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S: The best addition is 2 Landmines for Level 2, build them 3 full spots behind Nightmare and you easily hold versus a Level 2 Send. The rest of the Nightmare Yolo is pretty obvious, get 2nd Nightmare Level 3, save some gold not much for Level 4 so you can get 3rd Nightmare Level 5, that's more than you need and you will be fine for Level 6 aswell.
Nightmare is not the best midgame unit but it could be worse. They perform good on 13 and 14, but for Levels like 15,17,20 you simply need something else.
Dwarven Engineer is one of the best Units of LegionTD caused by its outstanding early game and usage in midgame stages.
It can be combined with many good units or Auras to make it even stronger in early- or midgame stages. You can send for 1 Income Level 2 here, but that's optional, without sending you will only up 1 more Dwarven Engineer for 2, otherwise you add another T1.
Level 3 should bring you somewhere between and value depending on you expecting a send or not. I like to get Value for Level 4 since it can be very random how much you hold with or , therefore I get 6 Dwarven Engineers and small ones here.
I like to save gold here to get a mutant for 8, but it depends on the amount of king gold on whether you got some feed earlier.
So if you can't get it, combine it with some other units, if you can, up 1 Mutant and Juice it for Level 8,9.
Important for midgame stages is that you should up as many Mutants as possible if you don't have any of the strong Tank Units to help you.
Also Value holds 12 without juicing usually. If you passed your weaknesses on 13,14 you can be a really good holder 15 if you juice and you are the owner of the best Level 17 Unit aswell.
Remember to juice on the levels you expect a send on. It will be worth. Prisoners are a solid start that can be the foundation of an either strong income game for you or a semi-hold transitioning into a good value for midgame stages.
They function very well with almost every ranged unit behind it, for example Phantom, Revenant, Infantry or Nightsaber are really good additions to prisoners.
For 5 I like to mix them with ranged units or just get 5 Prisoners or up 1 to a Maverick, on 6 I usually just add sth like T1 or T2 in front to tank a bit.
On Midgame stage Prisoners and Mavericks are not more than average, don't build any more of them unless you really got nothing else to build.
Grizzly is a powerful holder for early and midgame stages with only a few exceptions. You start with 1 Grizzly and a T1 or T2 and save atleast 60 gold here so you can get a 2nd Grizzly Level 2.
If your team is really weak Level 5 you can also go for 2 Greymanes here. This will help you clear a good amount of this level.
Level 9 is no problem with atleast value so you don't lose that much gold in the early stage overall. Best aura surely is Overseer since Greymane is a strong damage dealer and it keeps him alive for much longer, also look out for Troll Champion or Tree Of Travel since Greymanes tend to walk around a lot.
Spawn has eminently strengths on key levels like 1, 3 and 7. You can hard yolo this unit or play it as a holder where I will talk about here.
U start off with just 1 Spawn and hope for a warrior send, if not get some t2 t3 or t4 added, depending on what you got.
Note that 1 Spawn easily holds unless they send you a Furb. If you expect a Level 3 send, get around value, more is not needed since Spawn Of Dragon is really strong here.
Try to get enough Range Damage for Level 4 and 5 and plan for a 2nd or even 3rd spawn until Level 7. With 3 Spawns you have high chances of holding your lane, even with enemy send.
Overall Spawn Of Dragon can't carry anything in midgame, 14 might be the best Level but it's not doing as decent as the stats suggest.
The real strength of the dragon comes with the lategame, upped to the Dragon Aspect it is one of the best towers here, especially 24 and Elite Archer is the most beloved starting unit.
It's easy to learn and actually not that hard to master aswell. If you get a Furb here you might get a problem with the gold for a 2nd Elite Archer Level 3.
In worst case, add 1 small Archer in front and 1 in back of the Elite Archer, your build at the wall should look like this now SSES, this way your Elite gets protected and you're able to still hold Level 3 without having 2 Elite, but as I said this is just worst case scenario.
Otherwise you add another small Archer for Level 4. You need to decide now if you want the safe way for 5 with 3 Elite Archer or if you risk it and go 2 Small 2 Elite here, while pushing far more.
This way you add 2 more small Archers for Level 6, otherwise just stay on 3 Elite. From this point, many people just straight push and don't even try to hold Level You do this by simply starting to build small Archers after 3 or 4 Elite, this will give you enough Single Target Damage to hold bosses, don't expect a lot of mid leaks, that usually does not happen.
If you don't have any decent mid game units like Tok, Hydra or Hades, Mutant etc. They are great for 13,14 and actually not too bad for Level 15 aswell if you just mass them.
This is gonna be about Yggdrasil in general and it's Lvl 7 Holder qualities while there is another guide especially for Tree Of Knowledge.
Yggdrasil is a holder unit with diverse usages, ranging from Level 5 to Level 7 and 8. The fortified armor and constant healing are ideal if you want to hold in mid after holding your own lane.
Same Units that hold Level 3 will also hold Level 4. Ygg can almost solo this Level. Note that even 4 Yggs have a high chance to lose the outer Yggdrasils when enemy did a good send, so you would only have 2 Yggdrasils in Mid.
Again, same that was holding Level 7 usually holds Level 8, also 9. Yggdrasil is pretty weak 10 but with all the gold you got from holding and good Anti 10 you might be able to to very good there.
Yggdrasils can recover in mid-game with the usage of Tree Of Knowledge, read more on the seperate guide on Tree Of Knowledge. Tree Of Knowledge is one of the upgrades of Yggdrasil and often used to yolo in early game or to clear waves in midgame.
The start is almost identical to classic Yggdrasil, only exception is that you need to save Gold at the end of Level 3 instead of 90 Gold so you can affort do up to the Tree Of Knowledge on Level 5.
There isn't much to say about how to play Tree Of Knowledge, after you got it on Level 5, you clear this Level and Level 6 without a problem, might look Level 5 though if you got no additions anymore, e.
It does a good job for Level 7 aswell although it does not onehit creeps there if they didn't hit the Yggdrasil a few times, since Level 7 has HP.
That's why some ranged dps in the back or some aura can really help you. Level 8 has below Hp again so you onehit them here again but keep in mind that you only hit 15 creeps with this spell and Spell Immune targets do not get damaged by this ability.
Level 9 has some more HP so you could build up more value here if you feel like it. All in all, Tree Of Knowledge is great for as it provides strong waveclear, so your target is to get of them until Level 17, do not mix them with other melee units, you want your ToKs to die first so your Range DPS can do its work on the remaining targets.
I recommend to get Value Level 3 if your team is good here and if they are not. Without send, Value are pretty likely to hold, but care for the positioning, you should always build them shifted in 2 Rows, beginning from the wall.
I prefer to slightly underbuild for Level 5 and 6 to get the most out of my lumberjack early on, this means going for 5 and for 6, take care of your farm if you only build small Aquas.
Don't build for Level 7 if you could push instead. Build all in for Level 8 again, you want to hold as much as possible, after this you can decide on whether you try to hold Level 9 with some Magic Damage or leak a few creeps to get more time.
Aqua is pretty weak value in midgame so get some frontline for key levels and some backline to clear, Aquas are useful for 12 and ok fo If enemy aims for a Level 18 send you can still up your Aquas.
Harlot is a pretty underrated unit that has the best holding qualities for Level 7, many people struggle though on how to play them. Take care that you get Gold on Level 2 to get a 2nd Harlot, this was the most important part of it already.
If you expect a level 3 send you can add some more small units. Be sure to add a 3rd harlot for every following level, you need a 3rd one or massive adds for Level 4 since Harlot is not one-hitting this Level.
They're also not one-hitting Level 5 so I recommend to get 4 Harlots here, if you want to go full holder, 7 harlots are the way to go but this will need some external feed by your team, you can still hold pretty confident with 6 Harlots and some small aura.
In case of Immolation you should only get 5 Harlots so you hold your own lane atleast. Note that Harlots 2-hit Level 7 which is a huge advantage, but a Furb is making them 3-hit already which is a lot slower, still this is by far the fastest wave clearing on Level 7.
If you're lucky with your aggro you might even have all Harlots surviving. Use the gold you got from holding to catch up with the lumberjack of your team.
Many opponents cancel a Level 7 call after they see Harlots and go 8 instead, you are not a Level 8 holder, Harlots can even leak this Level with high Value.
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