Legion Commander/Guide

Jungle
Legion Commander is a semi-competent jungler thanks to the attack speed/health regen of and the massive lifesteal from. She *must* come out of the jungle every time Duel is off cooldown though, or she will be ineffective.

Laning
Legion Commander is a competent solo offlaner. With a Soul Ring and her nuke, she can harrass and CS safely, and can pull the hard camp from farther away then most melee offlaners.

General

 * Even though Legion Commander is technically a carry, she needs to also gank early to increase her bonus damage from Duel.
 * Be sure to take advantage of any ganking opportunities, instead of farming endlessly away from your team.
 * Legion Commander works best in coordinated teams that can effectively soften and disable a target for her to kill with Duel, and thus snowball as a carry.
 * During early to mid-game, try targeting the softer casters or supports, like and . This way, if you were to lose a Duel and they gain the bonus attack damage, it won't affect your team in the late-game as these heroes rely more on their spells than their attacks.
 * Duel allows her to build a large amount of attack damage, meaning that to amplify her damage, it's most cost-effective to build items that reduce the enemy's armor or increases her attack speed, rather than buying items which add more damage.


 * This is your ranged damage spell. It can be used to harass enemies in lane and get last hits at the same time.
 * It's most effective against multiple enemy heroes, It's best to save this spell to cast when you can hit all the enemy heroes in your lane.
 * Using this in the jungle is often a waste of mana due to most camps only having 2-3 creeps, and stacks often having multiple magical resistance auras.
 * It can be used to stack a camp at a distance in order to return to lane faster, or to stack two camps at once.


 * Use Press the Attack before joining a fight or initiating a Duel to give Legion Commander bonus attack speed.
 * Remember that this spell heals and dispels debuffs. Use it on allies if they are low on health, or need a stun or other debuff dispelled.
 * If your carry has more damage per attack than you, use it on them during a push.
 * Press the attack has a very long cast backswing (0.93 seconds), and should be cancelled whenever possible to take advantage of the attack speed as soon as possible.


 * The lifesteal and extra damage allows Legion Commander to jungle as early as level one.
 * The benefit of levelling this skill is minimal in the early game. A second point is enough to jungle sustainably, after that it's usually better to max her other skills first.
 * Take advantage of enemy creeps by dueling near the creep wave. They will attack you and thus proc Moment of Courage more often.
 * The instant attacks from this passive act like a situationally active attack speed boost which can put her effective attack speed above the normal 600 attack speed limit.


 * Even if an ally deals the killing blow during a duel, the attack damage is still applied to the surviving Duellist.
 * In the early game, Duel easier targets like supports to make sure Legion Commander gets the bonus damage.
 * When Dueling enemies with more HP, make sure Legion Commander has the damage and/or assistance to. Otherwise, you will feed bonus damage to the enemy carry.
 * Generally, DO NOT Duel enemy carries unless they're very low on health already.
 * Due to the double edged nature of Duel, attempting to use it liberally on targets in teamfights can sometimes give bad results for you and your team.
 * Initiating with it is not always the best choice as duels should ideally not last long in order to avoid being stunned and denied of your success.
 * Duel Silence s and Mute s both participants, so you should use PTA, blademail, and other active items before

Items
Starting Items
 * is generally a good idea if offlaning or jungling, as the decreased damage from attacks will help her stay alive, and help withstand harass from enemies in the offlane.
 * is useful for a big burst of early lane regen, or a cheaper alternative to Stout Shield for a jungling start.
 * potions help Legion Commander cast OO more often in the early game, ensuring more CS.
 * is necessary if you wish to jungle between waves when laning, and it helps get last hits.
 * is often picked up for jungling.
 * is often picked up for jungling.

Early-game
 * can be important for the armor and mana regen, as well as the little extra early attack damage it gives. As an option, it can be extended into a if there are no other Vladmir's carriers in your team.
 * will help with Legion's early mana problems in lane, but is unnecessary in the jungle. It can always be upgraded into a if necessary.
 * are essential on Legion Commander, because of the health and attack speed.

Core Items Situational
 * can be a good initiation tool for Legion Commander if there are no enemy sentries around; it adds some DPS to her attacks as oppossed to Blink Dagger which only provides the Blink ability. If you're fast enough you can Backstab your intended Duel target before Dueling right away to improve your chances of winning Duels, specially early on. It can also be upgraded to, which increases her stats and works very much the same for initiating Duel, but its Break can disable powerful passive abilities, such as Spectre's Dispersion and Desolate, Troll Warlord's Bash and Fervor or Phantom Assassin's Blur and Coup de Grace abilities (do note that Silver Edge's Break does not disable passives provided by items).
 * is an excellent option on Legion Commander because it gives health, attack damage and attack speed; quite literally every stat Tresdin could want. The health loss is also greatly mitigated by the lifesteal from Moment of Courage. If you already have as well, this is a good choice for a damage item in order to start collecting damage from won Duels - simply activate Armlet before Blinking in and Dueling.
 * can help deal more damage during Duels when the Duel target can easily out-damage Legion Commander, such as Huskar, Sven or Ursa. It's also great against ranged enemy carries in particular, since they may be able to attack and kite Legion Commander before she even approaches melee range to start counterattacking, but they tend to be very fragile, such as Drow Ranger, Windranger or Sniper.
 * will allow Legion Commander to mobility in battle filed more effective,letting her became much aggressive in the early game.
 * is a good item to consider as the armor reduction will help kill enemies in Duel faster, and is all-around helpful for your other allied carries.
 * is an all-round useful tool to avoid disables. Remember to activate it before using Duel.
 * is an excellent item to consider if you want attack speed and damage. Remember to activate the active before you Legion Commander for extra damage when they attack you.
 * is always beneficial as it gives your team armor, takes away the enemy team's armor, and gives very good attack speed that can be used to win Duels later in the game.
 * increases her survivability giving bonus HP, HP regeneration and blocking damage from incoming attacks. The bash chance is very powerful on her, since it can proc on the hits guaranteed by Moment of Courage. Avoid getting this early on, as it is very expensive and you should be focusing on getting more attack speed, and using the attack damage from already won Duels to win even more Duels.
 * is a good option if you really need more lifesteal and strength. However, most of the time Moment of Courage will give you enough survivability.
 * is always good against enemies who have any form of evasion.
 * can be a great damage item for Legion Commander if there is no particular need for True Strike or the disable effects provided by Skull Basher or Abyssal Blade. It is particularly good for Legion Commander, as the damage bonus from won Duels is multiplied by the Daedalus' critical strike, meaning that her attack damage increases multiplicatively with each Duel you win. Given enough Duels won, it's possible for her to out-damage much stronger physical damage carries such as Sven or Phantom Assassin, even if the latter may have an equally good item build.
 * increases your survivability by giving you strength and evasion. Use the active ability to the target you want to Duel to let you have more chance to win the Duel.
 * is a good rushed item situationally. It gives you excellent stats and makes you very tanky for the uninterruptible Duel that it also gives. The stats, combined with Moment of Courage allows you to almost always win any Duel against most Heroes in the early and midgame.