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Legion TD 2 News

v3.17: Codex, New Legion Spells, Game Modes



Season 3 is Ending!

- Season 3 officially ends Monday, June 24th
- Ranked rewards are based on your peak rating this season
- Details about season 3 rewards and season 4 coming soon

v3.17 Patch Notes


NEW! Codex


The codex is an in-game tool to view detailed information about units, the king, legion spells, emojis, and text commands. You can open the codex in the lobby or in-game by clicking a unit portrait in the top left.



NEW! Legions Spells


All Out Assault
- +100 mythium
- -15 income

Protector
- Designates a fighter as a Protector, granting +700 health and Protection Aura: Grants 3 flat damage reduction and 10 health regeneration to nearby allies while the Protector is alive (this is a traditional, old-school aura)

NEW! Custom Game Modes


- Prophet: Your mastermind roll is auto-picked. You can pay gold to reroll any wave. Start with max supply cap.
- Team Mercenaries: Mercenaries are distributed across the whole team, instead of attacking one player (like old school Legion TD)
- Fog: Turns on fog of war during the day. Leaks reveal the King area.

Game modes can be toggled by the host of a custom game:



Game Fixes & Improvements


Accessibility
- Significantly improved recommended value bar: better visuals and more accurate values

Matchmaking
- Classic queue is now fairer; player positions are sorted by rating whenever possible. This means that the strongest player on the west team will always attack the strongest player on the east team, instead of sometimes having the stronger players bully weaker players.

Quality of Life
- Improved sound mixing in big battles
- New Sound option: Mute sound when minimized (on/off - on by default)
- Changed Nekomata's Spirit Offering sound effect to be more subtle
- Custom games now show rating icon next to your name
- Improved text color readability for some player names in the HUD

Localization
- Translation Google Sheets are now alphabetically sorted, in addition to sorted by category
- Translations Google Sheets are now up to date for v3.17

If you'd like to help translate the game, check out LegionTD2.com/translate

Match Canceled Improvements
- Fixed a bug where players weren't properly penalized for causing a match to be canceled
- Now shows a warning popup for the player who caused the match to be canceled, so it is more clear that their account got penalized
- Now more heavily punishes players who afk/quit/don't build after rerolling twice in Classic queue (these players usually rage-quit because they didn't like their rolls)
- In Ranked, now gives +1 rating to all players who stayed (excludes players in the same party as any of the punished players, as well as players rated 2000+ to prevent abuse)

These changes should significantly reduce the number of ties in Classic queue and make ties less frustrating

Stability
- Fixed a possible edge case where a wave wouldn't end if two units killed an enemy in the same tick
- Improved antistuck failsafe to detect when there are no creeps remaining (it will force end the wave)

Optimizations
- Slightly improved server performance: optimized buff recalculations to be calculated only once per tick
- Improved client performance while in lobby: terrain & doodads are now hidden after quitting a game

Other Fixes
- Fixed a bug with reconnecting in Ranked where you wouldn't have any rolls if you disconnected in the loading screen
- Fixed card and achievement texts
- Fixed lobby player count
- Fixed mini-scoreboard bug where gold gained from enemy leaks displayed incorrect values
- Fixed post-game stats bug where Nekomata showed the wrong value when upgraded
- Fixed post-game stats bug where the layout was glitched when playing only one player
- Fixed a variety of HUD glitches
- Application is now properly named "Legion TD 2" instead of "Legion TD 2 Alpha"

Game Balance


The general goal of this patch is to encourage more offense playstyles and slightly reduce average game time. Because it's the end of the season, we went somewhat conservative with the changes to nudge things in the right direction. If the changes are positive, we'll consider more aggressive changes in v4.00.

Legion Spells


Dark Ritual
- Gold: 135 -> 130

Vampire
- Life Steal & Spell Vamp: 15% -> 20%

King


Upgrade Attack
- Damage: 10% -> 9%


Upgrade Spell
- Damage: 10% -> 8%

Nerfing more defensive/passive playstyles

King
- Damage: Buffed by 0% on wave 1, scaling to 2.5% on wave 21
- Spells: Buffed by 0% on wave 1, scaling to 5% on wave 21
- Chain Frost: Projectile speed: 6000 -> 7000

Compensation for the nerfs to king upgrades. The king is still overall weaker most of the time.

Fighters


Dark Mage
- Improved Mindwarp AI. Now no longer casts when aggroed if aggroed enemies are still very far forward (more than 6 vertical spaces away). This was previously causing Mind Warp to cast too early with “separated” builds, usually involving Sky Queen or Great Boar.


Peewee
- Boost: Attack speed: 90% -> 95%

Veteran
- Stimpack: Attack speed: 100% -> 105%

Masked Spirit
- Health: 250 -> 220


False Maiden
- Health: 850 -> 750


Hell Raiser
- Health: 1750 -> 1550

Pyro
- Attack speed: 1.6 -> 1.587

Gargoyle
- Range: 250 -> 100

Gargoyle being melee makes it easier to position to properly tank and upgrade to Green Devil. While technically a number nerf, this is effectively a buff in most situations


Green Devil
- Health: 780 -> 690
- Damage: 41 -> 47
- New ability: Granite Skin: Takes 60% reduced damage
- Removed Stone Skin (50% damage reduction)
- Removed Lacerate (damage amplification)

Sky Queen
- Health: 1250 -> 1310
- Damage: 83 -> 84

Wileshroom
- Health: 1460 -> 1700
- Attack speed: 0.97 -> 0.935
- Cell Regrowth: Regeneration: 0.5% max health -> 0.5% missing health


Canopie
- Health: 3780 -> 4300
- Attack speed: 0.89 -> 0.935
- Cell Regrowth: Regeneration: 0.5% max health -> 0.5% missing health

Slight nerf early game, significant buff late game

Violet
- Health: 2150 -> 2300
- Damage: 86 -> 78
- Lightning Strike: Damage: 150 -> 120 + 1% of max health (0.5% to bosses)
- Lightning Strike: Area of effect: 300 -> 500

Weaker early game, but now scales into late game and is less likely to waste the spell against tank mercenaries


Honeyflower
- Fragrance: Damage: 10 + 0.1% max health -> 11 + 0.15% max health

Leviathan
- Health: 2700 -> 2600
- Aerial Command: Damage increase: 3 + 12% -> 4 + 12%


Butcher
- Leech: Lifesteal: 12% -> 14%


Head Chef
- Cannibalism: Lifesteal: 18% -> 21%


Ocean Templar
- Health: 1750 -> 1600
- Resonance: Health regeneration: 25 -> 15 + 1% of missing health

Shifting some of Ocean Templar’s power back into late game


Great Boar
- Health: 3200 -> 3160
- Damage: 59 -> 57

Red Eyes
- Health: 8130 -> 8000
- Damage: 148 -> 144

Fire Lord
- Health: 1750 -> 1650
- New ability: Overheat: Deals 1% bonus damage for each 2% missing mana
- Removed Intellect (mana restore on kill)

Making Fire Lord work more like Fenix and synergize stronger with Dark Mage’s Mind Warp and Vampire


Fenix
- Health: 3200 -> 3800
- Removed Intellect (mana restore on kill)

Mercenaries


In general, games are a bit too defensive and income-heavy, so we’re encouraging more aggressive playstyles with buffs to low-income mercenaries

Brute
- Health: 760 -> 780
- Damage: 45 -> 49
- Maul: Attack speed slow: 10% -> 8%

Making Brute a more versatile early aggressive send


Hermit
- Damage: 35 -> 36


Safety Mole
- Health: 1250 -> 1260
- Damage: 60 -> 61


Pack Leader
- Health: 1770 -> 1800
- Damage: 90 -> 92


Ogre
- Health: 2330 -> 2350
- Attack speed: 0.606 -> 0.613


Ghost Knight
- Health: 2350 -> 2400
- Damage: 159 -> 160

Four Eyes
- Damage: 70 -> 72

Waves


Buffing late game waves to help games close out before 20

(15) Quadrapuses
- Attack speed: 0.86 -> 0.88

(16) Cardinals
- Health: 1930 -> 1950
- Attack speed: 0.93 -> 0.94


(17) Metal Dragons
- Health: 3150 -> 3200


(18) Wale Chiefs
- Health: 3950 -> 4000
- Attack speed: 0.76 -> 0.77

(19) Dire Toad
- Health: 4150 -> 4300


(21) Legion Lords
- Attack speed: 1.06 -> 1.1

2x Chaos 2v2 Starts Tonight!



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 2x Chaos 2v2, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns.

Limited time from tonight at 6pm ET / 11:59pm CEST to Sunday.

Let there be chaos.

v3.15: Nekomata, Scoreboard, Roll Recommender, Mercenary/Worker Queue



v3.15 Patch Notes

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

NEW! Shrine Tier 2




Nekomata
- Cost: 60 gold + 1 supply
- Movement type: Ground
- Health: 640 (Arcane)
- Damage: 32 (Pierce)
- Attack speed: 1
- Range: Melee

Spirit Offering
Costs 20 gold. Eat a tasty fish to permanently increase health by 180 and damage by 9. At max (7) stacks, gains Devour, healing for 8% of its max health each time it gets a kill.

NEW! In-game Scoreboard

- Your score is based on the new Power Score (see below)



Players, especially new players, frequently commented that they thought they were doing well until they suddenly lost. The in-game scoreboard provides quicker feedback when they get ahead or fall behind, which should help with the learning curve.

Power Score
- MVP Score has been replaced by Power Score, which takes into account your value, gold, gold spent on workers, and mythium
- Power Score is a measure of how strong you are, not necessarily how well you're playing. You can think of it as Legion TD 2's version of KDA
- Power Score updates at the start of each day (battle phase) to avoid giving away real-time information

The old MVP Score formula took into account lane matchups and sending patterns to describe how well you played. The new Power Score reflects simply how strong you are. This should make the formula easier to interpret and more relevant for the in-game scoreboard.

NEW! Roll Recommender

- Instead of having the first 6 fighters checked by default, the recommender will pre-select a well-balanced roll.
- Some tips will also be displayed if your roll is lacking something important





This should help newer players pick better rolls and learn what makes a good roll. It also offers a more relaxed way to play Mastermind for players that find roll selection stressful.

NEW! Mercenary Queue

- Hold Shift+Click to queue up a mercenary that you can't afford. It will be hired as soon as you can afford it.
- Hold Shift+Right Click to dequeue.
- If you have multiple mercenaries queued up, it will try to save up to try to afford the most expensive one. Once the wave starts; however, it will make sure to spend mythium on the cheaper queued mercenaries.



Example: It's wave 2 and you have 50 mythium. You want to send a Brute for 3, but you aren't sure if you can afford it. If you can't afford it, you'd like to send two Snails instead. You can queue up a Brute and two Snails and when the wave starts, it will try to send a Brute first, but failing that, it will send two Snails.

NEW! Worker Queue

- Hold Shift+Click to queue up a worker that you can't afford. It will be trained as soon as you can afford it.
- Hold Shift+Right Click to dequeue.
- If you can already afford a worker when you queue one up, it will just purchase it right away



Game Fixes & Improvements


Major Localization Update
- Significantly improved Chinese/Japanese IME experience; characters now appear instantly when typed, and the autocomplete window now appears next to the input line instead of in the corner of the screen. (Thanks to the Coherent team for help with this implementation!)
- All chat/user-generated text now uses a universal font, so even if your language is set to English for example, you can see text (rather than boxes/glitchy text) from Chinese. The same goes for typing; if your game is set to English, you can type in Chinese if you wanted to.
- Many English game texts are now localized, most notably the post-game score screens. At this point, the whole game is pretty much fully ready for translation!
- If you're interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base. Thank you to everyone who has contributed.

Reworked Unit Tooltips
- Revamped tooltips to better communicate relevant information, to provide more detailed stats (range and flying), and to be more fun to read
- You can always have detailed stats visible by adjusting your settings



Quality of Life (In-game)
- If you have a tower selected when the wave starts, you will now automatically select the fighter
- Wale Chief (Wave 18) mana bar is now hidden
- A variety of HUD fixes and small improvements, such as adding tooltips and fixing edges

Quality of Life (Client)
- If the lobby server restarts, and you were in queue, you will now automatically requeue after reconnecting to the lobby

Stability
- Improved lag mitigation and detection when clients/servers get higher than normal amounts of errors

New Emoji: This is fine
- Type :this_is_fine: (or :fine: for short)



Post-Game Stats
- Overview: MVP Score replaced by Power Score
- Graphs: now has “Power Score” graphs so you can see player scores per wave

Minor Fixes
- Fixed bug where -ratings was displaying the message to everyone in-game
- Fixed a minor bug with downgrading Hell Raiser or Kingpin twice
- Fixed some bugs with vfx indicators for Dark Mage (Mindwarp) and Lost Chieftain (Gaia Shield)
- Fixed missing Desert Pilgrim & Lost Chieftain card images

Game Balance


Dark Mage
- Mind Warp: No longer increases movement speed (was causing units to sprint to their death)

Bone Crusher
- Health: 1100 -> 1120

Masked Spirit
- Attack speed: 1.1 -> 1.06

False Maiden
- Attack speed: 1.1 -> 1.06

Hell Raiser
- Attack speed: 1.1 -> 1.06

Pyro
- Attack speed: 1.625 -> 1.6

Honeyflower
- Health: 1200 -> 1220

Butcher
- Leech: Life steal and spell vamp: 10% -> 12%

Head Chef
- Cannibalism: Life steal and spell vamp: 15% -> 18%

Fire Lord
- Attack speed: 1.02 -> 1.04

Fenix
- Damage: 280 -> 285

Great Boar
- Health: 3250 -> 3200
- Damage: 60 -> 59

Red Eyes
- Health: 8250 -> 8130
- Damage: 150 -> 148

Hydra
- Health: 2820 -> 2790
- Hydraling: Health: 940 -> 930

Waves

(12) Mantises
- Health: 1190 -> 1220

(13) Drill Golems
- Health: 3170 -> 3120

(14) Killer Slugs
- Spell Resistance: Removed
- Health: 2000 -> 2070

We're removing this ability for two reasons:
  • It was visually unclear that it existed (most players didn't even know)
  • It was doubling down on countering spells in an unhealthy way (most spells tend to be magic and 14 is already arcane)
(16) Cardinals
- Health: 1900 -> 1930

(20) Maccabeus
- Damage: 155 -> 150

(21) Legion Lords
- Attack speed: 1.04 -> 1.06 

New Game Mode HYBRID Starts Now!



New featured game mode HYBRID starts now! Throwback to Legion TD and get a randomized fighter each time you build a tier.

Available from now to Sunday night.

v3.14: Masked Spirit, False Maiden, Hell Raiser, Hybrid Game Mode



NEW! Featured Game Mode: Hybrid




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 Hybrid 2v2, in which your fighters are replaced with "tiers." Each time you build a tier, you get a random fighter from that tier.

Hybrid 2v2 will be enabled from Friday 4/12 - Sunday 4/14.

NEW! Legion: Shrine




A lost civilization of long-standing traditions. One of their core values is respect for the dead, and they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there was a strange crescent moon with an eerie reddish hue. Upon visiting the gate, they noticed what was once a white rope that warded off the spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities in their everyday lives, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.

v3.14 Patch Notes

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

NEW! Tier 1




Masked Spirit
- Cost: 25 gold + 1 supply
- Upgrades to: False Maiden
- Movement type: Hovering
- Health: 250 (Swift)
- Damage: 6x3 (Pierce)
- Attack speed: 1.1
- Range: 600

Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain



False Maiden
- Upgrade cost: 70 gold + 1 supply
- Upgrades to: Hell Raiser
- Movement type: Hovering
- Health: 850 (Swift)
- Damage: 21x3 (Pierce)
- Attack speed: 1.1
- Range: 600

Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain



Hell Raiser
- Upgrade cost: 120 gold + 1 supply
- Movement type: Hovering
- Health: 1750 (Swift)
- Damage: 42x3 (Pierce)
- Attack speed: 1.1
- Range: 600

Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain

Tantrum
Enters an enraged state, gaining +20% attack speed, every other wave

NEW! Commands


- Added "-ready" chat command. Type -ready to vote to start wave 1 early.
- Added "-dps" chat command. Type -dps during the night (build phase) to see the DPS performance of each unit last wave
- Added "-lifetime" chat command. Type -lifetime to display how long your units survived last wave
- Added "kills" chat command. Type -kills to display the number of kills for each unit last wave



Game Fixes & Improvements


Classic Queue Matchmaking
- Now has fairer matchmaking. It still forms matches as fast as possible, but once a match is formed, it shuffles teams based on hidden ratings that take into account both ranked and classic skill.
- Significantly lowered party rating penalties, which were sometimes unintentionally limiting players from partying when they had a very high-rated player in their party

Ranked Matchmaking
- Improved the matchmaker to make it less likely to "skip" very high-rated players

Gameplay Fixes
- 4v4: Fixed a bug where a lane would be considered as leaked if its partner lane leaked, even if the original lane was still fighting (This mainly affected no-build/cross strategies)
- 4v4: Match cancellation is now enabled (if a player doesn't do anything before wave 1 starts).
- Fixed a rare antistuck edge case
- Fixed a bug where Lightning Hammer would mistakenly continue where it left off on the previous wave (which could result in it casting on its first attack)

Client Fixes
- Fixed a bug where players would mistakenly receive a suspension notification instead of a warning notification, after leaving/afking a game
- Fixed a bug where Enable Global Chat wasn't being saved between sessions
- Fixed a player profile bug where new trophies weren't showing up
- Fixed missing card art for Chaos Hound, Cerberus, Imp, Undead Dragon
- Fixed a bug in post-game stats where W/L was incorrect

Quality of Life
- Waves & Attack Type guide windows are now reopened if you had them open last game. Also, they are now open by default to help newer players.
- You can now hold shift + left click + move mouse to deploy multiple fighters
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts
- Ramping damage floating text now adds your base damage to the number (Berserker, Fatalizer, Four Eyes)
- Fixed a bug where sandbox mode would spawn wave 1 in 60 seconds instead of 600 seconds
- Fixed a bug where melee projectiles (Peewee, Veteran) weren't showing up properly

Translations
- Updated! If you're interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base. Thank you to everyone who has contributed.

Game Balance


King

- Now takes into account Giant Slayer (20% current health damage) when prioritizing targets. This means he will correctly focus higher health units more often now, which also allows him to optimize his AOE better as well.
- Lightning Hammer: Projectile speed: 6000 -> 8000. Damage decreased by 3%
- Immolation: Damage increased 5%
- Chain Frost: Projectile speed: 4000 -> 6000

King Upgrades

- King upgrades are getting more expensive but now have better income efficiency. The goal of this change to make king upgrades more viable early game and when you're behind / know you can't break your opponent.

This is an experimental change, and if it doesn't turn out to be positive, we'll revert it.

Upgrade Attack
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: Unchanged

Upgrade Regen
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: 0.015% missing health regeneration -> 0.005% max health regeneration + 0.005% missing health regeneration

More viable when your king is >50% and less overpowered when your king is very low on health

Upgrade Spell
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: Unchanged

Bounty

- Gold to opposing team decreased by 10% on average early game, increased by 5% on average late game (breakeven on wave 13)

The goal.of this change is to have fewer games decided with one mistake early game. As compensation, we’re slightly buffing early game low-income mercenaries so they remain competitive with high-income mercenaries and king upgrades

Legion Spells


Giant Snail
- Health: 690 -> 700
- Damage: 29 -> 30

Lizard Army
- Mythium: 10 -> 15

Dark Ritual
- Gold: 140 -> 135

Loan
- Income: -30 -> -32

Fighters


Bone Warrior
- Health: 170 -> 150
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

Fire Archer
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

Dark Mage
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
- Greatly improved AI. It now casts as soon as the wave aggros and is more responsive when casting during the round. Also smarter about picking targets for Mindwarp (increased priority for units with ramping effects, such as Berserker, Fatalizer, Doppelganger, and Sky Queen)
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts

Bone Crusher
- Health: 1060 -> 1100
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

Peewee
- Health: 320 -> 330
- Attack speed: 0.99 -> 1.02

Looter
- Health: 120 -> 110

Zeus
- Attack speed: 2.2 -> 2.22

Pyro
- Attack speed: 1.65 -> 1.63

Tempest
- Attack speed: 1.087 -> 1.064

Lioness
- Health: 2410 -> 2360

Alpha Male
- Damage: 104 -> 101

Honeyflower
- Health: 1180 -> 1200
- Fixed a bug where Fragrance was dealing pure damage instead of magic damage

Deathcap
- Fixed a bug where Noxious Scent was dealing pure damage instead of magic damage

Butcher
- Health: 1320 -> 1350

Head Chef
- Health: 3250 -> 3300

Lost Chieftain
- Now smarter about picking targets for Gaia Shield (prefers units that are placed farther forward because they are more likely to tank)
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts

Nightmare
- Attack speed: 1.667 -> 1.724

Berserker
- Attack speed: 1.563 -> 1.49

Antler
- Attack speed: 0.8 -> 0.78

Iron Scales
- Health: 6850 -> 6800
- Damage: 205 -> 200

Fenix
- Attack speed: 1.02 -> 1.04

Banana Bunk
- Health: 2900 -> 2950

Banana Haven
- Health: 6500 -> 6550

Hydra
- Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Hydra effective health and DPS by 2.5% on wave 11 and 5% on wave 21)

Great Boar
- Stampede: Now has a max targets of 20 units, which is consistent with other AOE in the game

Red Eyes
- Health: 8300 -> 8250
- Damage: 153 -> 150
- Thunderous Charge: Now has a max targets of 20 units, which is consistent with other AOE in the game

Mercenaries


We're buffing low-income mercenaries that are used early game to make sure they stay competitive with high-income mercenaries and king upgrades.

Brute
- Health: 750 -> 760
- Attack speed: 0.87 -> 0.88

Hermit
- Damage: 34 -> 35


Safety Mole
- Health: 1200 -> 1250
- Damage: 58 -> 60
- Safety Aura: Cannot no longer decrease damage dealt below 3

Pack Leader
- Health: 1740 -> 1770
- Damage: 88 -> 90

Ogre
- Health: 2300 -> 2320
- Attack speed: 0.6 -> 0.606

Kraken
- Health: 6500 -> 6700
- Damage: 285 -> 295
- Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Kraken's effective health and DPS by 2.5% on wave 11 and 5% on wave 21)

Waves


(5) Scorpions
- Health: 330 -> 340
- Scorpion King: 1320 -> 1360

(6) Rockos
- Damage: 39 -> 40
- Impale: Reworked: Each attack now has a 25% chance to deal 150% damage

The goal of this change is to make wave 6 less extreme and not hard countered by small units. We like that the wave has some extra variance, so we're keeping that flavor with critical strike. Keep in mind that it's not truly random; it's pseudo-RNG, which means that if a Rocko doesn't crit, it's more likely to crit on its next attack (and vice-versa). Ramping damage amplification likely had more RNG than this.

(8) Kobras
- Health: 580 -> 600

(18) Wale Chiefs
- Poison-tipped Pole: 100 Magic damage per hit -> 300 Magic damage every third hit

The goal is to make the magic damage more visible (most people don't even know it exists). This is probably a slight nerf.

(21) Legion Lords
- Attack speed: 1.02 -> 1.04