The Legion

A killer guide by laughing_whales

The power

Legion does not kill people. Legion charges people rent. Feral Frenzy cannot down anybody, and new players read that as the power being bad. It is the opposite: the power's output is not damage, it is time. Every survivor you chain a hit onto has to stop what they were doing and mend, and mending happens off generators. Four injured survivors mending at once is not four injuries, it is roughly a minute of the team's collective progress deleted for one commitment from you. So play for spread, not for downs. Open Frenzy when at least two survivors are plausibly close, chain as far as the chain will go, and accept that the chain ending is normal. Then — and this is the part people skip — pick one injured survivor and chase them properly with M1s. The Frenzy set up the match; a basic attack finishes it. Two rules keep you honest. Do not use Frenzy on a single survivor you could have just walked at, because the miss cooldown is brutal and you gain nothing. And do not chase into a strong loop mid-Frenzy hoping to keep the chain alive — Frenzy is for travelling to people who are not expecting you, not for winning tiles. His add-ons are unusually load-bearing. Frenzy duration and mending time are the two numbers his whole plan runs on, and cheap add-ons move both.

Tips

  • Only open Frenzy when a second target is plausibly reachable. Frenzy on one survivor is worse than just walking at them.
  • After the chain ends, commit to one injured survivor with basic attacks. Frenzy sets the match up; M1s finish it.
  • Use Frenzy to travel. Crossing the map in Frenzy and arriving on somebody is often worth more than the extra stab.
  • Do not chain into a strong loop. The chain will end there anyway and you will eat the cooldown in the worst possible place.
  • Killer Instinct during Frenzy is information even when you cannot reach anyone. Note where they are and leave.
  • Survivors who mend far apart cost you more than they cost themselves. Push them toward each other by threatening the middle.
  • Never let a survivor mend in peace next to a generator you could be kicking. Mending time only pays out if you spend it.
  • Deep Wound is not damage. If you want somebody dead, injure them and then earn the down normally.

The Legion's perks

  • Discordance
  • Iron Maiden
  • Mad Grit

Perks worth running

  • ThanatophobiaGood

    Legion's entire output is 'several survivors injured at once', and this is the perk that charges them for it. The most natural pairing he has.

  • Sloppy ButcherGood

    Stacks with mending: they mend, then they still have to heal, and the healing is slow. Two taxes on one hit.

  • Scourge Hook: Pain ResonanceGood

    Frenzy generates hooks quickly once you commit to one target, and the regression lands while the rest of the team is still mending.

  • Pop Goes the WeaselGood

    You always know where a generator worth kicking is, because Frenzy showed you. Very easy value on him.

  • Barbecue & ChilliGood

    Points you at the far side of the map, which is exactly where you want to open your next Frenzy.

  • DeadlockGood

    Free slowdown that stacks on top of the slowdown you are already generating. Legion wants the whole game to be slow.

  • BamboozleGood

    Legion's real weakness is the M1 chase after the spread. Blocking a window is how that chase ends before the pallets do.

  • Corrupt InterventionSituational

    Pushes survivors together at the start, which is the ideal state for a first Frenzy. Slightly redundant if you are confident about finding pairs yourself.

  • Hex: RuinSituational

    Rewards you for leaving chases, which Legion does constantly. It just tends to die early and it does nothing about mending.

  • Nowhere to HideSituational

    Fine information, but Frenzy already tells you where people are. Take it only if your build is short on tracking.

  • Coup de GrâceSituational

    Helps land the M1 that actually downs someone. Small effect, real moment.

  • EnduringSituational

    The M1 chase after the spread is where Legion actually struggles, and that chase is full of pallets. A patch for his real weakness.

Add-ons

  • Never-Sleep PillsGood

    Ten extra seconds of Frenzy is an entirely different power. Cheap, available constantly, and it turns 'reached two survivors' into 'reached four'.

  • Filthy BladeGood

    Four extra seconds of mending, per survivor, every time. Legion's output is measured in seconds of other people's time and this buys the most of them.

  • Mural SketchGood

    The stacking speed bonus is what lets a long chain actually reach the far survivor. It rewards exactly the play you want to be making.

  • Susie's Mix TapeGood

    A much wider Killer Instinct radius means you find the next target instead of guessing. It is the difference between a two-hit chain and a four-hit one.

  • Stylish SunglassesGood

    Seeing who is mending nearby tells you where to go next and who gave up on mending. The cleanest information add-on he has.

  • Defaced Smiley PinGood

    Mangled after mending means the heal they were about to do gets more expensive too. Small numbers, constant uptime.

  • Stab Wounds StudySituational

    Aura reveal after mending is genuinely useful, but Sunglasses tells you the same thing earlier.

  • Mischief ListSituational

    The cheap duration extension. Perfectly fine when Never-Sleep Pills are going into another build.

  • The Legion PinSituational

    Broken after mending stops the heal entirely for a while. Strong against healing-heavy teams, close to nothing against ones that were going to stay injured anyway.

  • Joey's Mix TapeSituational

    Haemorrhage until fully healed is a slow tax on an already slow team. Pairs well with Sloppy Butcher, redundant with it too.

  • Iridescent ButtonSituational

    Breaking pallets on a Feral vault fixes his chase problem in the most direct way. It is fun and it is real, but it asks you to use Frenzy for chasing, which is usually the wrong instinct.

  • Frank's Mix TapeSituational

    Changes how the power gauge behaves and rewards a very committed chaining style. Worth trying once you know the base power well.

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