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v3.12: Great Boar, Red Eyes, King Spells



Masters Cup III


  • Sign-ups: End March 25
  • Tournament: March 30-31
  • $500 prize pool
Sign-up instructions
  • You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
  • Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  • Have one player type /signup while in the private lobby
Signing up early is advantageous for seed rating

See the tournament thread for details.

v3.12 Patch Notes

- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers

NEW! King Spells


The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.

Judgment
- Mana cost: 5 -> 4
- Damage: Reduced by 23%
- Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)

Immolation
- Deals damage every second to all nearby enemies

Chain Frost
- Mana cost: 4
- Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce
- Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell

Lightning Hammer
- Mana cost: 3
- Drains mana over his next 3 attacks, unleashing bouncing lightning bolts

NEW! Tier 6 & Nomad Release


Great Boar
- Cost: 270 gold + 1 supply
- Upgrades to: Red Eye
- Movement type: Ground
- Health: 3200 (Fortified)
- Damage: 55 (Pierce)
- Attack speed: 1.0
- Range: Melee


Stampede
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


Red Eyes
- Upgrade Cost: 420 gold + 1 supply
- Movement type: Ground
- Health: 8200 (Fortified)
- Damage: 141 (Pierce)
- Attack speed: 1.0
- Range: Melee

Thunderous Charge
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.

Game Fixes & Improvements


Loading Screen
- Now also displays your current rank



Sounds
- Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out

Stability
- Fixed a few cases where some things wouldn't load properly on the client (RendererDispatcher concurrency fixes)

Gameplay Fixes
- Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away
- Fixed a few misc interface bugs
- Fixed a minor abuse case where your lane's enemies would warp back to the cave after pulling enemies from another player's lane

Translations
- Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate

Game Balance



Mastermind
- Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)


Leak Bounty
- Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves

Legion Spells


Villain
- Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)

Fighters



Pollywog
- Attack speed: 1.22 -> 1.176


Peewee
- Health: 310 -> 320


Green Devil
- Health: 760 -> 780


Kingpin
- Health: 4000 -> 4250
- Big Game Hunter: Heal: 12% -> 10%

Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game


Pyro
- Upgrade cost: 180 -> 175
- Damage: 33 -> 32
- Range: 200 -> 250

If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2


Sky Queen
- Damage: 84 -> 83

The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs


Violet
- Lightning Strike: Mana cost: 10 -> 9


King Claw
- Damage: 145 -> 140


Golem
- Health: 4900 -> 4830
- Damage: 151 -> 148


Butcher
- Health: 1070 -> 1300
- Damage: 67 -> 45
- Range: 200 -> 100 (Melee)


Head Chef
- Health: 2300 -> 3200
- DPS: 117 -> 84
-- Damage: 130 -> 97
-- Attack Speed: 0.9 -> 0.87
- Range: 200 -> 100 (Melee)
- Skull Stew: Mana cost: 10 -> 15

We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.


Azeria
- Damage: 67 -> 66

Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.


Doppelganger
- Health: 3600 -> 3700

After the range nerf a few patches ago, Doppelganger still dies too easily


Whitemane
- Health 4200 -> 4450
- Damage: 175 -> 180
- Council: Damage reduction: 5 + 20% -> 5 + 15%

Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)



Fatalizer
- Attack speed: 1.52 -> 1.47

Sand Badger
- Attack speed: 0.833 -> 0.806

Iron Scales
- Attack speed: 0.833 -> 0.806


Eggsack
- Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks


Lord of Death
- Undead Dragon: Devour: Health restore: 15% -> 25%


Hades
- Imp: Devour: Health restore: 15% -> 25%

Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.

Banana Bunk
- Health: 2890 -> 2900
- Barbs: Damage: 25 + 10% -> 20 + 10%


Banana Haven
- Health: 6250 -> 6500
- Damage: 51x3 -> 57x3
- Thorns: Damage: 40 + 15% -> 30 + 15%

These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.


Warg
- Health: 970 -> 990


Alpha Male
- Health: 3300 -> 3350

Waves


Wave balance is in a good spot. Just doing some slight adjustments.


(15) Quadrapuses
- Attack speed: 0.84 -> 0.86


(16) Cardinals
- Health: 1850 -> 1880

(20) Maccabeus
- Damage: 165 -> 160