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They have a special start cause they require a Level 2 Send if you want to play it the classic way. I suggest upgrading the middle one of your phantoms to a hellraiser for Level 3, they have a higher dmg and less cooldown, your remaining gold should be enough to even add a t1 in front of the hellraiser, this helps them surviving for a bit longer.
You're safe for Level 4 and I would build another Phantom for Level 5, you can even add another t1 in front if you want. Same value holds Level 6.
Hydra is a very useful tanky ranged unit mainly used to hold 15 and Although the start isn't as strong as other units, Hydra is definitely useful in mid and late stages of the game.
It synergizes with the Bottom Feeder, because a Hydra is expensive and u want to save for it Level 5, aswell as Auras that support the Hydra in damage dealing or surviving just like Helicopter, Ice Troll, Witch Doctor.
You start with a Sea Giant, keep in mind that the Sea Giant alone does not hold Level 2, so you need to plan ahead a bit.
You don't need the Hydra earlier, because a Sea Giant and bonus value are enough to hold Level 4. Sometimes it is good to add a Sea Giant for 8 so you are able to get 2 Hydras for Level 10, but in terms of focusing Level 10 Bosses it is better to have the damage behind the Hydra.
What you want to do now is getting more Hydras if you expect a send lvl 15 or 20 or getting a lot of Ranged Damage behind your Hydras.
Why behind? Infantry is the base for 2 important units, Pyro and Zeus. While Pyro is an overall good early yolo unit, the Zeus is mainly used to clear Level For Level 2 you can build various ways, if you only place 1 Infantry, a Furbolg-Send can make you leak a lot of creeps.
For Level 3 you can up to another Pyro or build a Zeus already. Same Units also hold Level 4, 2 Pyros would be enough here. First 2 options are often based on your aggro, so if you're unlucky you leak.
After this Level you should be able to push since Pyros are pretty good Level 9. Get as many Zeus as you can for Level I don't guarantee for you to hold Level 10 since it's always a matter of Placement, Boss Spawning, Number of Sends, so just too many influencing factors.
For Midgame it is important to know that Zeus are pretty much useless after 14, their main use is to add them as demon-killers behind big tanks or phantoms.
Revenants are not known for being one of the best yolo units in the game. Nevertheless they can be very useful on key levels. First of they can challenge top yolos if you got the Egg Sack or Polar Bear for extra utility.
Speaking of the Revenant as itself, they are strong on early Levels, expcept for 3 and 6 where u got the armor disadvantage, while they are pretty bad on 7 and 8.
Start with 2 upped Revenants and 2 small Ones if u don't have a tanky T2. Same Should hold Level 4 under normal circumstances, for Level 5 you should get over Value, if enemy sends a blood orc you can't do much about it since Revenants are not tanky at all.
For Level 6 over value is recommended. Don't try to hold anything on 7 or 8, you got 2 options here though. First one is you value up for 7,8 to need leak that hard so you get value to do good on 10 or you yolo a bit harder and try to manage getting about value for 9 so you get this bounty atleast.
Revenants are decent Level 10 but not more, if you want them to be more than that you need a good tankline which means lots of Ogre Bashers, Polar Bear or Magnataur or even some bigger units.
Otherwise your Revenants will die pretty quickly without dealing too much damage. Speaking of Midgame, Revenants will leak Level 12 unless you got really good value, also Revenants are often used to scare of an enemy send on They are one of the best units for this Level but they only clear the Wave pretty quick, when it comes down to killing a Behemoth or a Demon they are much slower and leak those even with decent value.
Komodos are an average yolo unit that has a decent early game. They are the slowest Level 1 Killer because of their Submerge Ability.
This ability will let them disappear for a short time, especially on Level 1 this causes the level to end much later than usual. So if your team wants time, try komodos.
For Level 4 I recommend 3 Komodos, since Komodos are 2Hitters here like many other units so they require some overbuild here.
If you don't have anything to add then 4 Komodos for Level 5 and 6 is the best way. Units you can add to Komodos are mostly Auras or overall good ranged units, I prefer the Young Witch Doctor because the komodo fights take pretty long so his aura is doing work.
Komodos are weak 10 and unfortunately not good at midgame either, the upgrade of the komodo isn't very good aswell, so just stay with the Komodos you got and reroll for anything midgame relevant.
Goblin Alchemist also known as Blaster is a durable holder unit that can perform good on Lvl 7 and Midgame Levels, such as 12,14, Big weakness is the Lvl 1 Send, without a lot of kinggold you miss your 2nd Alchemist and will need to improvise.
Most people would still risk this though. Another big weakness is that you need to save gold for a Blaster for Lvl 4 since Alchemists are really weak due to the Light Armor.
Adding another weakness to the list, if enemy team spotted your Blasters they might send a Furb on Lvl 5, which causes them to need 2 Hits for the Creeps.
For Level 7 there are several possibilties, you can either go for 3 Blasters, maybe even with some additions, which will hold pretty good or you go for only 2 Blasters and go for more ranged units behind, where you are able to invest more into Lumber research.
For Lvl 10 you need to evaluate if your other units are good for this Lvl or not. Blasters alone are not very good since they suck at clearing Mass.
If you reached midgame your units are finally useful again. Blasters are the best Lvl 14 Unit and they should not be underrated for 15 aswell.
Pandaren are a solid early unit that is pretty similar to how Komodo is played. As Komodo they are solid on first 6 Levels but fall off on later stages of the game.
They have great synergy with the Young Witch Doctor or the Overseer, but even without Auras you are good to go. For Level 4 I like to get a 3rd Panda unless you got some aura already that makes you hold.
Nightmares are one of the best early Yolo Units in my opinion. Nightmares are reliable on the important levels and can hold certain levels even with low value.
Level 2 is the first point where you can go different ways. 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.
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