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v4.02: Eternal Wanderer, Samurai Soul, Mastermind/Reroll Rework



Announcements




Masters Cup IV
The fourth official Legion TD 2 tournament starts this Saturday, July 27 at 9am PST / 6pm CEST. Tune in on Twitch: https://www.twitch.tv/lforward

Featuring:
- Ashton Butcher: current rank #1 and winner of Masters Cup II
- Kingdanzz: former rank #1 and winner of Masters Cups I, II, and III
- Akitos: former rank #1 and winner of Masters Cup I
- Lisk: maker of Legion TD and director of Legion TD 2
- Other players from the top 100

Tournament directed by Seraphin and casted by LForward.

50% Off Sale
Legion TD 2 is on sale, starting now! Great opportunity to introduce the game to a friend. Have them check out the tournament stream if they're curious what gameplay looks like!

v4.02 Patch Notes


NEW! Shrine Tier 4




Eternal Wanderer
- Cost: 125 gold
- Health: 800 (Fortified)
- Damage: 36 (Impact)
- Attack speed: 0.9
- Range: Melee

Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Eternal Wanderers simultaneously.



Samurai Soul
- Upgrade: 275 gold
- Health: 2500 (Fortified)
- Damage: 112 (Impact)
- Attack speed: 0.9
- Range: Melee

Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Samurai Souls simultaneously.

Mastermind & Reroll Rework


Mastermind
- Initial roll is now the same as in Season 3
-- You get 2 rerolls on wave 1
-- You start with +3 income. The first reroll costs 1 income. The second costs 2.


Reroll
- Number of rerolls: 5 -> 1
- Reroll design: Get 6 random units -> Get your current 6 units + 4 random units, then pick any 6

This places more emphasis on your starting roll, while still keeping the benefits of rerolling (clutch reroll, comeback potential, bailing you out of a bad/unfamiliar initial roll).

Game Fixes & Improvements
FairPlay
- Fixed a bug where if you were disconnected/afk for 4+ waves, but return and play the rest of the game and win, and it would count as a loss (now counts as a win)

New Emojis
:calculated:
:mild_panic:

Unit Models & Lifebar Size
- Scaled down models by about 20% (this does not affect pathing/targeting at all)
- Fixed selection circle scales for many units
- Lifebars/manabars are smaller (so they overlap less)

These changes should make it easier to follow what's happening in the battle, without affecting any gameplay.

Smarter Bots
- Now use Nekomata's Spirit Offering
- Now use Adapt (Devilfish/Seraphin) depending on the wave
- Now use Boost, Stimpack, Harden, Arm With Shuriken, and Shuriken Cyclone
- Now a bit smarter about opening builds
- Classic Queue Only: Fill bots now get +100 gold and +30 income after wave 10 to help them stay on value and not negatively warp the game

HUD
- Fixed a bug where saved HUD positions weren't loading after restarting the game (they should load now)

Minor Gameplay
- Mastermind Autopicker: Added a few more fighter combos that it will prefer to take
- Mastermind Rolls: Improved algorithm to prevent a rare case of getting a roll with no T1-T5 fort/natural fighters
- Lost Chieftain: Now more likely to cast Gaia Shield on Doppelganger

Post-game Stats
- Builds tab: Now shows your final rolls next to your build
- Builds tab: Now shows king upgrades

Codex
- Now shows "per gold" values next to hp and dps

Game Balance


Legion Spells


Embargo
- Fixed a bug where Embargo couldn't be used if you had upgraded King at any point in the game (instead of just on Wave 11 build phase)

Pawn Shop
- Gold: +50 -> +75


Magician
- Mana regeneration: 20% -> 22%


Savior
- Heal: 35% of missing health -> 10% + 15% of missing health


Villain
- Damage amplification (melee): 17% -> 18%


Vampire
- Lifesteal and spell vamp: 25% -> 20%
- Damage per second: 0.5% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority. We know this hurts the synergy with Fenix, but it should help a lot with melee DPS units like Doppelganger.

Guardian Angel
- Now persists more abilities such as: Harden, Boost, etc.
- Now persists Nekomata stacks

Fighters


Fire Archer
- Attack speed: 0.90 --> 0.94


Dark Mage
- Mind Warp: Attack speed: 50% -> 40%
- Damage per second: 4% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority.


Veteran
- Health: 1410 -> 1450

Fire Elemental
- Combustion: Damage: 35 -> 40


Nekomata
- Attack speed: 0.98 -> 0.96

Infiltrator
- Health: 800 --> 775
- Max shuriken charges 5 --> 4


Orchid
- Health: 2740 -> 2660
- Damage: 135 -> 133
- Max shuriken charges 5 --> 4

Sea Serpent
- Attack speed: 0.93 --> 0.95

Deepcoiler
- Attack speed: 0.79 --> 0.80

Doppelganger
- When reviving from Guardian Angel, now recovers 70% bonus damage stacks instead of all 100% stacks


Azeria
- Invigorate: Mana cost: 15 -> 14


Hades
- Health: 3100 -> 3150
- Starting mana: 50 -> 55

Fire Lord
- Attack speed: 1.06 --> 1.08
- Damage: 130 --> 134

Fenix
- Attack speed: 1.06 --> 1.08

Mercenaries



Four Eyes
- Attack speed: 2 -> 2.04


Centaur
- Attack speed: 0.9 -> 0.92

Waves


(10) Granddaddy
- Attack speed: 3.7 -> 3.85


(11) Quill Shooters
- Health: 1100 -> 1070

King
- On wave 6, the King now has 8% more attack and hp (other waves untouched)

Sign up for the Masters Cup!



Masters Cup sign-ups are open! Team up with a friend and put your skills to the test.
  • Sign-up: Free
  • Rewards: $500 prize pool + in-game badges for top 3 teams
  • Details: https://legiontd2.com/community/threads/masters-cup-iv-500-prize-pool.19993

How to sign-up:
  • Your team must have an average peak rating in season 4 of 1400+ 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.

v4.00: Season 4



Dev Update

A few weeks ago, we hit a huge milestone of 100,000 players getting the game. Thank you to everyone for your support. Our goal is to grow the number of active players so that matchmaking is fast and fair at all times. To get there, we're working on a major code refactor that allows us to do a free-to-play weekend. To track our progress, check out our monthly dev blog Looking at Legion, written by our incredible mod team: LForward, deutscherhawk, and jitsuc4.

Season 4


Season 3 ends on June 24 at 8am PST / 5pm CEST. Ranked rewards are based on peak rating this season, and ratings will be soft-reset.

Based on feedback from last season, we're making two changes:
  • There is no preseason. Rating changes will be re-enabled ASAP after the reset.
  • The reset is less aggressive to minimize matchmaking imbalance that naturally comes with resetting ratings. If you're 1450+ rating, you will end up higher than last season.
v4.00 Patch Notes

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

NEW! Shrine T3




Infiltrator
- Cost: 80 gold
- Health: 800 (Swift)
- Damage: 40 (Magic)
- Attack speed: 0.9
- Range: Melee

Shuriken
Pay 1 gold to equip with a shuriken for the next wave only. Each shuriken deals 40 bonus damage from 500 range. Max shurikens: 5



Orchid
- Upgrade cost: 200 gold
- Health: 2740 (Swift)
- Damage: 135 (Magic)
- Attack speed: 0.9
- Range: Melee

Shuriken Cyclone
Pay 4 gold to equip with 3 shurikens for the next wave only. Each shuriken deals 40 bonus damage from 500 range and attacks 2x at fast. Max shurikens: 15

NEW! Legion Spells


Creditor
- Gain 40% of your unspent gold at the start of the next 3 waves


Embargo
- You can’t hire mercenaries or upgrade the king until after Wave 12 spawns. Then, +80 gold and +80 mythium.
-- If you hire mercenaries during wave 11 before selecting Embargo, they will be refunded
-- If you upgrade the king during wave 11 before selecting Embargo, Embargo will no longer be available


Guardian Angel
- Gives a fighter a buff that brings it back to life after it dies, up to a maximum of 2500 health

Pawn Shop
- You can now sell fighters for 80% of their total cost. Also, +50 gold.

NEW! Legend rank

Congratulations to Kingdanzz on being the first player to ever hit 2800+ rating!



Major Gameplay Changes


Some of these changes are experimental and may be reverted based on reception. We know it feels bad when something you’re familiar with changes, but positive change makes the game more fun after adjusting to it. We’re not afraid to try new things and see what sticks.


Mastermind
- We’re revamping the way you select fighters. On wave 1, you still get 10 units to choose from, but can no longer reroll twice.
- Bonus income for picking Mastermind removed
- Wave 1 prep time: 90 seconds -> 80 seconds

Reroll
- You can now re-roll up to 5 times at any time to get 6 new fighters. While rolls are random, they are not purely random. The roll selector attempts to give you a balanced roll with a variety of attack/defense types, etc.
- If you reroll, you cannot undo or downgrade units that wave, but they can still be sold for 60%.
- Rerolling is available for both Mastermind and legions

The old Mastermind had a heavy emphasis on drafting and preparing your strategy ahead of time. The new Mastermind keeps the drafting element but allows for more flexibility and variety. Less of the game will be decided before wave 1, and a clutch reroll could have huge reward mid or late game.

Supply
- Removed from the game

Supply was a mechanic that kept spam builds in check and allowed for some interesting strategies, but ultimately added more frustration than it was worth. Removing supply also makes the game more intuitive, which helps attract and keep new players.


Mercenaries
- Stock timers replaced by stock cap
- Maximum stock per wave is now 10

Stock timers were an artifact of Warcraft III that limited the number of mercenaries you could send. For most players, it wasn't fun to track stock timers. Changing this mechanic makes attacking more intuitive and opens up a bunch of new strategies.

Movement speed
- All units 9% faster

The goal of this change is to reduce dull moments in the game when units are moving but not actually fighting.

Game Fixes & Improvements


Interface Update
- HUD now better shows the relationship between income --> gold and workers --> mythium



Gameplay Fixes
- Bots are now smarter when it comes to overvaluing vs. training workers
- Bonus spell damage no longer affects movement speed buffs. This fixes a weird interaction with Great Boar's Stampede and Sorcery.

Quality of Life
- Fixed a bug with queuing up mercenaries after the wave ended but just before income is received; they are now dequeued after income is received
- Profile "NEW!" text now only shows up if you haven't already earned that item/trophy before (it was showing up a bit too often)
- When viewing the postgame score screen, if a new patch comes out, you are no longer booted until after you go back from the score screen
- Middle click (mouse wheel click) now disabled on main menu/loading screens where it would mistakenly scroll the screen
- Worker button is now grayed out if you can't afford to train a worker
- Improved Power Score UI - mousing over Power Score now shows rating image, and you can now left-click a player's power score to pan to their lane
- Fixed a bug where pinging a unit played the ping sound twice

Optimization
- Improved graphics performance slightly & reduced game file size by compressing many unit textures

Balance & Reworks


Legion Spells



Full House
- Removed from the game

Lizard Army
- Mythium: +15 -> +20


Protector
- Health: +700 -> +650
- Protection Aura: 10 regen + 3 damage reduction -> 10 regen + 2 damage reduction


Reroll
- Removed from the game


Sorcerer
- Now a separate spell from old Sorcerer
- +20% spell damage

Magician
- Now a separate spell from old Sorcerer
- +20% mana regeneration

Vampire
- Lifesteal/Spell vamp: 20% -> 25%

Ooh baby

Fighters

- Removing supply is a significant buff to cheap units, so most of them are being nerfed

Pollywog
- Health: 140 -> 110
-- Damage: 8 -> 7

Seraphin
- Health: 600 -> 570
- Damage: 52 -> 51

Devilfish
- Health: 1170 -> 1120
- Damage: 39 -> 38


Proton
- Health: 220 -> 190
- Attack speed: 1.28 -> 1.25


Atom
- Health: 940 -> 920
- Attack speed: 1.28 -> 1.25

Bone Warrior
- Health: 150 -> 140
- Damage: 9 -> 7


Dark Mage
- Health: 640 -> 600

Buzz
- Health: 180 -> 150
- Damage: 11 -> 10


Consort
- Health: 890 -> 850
- Damage: 55 -> 54


Peewee
- Health: 330 -> 310
- Damage: 10 -> 9

Veteran
- Health: 1430 -> 1410
- Damage: 38 -> 37

Looter
- Health: 110 -> 90
- Damage: 11 -> 8

Pack Rat
- Health: 650 -> 600

Masked Spirit
- Health: 220 -> 180


False Maiden
- Health: 750 -> 710


Hell Raiser
- Health: 1550 -> 1510

Angler
- Health: 410 -> 430
- Range: 150 -> 100

Bounty Hunter
- Health: 1600 -> 1700
- Range: 150 -> 100


Kingpin
- Health: 4250 -> 4400
- Range: 150 -> 100


Aqua Spirit
- Health: 400 -> 360
- Damage: 30 -> 24
- Attack speed: 0.72 -> 0.76
- Water Bounce:
-- Bounce damage: 50% -> 100%
-- Bounce range: 200 -> 400
-- Bounce speed: +60%

Make Aquas great again


Fire Elemental
- Health: 1150 -> 1350
- Damage: 45 -> 30
- Combustion
-- Now stacks
-- Damage: 50 damage over 2 seconds -> 30 damage over 2 seconds
-- Number of bounces: 1 -> 2
-- Bounce range: 200 -> 400
-- Bounce speed: +60%

It’s now viable to build more than one Fire Elemental


Rogue Wave
- Damage: 58 -> 45
- Attack speed: 0.79 -> 0.76
- Delusion
-- Number of bounces: 1 -> 2
-- Bounce range: 200 -> 400
-- Bounce speed: +60%

Gargoyle
- Health: 230 -> 220

Ranger
- Damage: 31 -> 36
- Mark Target removed
- New ability: Accuracy: Deals +25% damage to bosses

Daphne
- Health: 1200 -> 1150
- Damage: 110 -> 115
- Nature’s Touch removed
- New ability: Precision: Deals +50% damage to bosses

Ranger's and Daphne's old abilities were limiting their versatility. We're pushing them to be DPS units, rather than supportive.

Bazooka
- Health: 350 -> 320


Pyro
- Health: 1800 -> 1730
- Damage: 32 -> 31


Harpy
- Health: 250 -> 230
- Damage: 22 -> 23


Sky Queen
- Health: 1310 -> 1320
- Damage: 84 -> 88

The movement speed increase causes Harpy and Sky Queen to gain less mana for their Acrobatics attack speed, so they are receiving compensation buffs.


Nekomata
- Spirit Offering
-- Cost: 20 -> 30
-- Health gain: 200 -> 300
-- Damage gain: 9 -> 15
-- Devour: Health gain: 2% of max health -> 1%

It’s too easy to quickly max out Nekomata early game, which wasn’t intended

Sea Serpent
- Health: 580 -> 570
- Attack speed: 0.95 -> 0.93


Deepcoiler
- Health: 1720 -> 1700
- Attack speed: 0.793 -> 0.787

Violet
- Damage: 78 -> 75


Gateguard
- Health: 720 -> 700


Canopie
- Health: 4300 -> 4350


Tempest
- Health: 800 -> 780
- Damage: 32 -> 31

Leviathan
- Health: 2600 -> 2350
- Aerial Command: Damage buff: 4 + 12% -> 4 + 15%


Alpha Male
- Health: 3350 -> 3370

Ocean Templar
- Resonance: Health regeneration: 15 + 1% missing health -> 15 + 1.5% missing health


King Claw
- Shell Shock: Mana cost: 12 -> 11
- Shell Shock: Damage: 80 -> 75


Mudman
- Health: 1730 -> 1710


Butcher
- Leech: 5 life on-hit + 14% life steal/spell vamp -> 5 life on-hit + 16% life steal/spell vamp


Head Chef
- Vampirism: 10 life on-hit + 21% life steal/spell vamp -> 5 life on-hit + 24% life steal/spell vamp


Honeyflower
- Health: 1230 -> 1240

Deathcap
- Health: 3400 -> 3500


APS
- Health: 1330 -> 1150
- Energize: 3 damage + 8% attack speed -> 3 damage + 12% attack speed


MPS
- Health: 3100 -> 2700
- Mythium Core: 6 damage + 12% attack speed -> 6 damage + 18% attack speed


Desert Pilgrim
- Fixed a bug with Desert Pilgrim's Chain Heal where it would sometimes not bounce to a damaged target under certain circumstances


Priestess of the Abyss
- Damage: 37 -> 38


Azeria
- Health: 3500 -> 3200
- Invigorate: Mana cost: 20 -> 15


Disciple
- Mana Burst: Mana cost: 12 -> 11


Starcaller
- Health: 3400 -> 3100
- Damage: 200 -> 190
- Asteroid: Mana cost: 12 -> 11
- Asteroid: Damage: 600 + 0.5% max health -> 500 + 0.5% max health
- Amplify Magic: Mana regeneration: 25% -> 40%

Antler
- Health: 2200 -> 2180

Doppelganger
- Attack speed: 2.08 -> 2.13


Berserker
- Attack speed: 1.49 -> 1.52

Fatalizer
- Health: 5500 -> 5650

Sand Badger
- Damage: 75 -> 76


Iron Scales
- Damage: 200 -> 205

Fire Lord
- Attack speed: 1.04 -> 1.06

Fenix
- Attack speed: 1.04 -> 1.06


Lord of Death
- Undead Dragon: Damage: 90 -> 95

Hades
- Mana: 30 -> 50
- Raise Imp: Mana cost: 15 -> 20
-- Mana regen and mana gain from Necromancy are still 1

Banana Bunk
- Health: 2950 -> 3000


Banana Haven
- Health: 6550 -> 6650


Millennium
- Damage: 335 -> 340


Doomsday Machine
- Damage: 800 -> 810


Great Boar
- Health: 3160 -> 3200


Red Eyes
- Health: 8000 -> 8100

The movement speed increase causes Great Boar and Red Eyes to gain less mana for their charge damage, so they are receiving compensation buffs.

Mercenaries



Giant Snail
- Health: 700 -> 560
- Damage: 30 -> 24

Compensation nerfs for the change to mercenary stock, which allows more Giant Snails to be sent each wave.


Brute
- Health: 780 -> 820
- Damage: 49 -> 55
- Maul: Attack speed slow: 8% -> 5% (still stacks up to 9 times)

Making Brute a more versatile send and less countered by tier 1 spam

Witch
- Range: 400 -> 450
- Froggo: Range: 250 -> 400
- Summon Froggo: Mana cost: 24 -> 30
- Advanced Necromancy: Mana gain: 2 -> 3
- Mana regen is stitll 1

Stronger against unit spam. The extra range also keeps the Froggos out of splash range on melee waves.


Four Eyes
- Damage: 72 -> 75

Ghost Knight
- Damage: 160 -> 165


Centaur
- Damage: 205 -> 210

Siege Ram
- Damage: 290 -> 300

Kraken
- Damage: 295 -> 305

Waves

- Removing supply creates a significant influx of resources, so most waves are being buffed as compensation


(3) Hoppers
- Attack speed: 1.05 -> 1.04


(4) Flying Chickens
- Attack speed: 1.06 -> 1.08

(5) Scorpions
- Attack speed: 1.04 -> 1.06


(6) Rockos
- Attack speed: 0.79 -> 0.83

(7) Sludges
- Health: 520 -> 560
- Damage: 35 -> 40
- Number of spawns: 12 -> 10
- New ability: Blobs: When it dies, spawns a Blob

Blob
- Health: 140
- DPS: 8
- Bounty: 2


(8) Kobras
- Attack speed: 0.99 -> 1.07


(9) Carapaces
- Attack speed: 0.73 -> 0.77
- Added VFX for Deflection to help players know it exists


(10) Granddaddy
- Damage: 170 -> 115
- Attack speed: 2.24 -> 3.7

(11) Quill Shooters
- Attack speed: 0.7 -> 0.8


(12) Mantises
- Attack speed: 0.98 -> 1.1


(13) Drill Golems
- Attack speed: 0.76 -> 0.86


(14) Killer Slugs
- Damage: 127 -> 90
- Attack speed: 0.77 -> 1.2

(15) Quadrapuses
- Damage: 130 -> 110
- Attack speed: 0.88 -> 1.23


(16) Cardinals
- Damage: 106 -> 90
- Attack speed: 0.94 -> 1.3


(17) Metal Dragons
- Damage: 165 -> 120
- Attack speed: 1.02 -> 1.67


(18) Wale Chiefs
- Damage: 150 -> 100
- Attack speed: 0.77 -> 1.19
- Poison-tipped Pole:
-- Damage: 300 -> 200
-- Now triggered on the first attack
-- Refreshes on kill

(19) Dire Toads
- Damage: 220 -> 75
- Attack speed: 1.04 -> 1.25
- New ability: Split Shot: Attacks up to 3 targets but can still strike the same target with multiple attacks


(20) Maccabeus
- New ability: Insatiable Hunger: Upon getting a kill, heals 50 and increases its damage by 1

(21) Legion Lords
- Inferno
-- Splash damage: 5% -> 10%
-- Legion Lords now also have Inferno

Prophet Mode Season 3 End



NEW! Featured Game Mode: Prophet


Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.

The next featured game mode is Prophet 2v2 with the following rules:
  • Start with 6 randomized fighters
  • You can reroll your fighters on any wave for a cost (0 + 30 gold per cumulative reroll)
  • Supply cap is maxed (no upgrading supply)


Prophet 2v2 will be enabled from this Thursday at 6pm ET / 11:59pm CEST to Sunday.

Based on feedback and reception, we're considering adopting some of these rules into the main game. After playing, let us know what you think!
  • Do you like supply being removed from the game? Assume things are properly balanced (we know this change buffs units like Looter and may cause games to go too long).
  • Do you like the reroll mechanic, or is there something you would change about it?
  • How would you compare Prophet to Mastermind?
Season 3 is Ending!


Season 3 ends on June 24th. Players are eligible for the following rewards:

Level badges are based on the level you achieve by the end of the season (minimum level 4).



Ranked badges and loading screen borders are based on your peak rating in season 3. You are not penalized for dropping below a tier you already achieved.
  • Bronze: Finish the season at least 900 rating
  • Silver: Achieve a peak season 3 rating of 1200
  • Gold: Achieve a peak season 3 rating of 1400
  • Platinum: Achieve a peak season 3 rating of 1600
  • Diamond: Achieve a peak season 3 rating of 1800
  • Expert: Achieve a peak season 3 rating of 2000
  • Master: Achieve a peak season 3 rating of 2200
  • Senior Master: Achieve a peak season 3 rating of 2400
  • Grandmaster: Achieve a peak season 3 rating of 2600
  • Legend: Achieve a peak season 3 rating of 2800