Core Mechanics
Legion's gameplay revolves around several key mechanics that form the foundation of strategic combat:
Cooldown System: Manages the timing and frequency of character actions.
Stats (HP, MP, ATK, DEF, SPATK, SPDEF): Define character strengths and weaknesses.
Experience and Leveling: Allows characters to grow stronger over time.
Gold Economy: Enables purchasing of items, equipment, and characters.
Character Classes: Determines specializations and abilities.
Items and Spells: Provide tactical options during combat.
Status Effects: Alter character performance temporarily.
Terrain Effects: Modify the battlefield, adding strategic depth.
Audience System: Rewards impressive plays with bonus rewards.
Understanding these core mechanics is crucial for mastering Legion's gameplay and developing winning strategies. Each of these elements is explained in detail in this page and the following sections.
Cooldown
Every action in the game has a cooldown time:
Moving has a cooldown of 1 second
Performing a melee attack has a cooldown of 1 second
While a character is in cooldown, they cannot do anything, but you can still use your other characters in the meantime! Note that the cooldown is not limited to the action that was just performed, it affects all actions. For example, if your character uses a spell with a cooldown of 4 seconds, that character cannot attack, move, use any item or use any spell for 4 seconds.
You can see how long is left until a character can act again by looking at their golden cooldown bars:
In the screenshot above, Saifer and Saturos have full cooldown bars and are ready to act, while Bibi's cooldown bar is about 25% full and he cannot act yet.
You can consult the cooldown times of your consumable and spells by clicking on them in the inventory:
HP, MP & stats
All character have 6 stats that govern their performance in combat:
HP: The health of the character. Decreases when taking damage. If it goes to 0, the character dies and can't act until resurrected. HP can be recovered using spells or potions and are automatically replenished after each game.
MP: Use to cast spells. Decreases when casting spells. Different spells have different MP costs, if a character doesn't have enough MP they cannot cast a spell. MP can be recovered using potions and are automatically replenished after each game.
ATK: The higher the atk, the higher the damage done with weapons.
DEF: The higher the def, the lower the damage received from weapons.
SPATK: The higher the spatk, the higher the damage done with spells.
SPDEF: The higher the spdef, the lower the damage received from spells.
The last 4 stats, ATK, DEF, SPATK and SPDEF cannot change during combat.
When a character levels up, they earn SP that can be spent to increase all 6 stats.
You can consult the stats of your character by selecting characters in the Team page of your player dashboard.
XP, Leveling-up and SP
Each character starts at level 1. As they participate in games, they earn experience (XP) based on their contributions to the game. As they accumulate XP they can increase their level.
Each time a character gains a level, they earn Stat Points (SP) that can be spent in the character sheet to increase their stats.
Gold
At the end of each game, you earn a certain amount of gold: a small amount in Practice mode, a normal amount in Casual, and bigger amounts in Ranked. Gold is displayed in the top right corner of the player dashboard.
In addition, gold can also be earned by queuing, or as a reward in some chests!
Gold can be used to buy consumables, equipment, spells and even new characters to add to your team. Therefore earning gold is a key activity to help you increase the strength of your team!
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