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26 Votes

Legion Commander: A Definitive Guide

November 11, 2013 by ReAlChemist
Comments: 24    |    Views: 217125    |   


Build 1
Build 2
Build 3
Build 4
Build 5

Jungle (Ganker)

DotA2 Hero: Legion Commander




Hero Skills

Overwhelming Odds

2 5 7 8

Press the Attack

4 12 13 14

Moment of Courage

1 3 9 10

Duel

6 11 16

Talents

15 17 18

Welcome to the Legion

Hi, I'm ReAlChemist and I'd like to welcome you to my guide on Tresdin, the Legion Commander.I feel Legion Commander is a versatile, competitive hero that has possibilities and subtelties far beyond the stale and easily counterable formula of gank with Duel-win Duels-kill everything with bonus damage. I want to explore those in this guide and in particular show that this hero has the tactical, strategic, and team contributions appropriate to the name Legion Commander. This guide is also very thorough and analytic, because thats how I roll.

I wanted this guide to be out there so people know what to do with Legion Commander as she comes to Dota 2. Rumors have her released to be within the next few days but there is apparently a bug which causes her passive not to work in Dota 2 which has so far delayed her release for several months. The essential parts of this guide are complete so I will publish it anyway, but I will be adding sections, updating, and editing to make it more finished. Feedback is always appreciated of course.

Although the first thing many people see in Legion Commander is that her ultimate can give you permanent bonus damage there's quite a lot more to the hero than that. Some would go so far as to consider that one of the least important aspects of the hero, at least directly. So lets take a look at Tresdin forgetting for the moment about her ultimate:

Pros
  • Very high base STR (26, 3rd highest in game).
  • Good STR growth (2.6, tied for 27th in game).
  • Very high base MS (320, tied for 4th highest in game).
  • High base INT (20, tied for 9th highest among AGI and STR heroes).
  • Very high INT growth (2.2, 4th highest among AGI and STR heroes).
  • Good base AGI (18, tied for 7th highest among STR heroes).
  • High starting damage (57-61, min tied for 8th highest and max tied for 16th highest).
  • Good cast point (0.3, tied for 20th lowest in game).
  • Inherent MS, AS, and HP regen steroids ( Overwhelming Odds, Press the Attack)
  • Semi-spammable AOE nuke ( Overwhelming Odds).
  • Somewhat spammable dispel of almost any debuff ( Press the Attack).
  • Can proc attacks with massive lifesteal, even while disabled ( Moment of Courage).
  • Strong jungler and laner.
Cons
  • Poor AGI growth (1.7, tied for 19th highest in STR heroes)
  • Mediocre starting armor (2.52) and natural armor growth (11.03 at 25).
  • Mediocre attack animation (0.46 sec attack point, tied for 46th longest in game)
  • Early mana problems.
  • No spammable or AOE CC.
  • Mediocre solo kill potential before 6.
  • Contributes little to a lane early other than an occasional nuke or heal.
  • Will almost always need a BKB.
  • Somewhat limited in her item choices.

As you can see, Legion Commander has very useful attributes and skills make her very strong in most parts of the games and in most roles. Her kit makes her strong as a semi-carry or carry since. Although she is a melee, she is difficult to kite because of high to ridiculous MS (can easily get 522 MS through Overwhelming Odds by mid game) and she has Duel (which I'll talk about later). She has can quickly beat down an opponent while avoiding the same fate using Press the Attack. PtA is also one of the best support spells in the game since it heals, buffs, and dispels debuffs. She has the only ability in the game that allows for extra attacks and those attacks can get 80% lifesteal ( Geminate Attack procs aren't quite extra attacks since they ignore UAMs and Crit).

[/end rant about why focusing on Duel bonus damage is noob]

OK now we can talk about a bit about Duel, although there will be an in-depth discussion about the proper ways/times to use this ability later. This ultimate has a 50 second CD and forces Tresdin and another hero to attack eachother for up to 5.5 seconds while muted (aka Doomed), and if one hero dies during the duration the other permanently gets 10/14/18 bonus damage. If you found the first part of that sentence much more important than the second part, congratulations on being good at DoTA.

Although bonus damage is nice and accumulated Duel wins make Tresdin a monster, the ability to not only apply one of the strongest disables in the game (mute/Doom) to a hero for 4-5.5 seconds in almost every engagement is quite powerful. Being able to apply disable while simultaneously forcing them to remain in place and controlling their attacks is so strong its almost broken. A very basic illustration of how this can be very effective: you Duel someone then Skywrath Mage drops Ancient Seal+ Mystic Flare on them for 1600 magic damage. The caveat is that Duel is in some ways a very fair spell: the exact same effect is applied to both heroes and each can get the bonus damage (except LC chooses when to Duel and her passive isn't disabled by Doom).

The greatest strength of Legion Commander is that her skill-set forces the enemy into "damned if you do, damned if you don't" decisions. For example, she's a strong ganker that gets much stronger with every successful gank, which pressures the enemy team to group up. Once a team groups up they will fall behind in terms of farm unless they take towers or force teamfights. Tresdin and one other hero can easily stop any push because of Overhwhelming Odds. In a teamfight, Tresdin makes it much harder to focus down a hero because he can dispel disables and grant massive HP regen through Press the Attack.

This also applies to the enemy heroes themselves. For example, most carries fall into a sort of "glass cannon" class that gets some survivability from a skill/item or two, gets lifesteal, then goes all in on damage. This gives the largest potential of teamfight impact with enough sustanability to realize that potential. But Duel disables effects like lifesteal and evasion, drastically reducing the effective HP (EHP) of these heroes and much more "glass"-y. To compensate, these heroes have to build more survivability items which takes away gold and item slots from damage items. While this makes them stronger against Legion Commander, it makes them much less significant against the rest of her team since there will be little in the way of "cannon."

The Skills

Overwhelming Odds


Type:
Targets:


Active
Area
Turns the enemies numbers against them, dealing damage and granting you 9% bonus movement speed per hero and 3% per unit in the 315 AoE for 7 seconds. Deals bonus damage to illusions and summoned units.

Level

1


2


3


4

Mana

100


100


100


100

Cooldown

18


18


18


18

Range

1000


1000


1000


1000

AoE

315


315


315


315

Duration

7(MS Buff)


7(MS Buff)


7(MS Buff)


7(MS Buff)

Effect

50+14/Unit Magic Damage, 9%/Hero+3%/Creep MS


100+16/Unit Magic Damage, 9%/Hero+3%/Creep MS


150+18/Unit Magic Damage, 9%/Hero+3%/Creep MS


200+20/Unit Magic Damage, 9%/Hero+3%/Creep MS

Notes:
  • In 6.79 the base damage was nerfed while the bonus damage was buffed and now scales with levels. This makes it much more important to hit many targets with the spell.
  • Illusions and summoned units take bonus damage equal to 25% of their current life.
  • If it hits two heroes and a creep wave, it will do 148/212/276/340 damage and grant 33% bonus MS (492 MS with Boots of Speed).
  • The effective automatic damage to illusions after reductions will vary. Anti-Mage] [[Manta Style illusions when Spell Shield is maxed will lose 33% of their current HP, while Naga Siren level 1 Mirror Image illusions lose 112% of their current HP. Phantom Lancer Juxtapose illusions lose 65.6/58.6/55.1/51.6% of their current HP, at Phantom Edge levels 0/1/2/3 respectively. This damage takes place before the regular spell damage (of 50/100/150/200+14/16/18/20 per unit) is dealt.
  • At Level 7 each cast consumes 23% of your mana pool and you regenerate the mana in 77 seconds.



Press the Attack


Type:
Targets:


Active
Target Ally
Removes debuffs and disables from the target friendly unit, and grants bonus attack speed and health regen for a short time.

Level

1


2


3


4

Mana

80


90


100


110

Cooldown

16


15


14


13

Range

800


800


800


800

AoE

N/A


N/A


N/A


N/A

Duration

5


5


5


5

Effect

+60 AS, +30HP/sec


+80 AS, +40HP/sec


+100 AS, +50HP/sec


+120 AS, +60HP/sec

Notes:
  • Regenerate 150/200/250/300 HP at an efficiency of 1.9/2.2/2.5/2.7 HP per MP spent.
  • Its dispel effect is almost identical to Aphotic Shield, but has a 300 higher cast range and a 4-7 second longer CD.
  • Grants on average 18.9/26.7/35.7/46.2 AS and 9.4/13.3/17.9/23.1 HP/sec if cast on CD.
  • At Level 7 each cast consumes 18/21/23/25% of your mana pool and you regenerate the mana in 62/69/77/85 seconds.

Moment of Courage


Press the Type:
Targets:


Passive/Triggered
Enemy Units
When attacked, Legion Commander has a chance to immediately attack again with bonus lifesteal.

Level

1


2


3


4

Mana

NA


NA


NA


NA

Cooldown

1.2


1.2


1.2


1.2

Range

128


128


128


128

AoE

N/A


N/A


N/A


N/A

Duration

NA


NA


NA


NA

Effect

16% Chance, 20% Lifesteal


18% Chance, 40% Lifesteal


20% Chance, 60% Lifesteal


22% Chance, 80% Lifesteal

Notes:
  • Will proc based on being attacked by any unit, and will preferentially target the last unit you attacked that is in range.
  • Lifesteal is not a UAM but a 0 AOE aura.
  • Attack is instant, does not interrupt other actions, and can proc critical strike or items like [Maelstrom].
  • May be coded as a modification of Counter Helix. If that is so, it will probably use Random, rather than Psuedo-Random, chance and proc at the beginning of the attack before it lands.
  • Theoretically, if Moment of Courage procs on CD, Legion Commander has a maximum attacks/second of 3.77. This higher than any other hero except Alchemist under Level 2 or 3 Chemical Rage (up to 4.17 and 5 attacks/second, respectively). The third highest is Soul Keeper at 3.57.

Duel


Type:
Targets:


Active
Enemy Hero
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.

Level

1


2


3

Mana

75


75


75

Cooldown

50


50


50

Range

150


150


150

AoE

N/A


N/A


N/A
Duration

4


4.75


5.5

Effect

10 permanent bonus damage to winner.


14 permanent bonus damage to winner.


18 permanent bonus damage to winner.

Notes:
  • Both participants are muted for the duration of the duel. This is the same effect as Doom and disables all active abilities and many items and passives such as evasion, critical strike, bash, and true strike.
  • Duel goes through magic immunity but is blocked by Linken's Sphere.
  • The tooltip is accurate for DoTA but not for DoTA 2. In the latter, the permanent damage is added to the hero's base damage, at least for now. This means illusions benefit from it and it is amplified by effects like Vengeance Aura and Empower.
  • Duel is one of the longest hard disables in the game, only exceeded by Stasis Trap and Aghanim's Chronosphere.
  • At Level 7 it will consume 17% of your mana pool and you will regenerate the mana in 58 seconds.

Skill Choices

In the early game Legion Commander should generally put one point into each skill and then split points between one active and your passive while leveling your ultimate at every opportunity. This is because you get much of the utility out of your actives with one skill point (eg. the MS bonus from Press the Attack does not scale at all) and your mana pool/regen does not allow you to cast many spells so each cast must count.

Because Overwhelming Odds used to scale poorly with levels and was therefore often not maxed, it was recently reworked to alter the scaling and make it significantly stronger in lane. In a ganking, offlane, or mid role Overwhelming Odds is far and away the better early game spell since it gives you the ability to harass, push, get cs from range, and much more kill potential from magic burst. It can also be useful for farming the jungle, particularly stacked camps. Overwhelming Odds is great at defending against pushes since, combined with another AOE nuke like Illusory Orb or Fissure, it instagibs the creep wave. In almost all situations I recommend maxing Overwhelming Odds first.

Always get at least one level of Press the Attack, since it will dispel almost any stun, slow, entangle, or other disable which will almost certainly save you or an ally from ganks. In a farming role, the HP regen from Press the Attack allows you to basically never need to leave the lane so long as you have mana regen. Additional levels make it more effective and efficient (see notes on the section above). The AS bonus can also make you last hit a little better for a couple seconds, since Legion Commander has a mediocre attack animation. As you get the most out of it in the first two skill points, I would usually only leave it at 2 until your other abilities are maxed.

Moment of Courage is an extremely strong passive which gives you free attacks and a huge amount of lifesteal at basically no cost and so it is generally maxed early in most any role. One useful trick in laning if you have a Stout Shield is to right-click the enemy hero so the creeps aggro and attack you, allowing you to proc Moment of Courage, then quickly right click your own creep to dispel aggro. Still, I would generally leave Moment of Courage at level 2 initially since the first two levels have the best scaling and Overwhelming Odds will give you more damage in the early game. If you are in an offlane situation where you don't approach the creepwave much, it may be worth it to entirely skip the passive until later since you won't get much out of it if you aren't being attacked.

If you want to participate in teamfights early, your decision of what to level should be influenced by what the other team is working with. A ~350 damage AOE nuke is not minor in early fights, especially since it has a very long (1000) cast range. However, if the enemy team has a lot of CC, particularly big single target disables like Primal Roar and Flaming Lasso, Press the Attack is a better choice since the lower CD means you have more opportunities to save allies. Also if one of your heroes is getting focused or has a strong autoattack the regen and AS bonus of Press the Attack are an enormous contribution to your teams capabilities. In some cases, it may be worth skipping your passive early so you have access to good levels of both your spells.

Important Notes About Mute (AKA [[Doom]])

Before I talk about Duel, it is important to explain the component responsible for much of its efficacy: Mute. Mute is a special type of silence effect that is only applied by Doom and Duel which disables all active abilities, item actives, many passives, and many buffs. A complete list of what is disabled can be found here: http://dota2.gamepedia.com/Mute#Mute. Here are major things that mute disables:

Duel

This section is a work in progress and will be expanded soon. Some say Duel is an initiation spell so I wanted to elaborate and how that can be viable.

Duel can be used to initiate in approximately the following manner: Blink in and Duel the most critical hero in the enemy teamfight, like an Enigma. I would prioritize a support as a target since if things go wrong the bonus damage you give isn't particularly relevant. A teammate with a major skillshot or AOE spell or ultimate, such as Ghost Ship, Macropyre, Death Ward, or Call Down, casts that on the area of the Duel timed to coincide (eg. Static Storm) with or follow 1-2 seconds after (eg. Earth Splitter) the start of the Duel. This forces the enemy team to choose between possibly saving their ally while eating a major damage and/or disable spell, or lose that ally and its major contribution to their teamfight while feeding bonus damage to Legion Commander. In either case, your team has a major advantage in the teamfight.

Jungling Guide

In terms of your skill build, your first skill point should go into a skill that allows you to kill the easy camp, stack another camp, then return to kill the one minute spawn of the easy camp. All of your skills help you do this but their effectiveness varies. With a shield, tangoes, and Quelling Blade Tresdin does 77 damage per hit to creeps and has 0.69 attacks/sec at level 1 so she can deal ~1050 damage to creeps over 20 seconds. Press the Attack is a common choice but even if you cast it twice it only gives you ~3.5 more attacks which is ~270 damage (~1320 total; regens 300 HP). Moment of Courage procs 16% of the time at level one or about every 6 attacks. Since the creeps have a BAT of 1.35 and you have about 20 seconds to kill them, you will get ~7 more attacks which is about 536 damage (~1590 total; regens ~100 HP). Overwhelming Odds does either 276 (most camps) or 600 (kobold camp) damage and can be cast twice for a total of ~550 or ~1200 damage (~1620-2250 damage total).

Either Moment of Courage or Overwhelming Odds should let you kill any camp in time to stack (except possibly the ghost camp), so I would usually level the passive since it gives HP and costs no mana. The only exception would be if you are on radiant, particularly if you get kobolds, since you can stack both the river camps at once if you cast Overwhelming Odds on the hard camp while aggroing the medium camp and then pull both camps down the ramp. You can do this because Odds will hit enemies up to 1375 units away and the distance between these two camps is only about 1300. On the dire side, the forest medium camp and either the hard camp or river medium camp can be stacked in a similar fashion unless both are mud golems.

Kill the 1 minute small camp and the unstacked medium camp, the stack (or double stack) again. If you are on radiant, make sure to check the 2 minute rune when you stack. If you have time, kill the unstacked hard camp if you can. Repeat this process until you have several stacks and Overwhelming Odds at level 3 or 4. You can clear a 3+ stack easily with 1-2 casts of Overwhelming Odds and some autoattacks.

Because you want at least two points in your passive and max Overwhelming Odds as soon as possible, you can skip Press the Attack until level 7 or 8 if you so desire and the enemy: isn't ganking you with a strong slow or entangle, doesn't have one to stop your own ganks, and the safe lane isn't getting ganked or otherwise need help.

Boot Choice: Treads or Phase?

Legion Commander will basically always get Phase Boots or Power Treads. A fast Boots of Travel can also be useful in several situations (eg. you have to deal with Nature's Prophtet split push). Tranquil Boots is never recommended on Tresdin since they will constantly be broken and you have good sources of HP regen anyway. I would only go Arcane Boots if you are playing support LC.

Lets have a look at what each boot offers you:

Phase Boots
  • Cost: 1350
  • +24 Damage.
  • 4 seconds of Phase and +16% MS (=~60 MS) every 8 seconds.
Power Treads
  • Cost: 1400
  • +30 AS and +8 of a single attribute.
  • The ability to tread switch.


Now it looks like Phase Boots is clearly more advantageous early game, what with a nice chunk of damage and the ability the have a massive MS bonus for 15 seconds (Phase 4 seconds, Overwhelming Odds 7 seconds, Phase 4 seconds). This is true to a degree and in some situations I think phase is better. But lets do some math, assuming level one stats (59 damage, 118 AS, 26 STR, 20 INT) for simplicities sake:


Damage/sec: (Base+Bonus)*(AS/100)*1/BAT

Phase Boots: (59+24)*118/100*1/1.7=57.6

Power Treads: (59+8)*148/100*1/1.7=58.4


As you can see, although Phase will give more damage per hit Treads gives more hits. Over time Treads and Phase even out in terms of damage if you can continuously attack a target hero. For most heroes this isn't the case, except Tresdin has a little ability called Duel that creates that exact situation. Phase will still do more damage in the short term because it has better synergy better with the AS steroid Press the Attack and the triggered attack from Moment of Courage.

Treads also gives you the ability to Tread Switch. Lets do some more calculations about what that does for you, still using level 1 stats:


Max mana efficiency boost: (base INT+bonus)/(base)=(20+8)/20=1.4
Max heal efficiency boost: (base STR+bonus)/base=(26+8)/26=1.3


Although you will only get the full efficiency improvements with full mana and low HP, there's quite a bit of utility in tread switching. This is particularly true for LC, since she can convert mana into HP easily and efficiently. Sitting on STR Treads also increases your HP by 150, which is a rather large amount in the early game.

Overall I think Power Treads is the better boot since it gives comporable damage/sec, improved survivability, and AS. This last is particularly important since Tresdin has decent STR growth and gets damage from Duel wins, but has poor AGI growth. Furthermore you can easily get more MS bonus from Overwhelming Odds than Phase Boots. Still, both boots work quite well on Tresdin and if you prefer Phase over Treads go for it. It can give you the early edge you sometimes need to start your snowball by getting kills and Duel wins.

Smoke, Shadow Blade, or Blink Dagger?

One thing Legion Commander suffers from is a lack of a gap-closing ability which makes ganking and disabling key heroes in teamfights harder. Unless you have an ally with an initiation spell like Snowball, Toss, or Boulder Smash then you want one of the initiating items: Blink Dagger, Shadow Blade, Smoke of Deceit, or Eul's Scepter of Divinity. While I think Eul's is situationally viable (I'll explain in a moment) the choice is usually going to be between the dagger, smoke, or the blade.

However, in the 6.79 patch the cast range of Duel was buffed to 150 base movement speed of this hero was buffed by 10 to 320. This makes Tresdin one of the fastest heroes in the game, exceeded only by Luna (330), Chaos Knight (325), and Lone Druid (325 in ranged form) and matched by Naga Siren and Pugna. This means that in the early game Tresdin doesn't need any items to gank most heroes without an escape, particularly at night when vision is only 800 (and you should have level 6 by the middle of the first night). There are many factors that come into play, but basically if you hit the creep wave and a solo enemy hero with Overwhelming Odds you gain a ~110 MS advantage for 7 seconds if you both have boots. This means you can reliably Duel that hero as long as you were within 920 units (770 from MS advantage+150 cast range) of the enemy when they started running away. In conclusion: early game, you often do not need items to make ganks happen.

Before I get to blade/dagger/smoke, I'll explain why you sometimes want Eul's. The +40 MS means that you can chase down most any hero, it completely solves your mana problems, the active (Cyclone) is a 2.5 second hard disable which can let you gap close, escape or interrupt channels, and you can use the active to break a Linken's Sphere. However it doesn't give you any HP, Armor, AS, or damage so it is a very situational pickup.

Blink Dagger
  • Cost: 2150
  • Easy initiation from 1200 units away.
  • Good escape mechanism.
  • Can blink over impassable terrain and trees.
  • Can use Press the Attack and items before you blink.
  • Much shorter CD than Shadow Blade.


Shadow Blade
  • Cost: 3000 (1600+1400)
  • Grants 14 damage and 30 AS
  • Easy initiation or escape if enemy doesn't have detection.
  • Phase and 20% MS bonus while invis, 150 bonus damage when you break invis.
  • Can Duel with no reaction time for enemy, since invisibiity is not broken during cast before cast point.

Smoke of Deceit
  • Cost: 100
  • Can be used from courier (saves an item slot).
  • 15% MS bonus while under effects.
  • Will not be seen by Observer Wards or Sentry Wards while under its effects.

Most games Smoke of Deceit will be more than sufficient for your needs if you are being aggressive. Shadow Blade is best if you need some defensive capability, you want to get heroes with a fast and reliable escape such as Weaver, Slark, or Puck (since they have literally no time to react before you hit them with Duel), or the opposing team has poor warding. Blink Dagger should be your choice if you need to disable an enemy to initate a teamfight. You might need to pick up Smoke of Deceit to gank with a Blink Dagger.

Item Explanations

Jungle Ganker



This build aims to get the most out of your jungle so you can farm and level quickly while building items to ensure successful early ganks.



Stout Shield

An absolute must, since you rely on getting attacked to move through the jungle and lifesteal/HP regen to make you stay there. Gives a good chance of making many creeps do little to no damage while allowing you to proc Moment of Courage. If you aren't doing anything else before the start of the battle, but trees in the jungle to give you better paths or make pulling easier.

Quelling Blade

Makes your jungle much more effective since you rely almost exclusively on right-click to kill creeps. This item cuts the amount of time it takes to kill a camp by ~25% and gives you better sustain to boot since Moment of Courage procs do more damage which grants you more regen. Pick this item up in other builds too if you plan to spend time in the jungle or have trouble last hitting.

Tango

These will tide you over until you have enough levels in Moment of Courage and you don't really need any HP regen. If you wind up not needing them, share them with an ally.


Sage's Mask/ Medallion of Courage

You shouldn't be spending much mana in the jungle but you need to regenerate in a reasonable time between fights and ganks. The medallion gives you armor generally (which you desperately need and the active enhances your physical damage by about 25% which makes it much easier to kill heroes and creeps.

Orb of Venom

You will want to hit the enemy as much as you can before the Duel to guarantee the kill and optimally a Duel win. Slowing a retreating enemy gives you more opportunities to attack them. Tip: During a chase cancel the backswing of your attack and move towards or ahead of a fleeing enemy. You can't get more attacks/second this way but you lose less distance after an attack.

Vanguard



You invest a lot of gold and item slots to chase/initiation and damage so you really need a straight survivability item and Vanguard is one of the most cost effective ones.

Town Portal Scroll

Always carry at least one of these with you. They allow you to TP support a lane/hero in trouble, move quickly to a gank opportunity, or sometimes escape a sticky situation.

Mid-Game Carry



Ring of Protection/ Ring of Basilius



Since you have good base damage and mediocre animation, you shouldn't need a quelling blade to last hit well. You want to aim for Ring of Basilius to help with your early mana problems. The armor and bonus damage are also quite useful.

Bracer/ Drum of Endurance



Drums is one of the best mid-game items in the game. It gives you great stats, bonus MS, and bonus AS. The active can be quite effective if used just before a Duel.

Armlet of Moriddigian



Armlet is another strong midgame item on strength heroes since gives you a lot of HP, damage, and AS. The -40 HP/sec degen isn't too concerning on Tresdin since Press the Attack and Moment of Courage will offset it. Furthermore, it takes 12 seconds for the degen to neutralize the 475 bonus HP the active gives you which should be more than sufficient to Duel or escape.

Black King Bar



This is a core item on almost any carry, and Legion Commander is in particular need of it since the enemy team will want to burst you down during Duel. This item isn't always necessary for a ganker because during a gank you will be 1v1 or have a numbers advantage, which isn't the case during a teamfight.

Late Game Carry



Vitality Booster

This gives Legion Commander a nice chunk of HP and later turns into Heart of Tarrasque. Tresdin needs tank but you don't want to build Vanguard here since it is a early-mid, rather than late-game, item.

Platemail

Legion Commander is a low armor hero, and the armor from Platemail will take care of that for a while. Turn this into Assault Cuirass or Shiva's Guard later.

Heart of Tarrasque

This gives the most HP of any item in the game and combined with an armor item will give Tresdin all the tank she needs in most situations. The passive isn't critical to LC as PtA and MoC should meet her HP regen needs, but it is quite useful in some situations.

Mid



Quelling Blade can be replaced with a Magic Stick, Tangoes, several Ironwood Branches, or skipped entirely depending on the situation. Usually gettting Press the Attack at level one and Moment of Courage at level 2 should give you enough lane sustain to get to your bottle without buying regen.

Bottle

Your high move speed and ability to push the wave allow for rune control. Every rune improves your laning, ability to gank, or recovery before/after a gank.
Haste You easily have a major MS advantage over almost every other hero in the game early, so I wouldn't use haste to initiate in most cases. Instead, use it when the enemy throws a lot of slows at you or you are caught in a tricky situation (eg. TP support came in).
Illusions This is easily the most underrated rune. Each of the two illusions do 35% as much damage as you do so their damage contribution is significant. You can also use them to draw tower aggro away from your main hero, to scout, or to create confusion. For example, if you know the enemy has good ward vision you can send split up your hero and illusions between the lanes in various ways. This forces multiple lanes to play cautiously until they figure out which of you is real.
Double DamageThis one is pretty self-explanatory. Use it just before you go in to deal ridiculous amounts of damage.
InvisibilityIf the enemy has good ward vision, use it to get close. If they don't save it in case you need to make an escape. Alternatively, announce in all-chat: "I have an invis rune" to make the enemy hug their towers.
RegenerationThis makes sure you can go into a gank full HP/MP or recover from a costly gank quickly (remember to Odds and PtA while the rune is active so you get the effects for free).

To be added:

-Explanation of how to Mid and Offlane as LC.
-Friends/Foes section (spoiler: F**k Pit Lord), particularly good/bad team comps and combos.
-Update/Playtest of Manta Style Build, since it doesn't exist in Dota 1 but looks to be strong in Dota 2. I also want to see how heroes that can make illusions of enemies ( Morphling, Shadow Demon, Dark Seer, Soul Keeper) interact with Tresdin in Dota 2.
-Explanations for situational/luxury items and when/why you should buy them.
-Tips for common and/or tricky matchups and how to play them.
-Replays.
-Revisions based on community feedback.
-Improvements to overall formatting. Particularly making the guide less of a wall of text.

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