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League of Legends Mobile Map structure, Towers, and Monster Mechanics

The League of Legends mobile game officially launched a public beta in some parts of Asia. The first batch of regions participating in the public beta is Indonesia, Japan, South Korea, Malaysia, the Philippines, Singapore, Thailand, and other places. Players with App Store and Google Store LoL Mobile Account in the above regions can Download the experience. What are the characteristics of the map structure, defensive tower, and monster mechanism after looking forward to the League of Legends mobile game for over a year? Let's take a look together.


Map Structure

To speed up the game process, the mobile game has greatly reduced the original map. The three-way footpath is greatly reduced, but the wild area is compressed in many places.

After the wild area was compressed, there was no obvious topographical change in the blue area, but some adjustments were made to the red areas on both sides. After the change, the route at the outermost stone man in the red zone is deleted, the stone man area is flush with the red BUFF area, and the two wild zone routes are reduced to one.

Simultaneously, a new Honey Candy Real appeared under one tower of the three lines for players to replenish during Laning.

The game uses a mirrored map design instead of a fixed up and down the road. Players can determine which way they want to go according to the large and small dragon pits' location. If the small dragon pit is in the upper half, the duo needs to go on the road.


Tower mechanism

There is a huge difference between the defense tower in the mobile game and the end game. The focus is on the full-time coverage of the plating and the modification of the highland tower.

In the mobile game, there is only one defensive tower in the three-way highlands, and there is no crystal that can be refreshed, which means that once the highlands are broken, time will not be able to recover the disadvantage of the line. Simultaneously, the base crystal is given an attack effect and removed Two front tooth towers.


The defensive tower plating mechanism has become a full-time coverage effect and changed from the original 5 layers to 3 layers. Except for the base's main crystal, all defensive towers on the whole map are covered with plating. The reward gold for one tower plating is 100, 125 for the second tower, and 150 for the highland tower, but the gold coins obtained from the demolition of the defensive towers have declined, and the first blood tower is only 250 gold coins.


Wild monsters and farming mechanism

In the mobile game, some changes have been made to the monsters. For example, the six birds have been reduced to four, and the aforementioned stone man's position shift.

The biggest changes to the monsters are the changes to the epic monsters. First of all, the game's monster mechanics are basically similar to the S9 version, and there are no elemental dragon souls, terrain changes, and dual vanguards.

The dragons will randomly refresh among the four elemental dragons. Fire, soil, water, and wind appear in random order. The attributes of the four dragons follow the old version.

Canyon Pioneer will refresh at 6 minutes, disappear at 9 minutes, refresh the dragon at 10 minutes, and the dragon BUFF's effect is basically the same as the end game.

After defeating Canyon Vanguard, it will automatically pick up Vanguard's Eye. The biggest change here is the damage caused by Canyon Vanguard hitting the tower. Canyon Vanguard can cause about 30% damage to the defense tower, but it will only lose about 20% of its health. Simultaneously, the vanguard's general attack will cause a lot of damage to the defensive tower. If the vanguard advances in a group, it is basically not a problem for the vanguard to hit the high tower.

Besides, the jungle no longer needs to purchase jungle knives, and their punishment skills will be upgraded to red and blue punishments when the hero is level 4.

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