Pokémon Legions
Pokémon Legions is a free tower defense game for one to eight players, played in your browser with nothing to install. Build a maze out of Pokémon towers, hire invaders to run through the next trainer's maze, and keep your Ditto alive through 25 waves.
How to play
The goal
Team Rocket sends 25 waves through your maze. Whatever gets through fights your Ditto, and Ditto's HP is your HP. The last trainer standing wins.
Build a maze
Between waves, place towers on the map. There always has to be a way through, so make it long and make the invaders walk past as many towers as you can.
Draft
Six times a match you pick one of three Pokémon for your deck, from the starters up to the Legendaries. You can build each one as often as you like.
Sends
Hire invaders to run through the next trainer's maze. Every send raises your income for the rest of the match.
Ditto
Train Ditto between waves so it can deal with whatever leaks through.
Every tower, evolution and send is listed in the Legions tower and send guide.
Latest updates
Five new towers and wilder waves
2026-11-02
- Plusle (slot 4) splits the toughest invader in range into small copies for a few seconds, then the survivors join up again. A split boss keeps its move on every copy.
- Minun (slot 4) does the opposite: it fuses nearby invaders into one that takes extra damage, until it falls apart.
- Sobble, Drizzile and Inteleon (slot 1) start slow and end strong. They fire in bursts of 4 with the last shot hitting hardest, and from Drizzile on they also deal part of the target's missing HP.
- Murkrow and Honchkrow (slot 5) never attack. They fill a war chest after every wave, and you spend it all on one big merc in the body of your choice.
- Natu and Xatu (slot 5) never attack either. Towers inside their square get more range. Only the best one counts, so they don't stack.
- The placement preview now shows a tower's area and outlines the towers that would get its buff.
- Normal waves now range from 5 to 28 units: big swarms, small packs and a few giants. Each wave keeps its total HP and gold.
- Wave speeds differ too. Fast runners are harder to kill but hit Ditto softer, slow waves are easier to kill but hit harder, and flyers are slower than before.
- Bosses at waves 5, 10, 15 and 20 walk in with an escort: Meowth with Rattata, Golbat with Zubat, Magneton with Magnemite, Rhydon with Rhyhorn.
- Waves 9 and 17 are tougher to kill, and the giants of waves 19 and 23 hit Ditto about twice as hard.
- Kyogre is an emergency button now: Origin Pulse charges much more slowly, and its damage grows with every level, also against bosses.
- Leak gold from a wave now only goes to a trainer who sent something to that board this round. It doesn't matter if the send gets through, but no send means no gold.
- Solo games no longer stop at wave 25. They go on into overtime, up to wave 35, so you can really test your towers.
- Mercs with the same move take turns instead of casting together, so two Gardevoirs silence your towers one after the other.
- A newly placed Squirtle aims its lane along the most path by itself. R still turns it.
- Absol's card now says exactly what it does: every 3rd hit deals triple damage.
Longer late preps
2026-10-29
- From wave 11 on, every preparation phase is 1 second longer per wave (wave 25: +15 s).
- Froakie, Frogadier and Greninja: only Water towers pass their shurikens on for the damage boost.
Sends rebalanced
2026-10-20
- Income sends pay back fast, power sends hit hard. 50 Caterpies for $20 each!
- All 25 Team Rocket waves are in, with bosses on waves 5, 10, 15, 20 and the final boss on 25.
- Six draft slots, from the starters up to the Legendaries.