, Hades, and Hell Gate
Good: Any tank or off-tank. Avoid on ranged units, unless maximizing aura with missing health or degeneration units
Gives a fighter 10% attack speed and a 34% (17% for ranged) chance to stun its target for 2 seconds (0.5 to bosses)
Best: Doppelganger, Arc of Justice, Sky Queen, Zeus, Fenix, Azeria, Pyro, Proton (with Sacred Steed), Orchid (boost frequently), units buffed by APS and MPS
Good: Any 400+ value DPS unit
Refund a fighter for full value + 90 gold
Pick when you can sell an existing early game unit, or when you’re weak on wave 11 or 12, or to build for 11 and 12 then sacrifice to defend on 13 (e.g. Banana Haven)
Heals your king by 10% + 15% of missing health, and +90 gold
Pick when your king is damaged, or when you’re weak on wave 11 or 12
Increases a fighter’s ability damage by 52.5%
Best: Banana Haven, Deathcap, Trinity Archer, Azeria, Starcaller, Arc of Justice, Doomsday Machine, Red Eyes
Good: Hell Raiser, Violet (double buffed by Leviathan), and Fatalizer (keep alive)
Gives a fighter an aura that grants 23% lifesteal and ability vamp to adjacently-built units
Pick when you can apply the buff to 800+ value of off-tank units by wave 13. Avoid using on most ranged units
Best: Hell Gate, Arctaire, Doppelganger, Banana Haven, Fenix, Kingpin
+90 gold after wave 11 spawns (default if you don’t select a legion spell)
Only pick if no better option and you don’t need the immediate value on wave 11
Gives a fighter +1250 health
Best: Arctaire, Green Devil, Golem, Azeria (must partially tank), high stack Lioness, Whitemane, Whitemane-buffed units
Good: Any tank or off-tank
Pay up to 110 gold now. Receive 3x that amount when wave 12 ends.
Pick when you’re strong on waves 11 and 12, especially when you’re weak on 13
Gives a fighter damage-amplifying attacks, increasing damage taken from all sources by 32% (16% for ranged)
Best: Doppelganger, Kingpin, Zeus, Azeria, Arc of Justice, Starcaller, Fenix, Hades, Orchid (boost frequently), Fatalizer (keep alive)
Good: Any ranged unit
Only works once per unit, even for multi-attackers. Does not work with Soul Gate