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Legion TD 2 News

7.03: Radiant Halo, Arc of Justice



New fighters: Radiant Halo & Arc of Justice




Radiant Halo
- Gold cost: 200
- Attack type: Pure
- Defense type: Fortified
- Health: 1200
- Damage: 45
- Attack speed: 1.11
- Attack range: 650

Particle Wave
Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds



Arc of Justice
- Upgrade cost: 345
- Attack type: Pure
- Defense type: Fortified
- Health: 3250
- Damage: 122
- Attack speed: 1.11
- Attack range: 650

Purification Beam
Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds

New skin: Cryo Fenix




In-game: https://streamable.com/x3dfxh

Game Improvements


Pathing & Targeting
- Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video)
- Fixed some cases of ranged units running too far forward instead of keeping their distance

Dark Mage
- Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit

Account Progression
- Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!

Quality of Life
- HUD: Added some convenient calculations to the Gold mouseover tooltip
- Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)

Other Fixes & Improvements
- Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn't load the results
- Loading Screen: Updated various tips
- Postgame Graphs: Fixed a variety of bugs where certain graphs weren't lined up properly or had zero-values when they shouldn't have
- Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn't load the correct popup again
- Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone
- Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn't have been shown until the next wave
- Mastermind Lock-In: Improved game message to show which fighter you locked-in
- Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn't work
- Reconnecting: Fixed some bugs with wave timer & Legion Spells
- Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line
- Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l'Apocalypse)
- VFX: Fixed a bug where some VFX would fly across the screen
- VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker

Game Balance


Shutdowns
- Shutdown bounties reduced by 30%, but players now go on fire faster
- Shutdown bounties are now in increments of 25 gold instead of 50
- Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire
- In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold

By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty

Mastermind
- Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense

Hybrid
- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179

[h3]Legion Spells[/h3]

Investment
- Income: +34 >> +36

Loan
- Income: -34 >> -36

Sorcerer
- Sorcery: +17% ability damage aura >> +50% ability damage to one unit

Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It's now stronger up front, but has less upside and no longer forces your entire build to revolve around it

[h3]Fighters[/h3]

Green Devil
- Damage: 48 >> 47

No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.

Canopie
- Health: 4500 >> 4600

Leviathan
- Damage: 65 >> 68

Elite Archer
- Attack speed: 0.97 >> 0.99

Trinity Archer
- Attack speed: 0.97 >> 0.99

Desert Pilgrim
- Chain Heal: 115 >> 120

Lost Chieftain
- Damage: 185 >> 195

Whitemane
- Health: 4300 >> 4600
- Damage: 180 >> 181
- Council: Damage reduction 5 + 15% (25% for Antlers) >> 5 + 10% (25% for Antlers)

Slightly buffed on its own and with Antler. Otherwise, nerfed.

King Claw
- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%

Hydra
- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%

Encouraging players to protect their Eggsacks

Millennium
- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40

Doomsday Machine
- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100

After the recent attack speed buffs, these abilities have become too strong

Hades
- Raise Imp: Removed
- New ability: Summon Thanatos
- Mana cost: 25 >> 60
- Mana regeneration: 1 >> 1.15
- Imp >> Thanatos
-- Health: 1600 >> 2030
-- DPS: 112 >> 200
-- Range: 100 >> 350

Hades was causing too much lag and, as cute as Imps were, they just didn't feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.



[h3]Waves[/h3]

(6) Rockos
- King damage on wave 6 increased by 5%

(7) Sludges
- Sludges: DPS: 27.8 >> 27.6
-- Damage: 40 >> 28
-- Attack speed: 0.69 >> 0.99
- Blobs: DPS: 6.95 >> 6.9
-- Damage: 10 >> 7
-- Attack speed: 0.69 >> 0.99

(9) Carapaces
- DPS: 34.8 >> 34.6
-- Damage: 47 >> 33
-- Attack speed: 0.74 >> 1.05

Right now, Brutes and other sends are almost always better than Pack Leader on waves 7 and 9. This change makes Pack Leader a more competitive option.

(16) Cardinals
- Attack speed: 1.2 >> 1.19

(17) Metal Dragons
- Attack speed: 1.69 >> 1.74

(18) Wale Chiefs
- Attack speed: 1.333 >> 1.316

(19) Dire Toads
- Attack speed: 2.78 >> 2.82

(20) Maccabeus
- Damage: 160 >> 170
- 4v4 only: +8% damage reduction

Returning Maccabeus to its former glory

v7.02.6

Major server performance improvements! No gameplay changes for this patch. New Divine unit (and more!?) coming next major patch!

7.02: 4v4 Auto-Balancer, Postgame Reporting



Expected patch release: Monday, January 18

New Feature: 4v4 Auto-Balancer

- In classic queue, low-rated players on the lower-rated team now start with bonus income. The amount is based on the degree of unfairness of the teams, considering players' ranked ratings and hidden classic ratings.
- 4-stack parties are no longer split up

We're testing this mechanic as a way to:
1) Keep queue times fast
2) Keep games reasonably fair
3) Always allow 4-stacks to play on the same team

In the future, our goal is to implement skill-based matchmaking for classic queue.

New Feature: Postgame Reporting

- You can now report players for verbal abuse in the postgame screen by right-clicking their name
- These reports use the standard report ammo. 1 ammo restored every 8 games, up to 2 ammo held at a time
- As before, griefing (intentional losing) must be reported in-game via the TAB scoreboard, so that in-game information can be used to strengthen the report
- As before, leaving and afk'ing are automatically punished, so they don't need to be reported
- Additionally, FairPlay is now smarter about detecting toxic players

Improvements & Fixes


Major Improvement: Performance Boost
- Overall performance boost, especially with many units on the screen. Rewrote client-side movement rendering

Minor Improvements
- Spectator Mode (beta feature for tournament hosts only): Added a game message whenever a spectator joins a game
- Classic Queue: No longer shows the number of players in queue. It was bugged and not easily fixable. Will consider implementing this in a future patch
- Mastermind Options (Greed, Lock-In, Redraw): Now shows a game message to teammates and spectators when picked
- Weekly Challenge: Clicking "View my best build" no longer plays a sound
- Maintenance Message (top menu bar): Now hidden unless you are viewing the main menu or login screen

Gameplay Fixes
- Added more debug information for the "wave units stuck in cave" bug. Please report logs in Discord (discord.gg/legiontd2) if you experience this bug in v7.02!
- Shift+Clicking a mercenary now has less risk of accidentally sending it after the wave spawned (reduced retry attempts from 5 to 4). Shift+clicking before income remains the same.
- Dark Mage: Now less likely to buff Berserker/Fatalizer on non-boss waves. Thank you to Widderson for the report
- Lost Chieftain: Fixed a bug introduced in v7.00 where it buffed the wrong target
- In 4v4, enemy wave now only start sprinting once all players are finished fighting, rather than just your team. Thank you to Cornep for the suggestion

Ping Wheel
- Replaced "maximize value" button with a thumbs-up button, which should be more useful

Game Balance


There hasn't been enough time since v7.00 to make significant balance changes, so we're only addressing outliers this patch.

Hero / Leviathan
- Percent damage bonuses now factor in existing damage bonuses, rather than only taking into account a unit’s “base” damage. This buffs Hero with Nekomata, Doppelganger, Fenix, and Kingpin. It also buffs Leviathan with Fenix

Pyro
- DPS: 48.7 >> 47.5
-- Damage: 19 >> 28
-- Attack speed: 2.56 >> 1.69

Pyro is slightly weaker on its own but now less hard-countered by Safety Mole. Pyro was changed a few patches ago to attack rapidly to thematically be a flamethrower, but it had balance concerns. We’re partially reverting that change and also giving Pyro new VFX.

Canopie
- Health: 4400 > 4500

Nightmare
- Health: 1080 >> 1060
- Attack speed: 1.79 >> 1.75

Millennium
- Health: 2270 >> 2170

Doomsday Machine
- Health: 5600 >> 5350

7.00: Season 7



Happy new year, everyone! We hope 2021 is better than 2020 and wish you a year of health and happiness.

Season 7 Begins
  • January 4: Season 6 ends at 8am PST / 5pm CET. Ranked disabled. Player ratings are soft-reset
  • January 5: Patch 7.00 is released
  • January 6: Season 7 begins at 8am PST / 5pm CET. Ranked games re-enabled
2x Chaos Featured Game Mode
This featured game modes lasts from January 4 to 6. The rules of 2x Chaos are:
  • Random roll (6 new fighters) every wave
  • Waves have 2x the number of spawns
  • Start with 300 gold instead of 250
Sponsored Tournaments
We are now sponsoring community tournaments and leagues with essence for organizers and premium essence for winners. See the official thread for qualification and details.

LIHL Diamond Division
The LIHL (Legion TD 2 In-House League) now has two divisions: Grandmaster and Diamond. The Diamond Division is intended for competitive players outside of the ~top 50. Winners get premium essence and qualification into the Grandmaster Division. See the official thread for signup instructions and details.

7.01 Hotfix


Pathing
- Fixed a major bug where mercenaries were sometimes being spawned in the wrong position, depending on what other mercenaries were being sent

Shutdowns
- Fixed a major bug with power score being computed incorrectly after sending mercenaries. This caused players to be on fire in highly unexpected and unintended cases
- Venture no longer decreases your power score. This means players are less likely to unexpectedly go on fire when the other team picks Venture
- Treasure Hunting now properly increases your power score on the next wave
- Hero, Villain, Sorcerer, Magician, Titan, Pulverizer, and Guardian Angel now increase your power score by the same amount as Allowance. This (1) removes cases where the other team becomes on fire because they picked economic spells, and (2) allows you to hide your legion spell selection better
- Added Team Power Score Advantage graph in post-game stats. Power Score takes into account income and mythium, in addition to net worth

4v4
- Reverted the 5% mythium gather rate reduction

Duoing
- The rank 1 player is no longer (unintentionally) heavily penalized for duoing

Stability
- Fixed a bug where a variety of glitches would result (unable to build, HUD glitches, etc.) when a game didn't properly fully reset from the previous game

7.00 Patch Notes


New Secret Cards: Fiesta & Et tu, Brute?



Visit the Card Trader each week to reveal how secret cards drop in-game

New Feature: Online Guild Members
- You can now see a list of online guild members in Global Chat
- Players who are in-game will have names shown with an asterisk (*)

New Feature! Fighter Role Icons
- Fighters now have role icons to quickly communicate whether they are tanky, DPS/support, balanced, or an aura

Thank you to Maraudaur for the suggestion

Pathing & Targeting
- The wave and mercenaries now run directly downwards instead of diagonally towards the bottom-center of your lane. This makes pathing more consistent whether you built at the top or bottom of your lane.
- Separation (when two units overlap) is less bouncy and less random. This makes units less likely to loop-de-loop
- When a ranged unit pulls aggro (typically when furthest in front), it is now less likely to run forward
- Tank mercenaries now spawn less ahead of the wave. This makes tank mercenaries less likely to dramatically affect pathing behavior
- Center units (minibosses, bosses, and some mercenaries) now more consistently go right with an even height and even range split

Together, these changes make pathing more consistent and splitting more reliable. There may be some needed positioning adjustments. Thank you to Pennywise and Shadowings for help with testing and feedback

New Mechanic: Shutdowns
- When a team is significantly ahead, they are considered "on fire." Making anyone on that team leak will grant a shutdown bounty of gold to your team. Only one shutdown bounty can be awarded per wave.
- Power score is used to determine whether a team is ahead. Power score is based on your team's gold, mythium, and income. For every 500 power score one team is ahead of another team in 2v2 (1000 in 4v4), a shutdown bounty of 50 gold is accrued.
- Decreased leak gold given to the leaking player and to the opposing team by ~5% to avoid gold inflation

Legion TD 2 is a snowbally game - when you get ahead, you typically stay ahead and get more ahead. As players have gotten better at the game, the game has become even more snowbally, with one early game mistake, risk, or unlucky pathing/targeting deciding the game. Early game decisions and advantages are still highly impactful, but this change makes it more possible to come back.

Power Score
- Improved formula to be more accurate and to not fluctuate at unexpected times
- Now updated at the end of the battle phase instead of at the start. This is because power score changes typically happen during the battle phase
- Fixed a bug where power score was computed incorrectly when using Pack Rat's Treasure Hunt
- The length of the power score bar now rounds to the nearest 100 to avoid giving away too much information, especially early game

Recommended Value
- Now takes into account your attacking opponent's unspent gold to help hide worker count when "shifting" gold (notably with 2-worker Grarl openings)
- Tweaked numbers to be more accurate

High Elo Duos
- Disabled the harsh duo penalties for top 40 players. Due to a technical limitation, it still affects the rank 1 player (in a future patch, it will be fully disabled)
- If players abuse this by smurf boosting to the top of the ladder, we will re-enable it

XP Gain
- Significantly increased XP gain from levels 3 to 7. This helps players level up faster and gain more essence to unlock mastermind options and special builders

Cards
- Increased drop rate
- Card Trader no longer carries the same cards two weeks in a row
- Card Trader now carries secret cards on a fixed rotation (rather than completely random every week), so each secret card will appear once before appearing again a second time, and so on

Guilds
- Application cooldown: 24 hours --> 6 hours
- Essence gain from contribution increased: 1% per 3000 --> 1% per 2000
- Guild War now shows # of wins to help you keep track

Game Coach
- Added a new recommendation if you leak hard while doing a long save (be careful about saving too long and starving yourself)

Thank you to Babelfish for the suggestion

Postgame Stats
- Added a new wave stat: Average Leak % Per Wave
- Now shows your avatar next to your name instead of which legion you picked
- Improved net worth calculation: now considers 2x workers correctly as 50g instead of 100g
- Fixed a bug where workers in the queue weren't counted for net worth calculation
- Fixed a bug where mercenaries hired right before income weren't counted towards the income stat
- Fixed a bug where power score of the final wave would be shown incorrectly on the main screen

Classic Queue Loading Screen
- Now shows your total non-ranked wins instead of current rank
- Your number of wins now changes color at different thresholds

Classic has hidden Elo, which can sometimes mislead players about the fairness of the teams. This change makes that clearer, especially for highly experienced non-ranked players

FairPlay
- More aggressive AFK detection
- Improved griefer detection

Game Client
- Fixed a rare bug where hitting the Play Again button with an out-of-date client wouldn't trigger the patch maintenance popup
- Fixed a bug where applying to a guild via the guild's profile, rather than the Browse Guilds menu, would get stuck at "Loading..."
- Fixed various bugs where middle-clicking (guild member on the Guild page, card in collection, etc.) would put the client in an unresponsive state

Stability
- Added additional multithreading to fix some rare instances of dropped frames resulting in general instability (may result in different glitches though - can easily rollback changes if needed)
- Fixed a rare bug where some portions of the UI didn't function properly if the game couldn't write to disk
- Some performance optimizations with pathfinding
- Fixed a long-time bug that caused occasional stuck units, especially in 4v4. (Region boundaries were slightly misaligned between different data structures in some situations)

Chat
- Tweaked colors. Now that we’ve added party chat, guild chat, and other chat types over the years, it was due for an overhaul to avoid reusing colors.
- Global Chat now displays a warning if you are sending messages too quickly (being spammy). The limit is stricter if you have a Toxicity alert. The limit only applies to in-game messages, not those sent from a Discord client.

Other Fixes & Improvements
- APS and Butcher are now less likely to be recommended by the unit recommender or built on waves 1-4
- When No Save mode is enabled, workers gather mythium 5% slower
- Improved VFX for Immolation and Chain Frost
- Fixed a bug where the game would think you leaked if another unit died while a reviving unit (Eternal Wanderer, Samurai Soul, Guardian Angel) was in the middle of reviving
- Fixed a bug where last week's Weekly Challenge winner displayed the wrong score
- Fixed guild leaderboards’ "around me" section which wasn't working properly in some cases
- Fixed a 1440p+ bug where Power Score was wider than it should have been
- Added Masters Cup 7 badges and LIHL 2 badge

Balance Changes


4v4
- Workers now gather mythium 5% slower. With the introduction of shutdowns, games will have more gold and workers, leading to longer and laggier games. This change is needed to keep things in check.
- Fixed a bug where Soul Gate wouldn't start summoning units if no other units owned by that player were aggroed (typically when one player builds in the front and another builds Soul Gates in the back)

Legion Spells


Guardian Angel
- Maximum health on revive: 1900 >> 1750

Hero
- Damage and damage reduction: 6.25% >> 6%

Sorcerer
- Ability damage bonus: 18% >> 17%

Titan
- Health: 1300 >> 1250

Villain
- Damage amplification: 30% (15% for ranged) >> 32% (16% for ranged)

Fighters


Proton / Atom
- Attack speed: 1 >> 1.06
- Ionic Force: Attack speed gain: 25% >> 20%
- Fixed a bug where Proton’s backswing was unintentionally reducing its effective attack speed at 7+ stacks. Overall, their DPS is affected as follows:



Dark Mage
- Fixed a bug where Mind Warp would sometimes cast on the 2nd best target instead of the best target

Harpy
- Damage: 23 >> 22
- Projectile speed: 1400 >> 2500

Sky Queen
- Projectile speed: 1400 >> 3000
- Fixed a bug where Sky Queen’s backswing was unintentionally reducing its effective attack speed at 10+ stacks of Acrobatics. At max stacks, Sky Queen now attacks 13% faster.

Kingpin
- Big Game Hunter: Heal: 10% >> 8%

Nekomata
- Health: 640 >> 600
- Damage: 32 >> 31
- Attack speed: 0.9 >> 0.91
- Spirit Offering: Health gain: 280 >> 290

Nekomata was much more stat efficient at zero stacks. It’s now weaker at 0-4 stacks and stronger at 5+ stacks

Fire Elemental
- Attack speed: 0.769 >> 0.794

Rogue Wave
- Delusion: Ability damage bonus: 16% (8% for bosses) >> 14% (7% for bosses)

Zeus
- Attack speed: 2.33 > 2.47

Pyro
- Health: 1730 >> 1750
- Attack speed: 2.5 >> 2.56

Sacred Steed / Pegasus
- Pegasus: Health: 2550 >> 2580
- Adjusted the following synergies:
-- Great Boar: +114%
-- Red Eyes: +67%
-- Fenix: +25%
-- Fire Lord: +25%
-- Head Chef: +25%
-- Gateguard: +5%
-- Azeria: -7%
-- Violet: -9%
-- Desert Pilgrim: -9%
-- King Claw -10%
-- Harbinger: -20%
-- Lord of Death: -25%
-- Hell Gate: -25%

Honeyflower
- Health: 1250 >> 1270
- Fragrance: Damage: 10 + 0.15% max health >> 10 + 0.05% max health

Deathcap
- Health: 3500 > 3850
- Noxious Scent: Damage: 30 + 0.3% max health >> 30 + 0.15% max health

Mass Deathcaps are now less oppressive late game

APS
- Health: 900 >> 920
- Attack speed: 1.49 >> 1.52

MPS
- Health: 2300 > 2450
- DPS: 142 >> 153
-- Damage: 95 >> 101
-- Attack speed: 1.49 >> 1.52

Grarl
- DPS: 56.9 >> 57.1
-- Damage: 74 >> 60
-- Attack Speed: 0.77 >> 0.95

Rather than over-nerfing Grarl’s stats, we’re nerfing its flexibility as an opening. This change makes Grarl take three attacks (instead of two) to kill wave 2, but buffs it on other waves

Ocean Templar
- Health: 2200 >> 2000
- Attack type: Magic >> Pure
- Resonance: Regeneration: 1% >> 1.5%

Now more versatile, rather than only being viable on a small number of waves (11, 15, 18, 20)

Lost Chieftain
- Damage: 172 >> 185

Yozora
- Health: 1470 >> 1500
- Wintry Touch: Attack speed slow: 1.5% >> 0.75%

Arctaire
- Health: 4180 >> 4340
- Damage: 131 >> 133
- Frozen Veil: Attack speed slow: 2.5% >> 2%

Arctaire and especially Yozora were providing too much value and stalling in base races late game

Priestess of the Abyss
- Health: 950 >> 920

Azeria
- Health: 3200 > 3000

Berserker
- Health: 2150 >> 2180

Fatalizer
- Health: 6280 >> 6370

Hydra
- Damage and damage reduction penalty per stack of hatching early: -15% >> -17.5%

Soul Gate
- Hellion: Health: 1060 >> 1020
- Nightcrawler: Health: 530 >> 510

Hell Gate
- Elite Hellion: Health: 2700 >> 2600
- Elite Nightcrawler: Health: 1350 >> 1300

Millennium
- DPS: 143 >> 142
-- Damage: 300 >> 245
-- Attack speed: 0.48 >> 0.58

Doomsday Machine
- DPS: 352 >> 350
-- Damage: 740 >> 605
-- Attack speed: 0.48 >> 0.58

Decreasing frustration and making it more viable to build multiple Millenniums and Doomsday Machines. Millenniums now perfectly 1-shot Snails

Mercenaries


Brute
- Maul: Max stacks: 9 >> 6

Nerfing 3+ Brutes to reduce frustration and encourage other mercenary choices at ~180 mythium

Centaur
- Attack speed: 1.82 >> 1.74

Waves


(5) Scorpions
- Attack speed: 0.95 >> 0.98

(14) Killer Slugs
- Attack speed: 1.27 >> 1.24

(16) Cardinals
- Attack speed: 1.22 >> 1.2

(17) Metal Dragons
- Health: 3220 >> 3270

(19) Dire Toads
- Attack speed: 0.274 >> 0.278
- King health increased by 10% on wave 19 only

Season 7 is coming



Hey everyone! Hope you're enjoying the shop/guilds patch and higher recent activity. We're excited to announce the end of season 6, the start of season 7, and an upcoming featured game mode.
  • January 4: Season 6 ends at 8am PST / 5pm CET. Ranked disabled. Player ratings are soft-reset
  • January 4: Patch 7.00 is released. 7.00 will be a relatively small patch
  • January 6: Season 7 begins at 8am PST / 5pm CET. Ranked games re-enabled


The next featured game mode is 2x Chaos 2v2 from January 4 to January 6. The rules of 2x Chaos are:
  • Random roll (6 new fighters) every wave
  • Waves have 2x the number of spawns
  • Start with 300 gold instead of 250

[h3]Season 6 Rewards[/h3]
Ranked badges and loading screen borders are based on your peak rating in season 6. You are not penalized for dropping below a tier you already achieved. Eligibility for each tier requires 10 ranked games and a peak rating in season 6 of:
  • Bronze: 1000
  • Silver: 1200
  • Gold: 1400
  • Platinum: 1600
  • Diamond: 1800
  • Expert: 2000
  • Master: 2200
  • Senior Master: 2400
  • Grandmaster: 2600
  • Legend: 2800




Best of luck in the final weeks of season 6! Remember - you cannot lose a ranked reward by playing. Rewards are based on your peak rank this season.