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Masters Cup III Begins Saturday. Tune in on Twitch!



The Masters Cup III begins Saturday, March 30 at 10am PST / 6pm CET. Tune in on Twitch to watch the world's best Legion TD 2 players compete for glory!

Schedule
  • Saturday: 10am - 1pm PST / 6pm - 9pm CET
  • Sunday: 10am - 1pm PST / 7pm - 10pm CEST
Links

v3.13: Cannoneer, Custom Games 2.0



Masters Cup III




Already 18 teams signed up! See the team list.
  • Sign-up is free / ends March 25
  • Tournament: March 30-31
  • $500 prize pool
Sign-up instructions
  1. You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
  2. Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  3. Have one player type /signup while in the private lobby

See the tournament thread for details.

Localization Update




- The game is now smarter about detecting default language for new players
- Post-game screen and cards/items are now ready to be translated (they were previously missing from the translation docs)
- All tooltips now use variables instead of hardcoded values. This means that when we change an ability from 90 -> 100 damage, you won’t have to update the translation (it automatically does it now)
-- We ran a script that automatically converted all existing translations to the new variable format. A small number of translations may have reversed variables ($1 and $2 swapped), so please help us correct those.

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 (larger player base = better matchmaking, more featured game modes, etc.). Thank you to everyone who has contributed.

v3.13c


This is the final balance patch before the Masters Cup III. The goals of this patch are to:

1. Ensure we see a variety of strategies to create an optimal experience for both participants and viewers
2. Not disrupt the meta or ruin existing strategies, which is why we’re going light on the changes and mostly doing buffs


King
- Fixed a bug where the king would sometimes get more than 10 upgrades


Peewee
- Attack speed: 0.97 -> 0.99


Veteran
- Health: 1410 -> 1430


Butcher
- Health: 1300 -> 1320


Head Chef
- Health: 3200 -> 3250


Tempest
- Attack speed: 1.11 -> 1.09


Zeus
- Attack speed: 2.17 -> 2.2


Pyro
- Attack speed: 1.67 -> 1.65


Doppelganger
- Health: 3700 -> 3800


Fire Lord
- Attack speed: 1 -> 1.02


Fenix
- Attack speed: 1 -> 1.02


Hades
- Raise Imp: Mana cost: 16 -> 15


Waves


(12) Mantises
- Health: 1170 -> 1190


(13) Drill Golems
- Health: 3200 -> 3170


(20) Maccabeus
- Damage: 160 -> 155

We’re very close to getting wave 20 in a decent spot. “Decisiveness” is the probability that the game ends on the current wave. In the past, wave 20 had 95%+ decisiveness. After recent changes, it currently has 72% decisiveness, and we believe a healthy number is between 60% and 70%.


(21) Legion King
- Attack speed: 1 -> 1.02

v3.13b


- Fixed a pathing bug

v3.13a


Reconnecting
- Fixed a bug where you couldn't reconnect

Not enough time has passed to make any major balance changes. Just doing a few tweaks based on preliminary data and feedback.

v3.13 Patch Notes

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

NEW! Custom Games 2.0


You can now select game modes and adjust starting resources in custom games. More modes and options to come in the future.





NEW! Mercenary




Cannoneer
- Cost: 100 mythium
- Income: 30
- Movement type: Ground
- Health: 950 (Swift)
- Damage: 102 (Impact)
- Attack speed: 0.67
- Range: 500

Game Fixes & Improvements


Pathing & Targeting
- Fixed a pathing bug where melee units would sometimes keep trying to turn around when trying to attack a unit in the cave
- Fixed a rare edge case where a unit moved faster than intended

Quality of Life
- Profiles now show Classic wins/losses (we just started tracking this statistic now, so everyone will start at 0 wins, 0 losses even if you already played classic games earlier this season)
- Leaderboards and profile percentile rankings are now more accurate (it now only compares you against players that are active this season, not all players)
- Post-game score screen now shows win/losses for that queue type
- Post-game score screen Waves tab now shows King hp percents
- Custom Games now start with normal resources (no longer -debug and resources by default). This should make it easier to practice builds or play co-op with friends.
- Buff tooltips now show a larger icon

Chat
- New chat emojis :sob: and :money:



Stability
- Fixed a matchmaking bug where the matchmaker would get stuck and not form the correct matches (iterator was mistakenly being incremented when in skip phase (substep); should only be incremented when it’s a new main step)
- Fixed a concurrency issue (OnMatchMade now fires after the lock is released)
- Added a failsafe where the lobby will restart if no ranked matches start in a 5-minute span

Debugging
- Fixed a bug with -wave 0 not clearing properly

Game Balance


King
- Chain Frost: Bounce speed: 3000 -> 4000
- Lightning Hammer: Bounce speed: 5000 -> 6000, Damage reduced by 3%

Making these abilities feel better against Froggos and Lizards

Fighters



Desert Pilgrim
- Improved Chain Heal autocast AI and bounce behavior: it will now bounce to any injured targets, instead of only targets missing a certain amount of hp. This fixes a few cases where it wouldn't bounce to an injured target that it should have bounced to.


Whitemane
- Health: 4450 -> 4400


Fatalizer
- Attack speed: 1.47 -> 1.43


Eggsack
- Incubation: No longer immediately hatches a weakened Hydra on the wave Eggsack breaks (still hatches a weakened Hydra the following wave)
- New ability: Eggsplosion: Upon death, deals 80 Pure damage to nearby enemies
- Now aggroes the rest of your lane a bit later so that melee DPS can be used more effectively with Eggsack (we recommend testing once in a custom game)

Hydra
- New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed (the wave number matters, not how long Hydra has been out)
- Health: 3150 -> 2850
- Damage: 120 -> 114
- Hydraling: Health: 1050 -> 950
- Hydraling: Damage: 40 -> 38

The goals of these changes are to:
  • Nerf the strategy of using Eggsack as a tank mid-late game
  • Make protecting Eggsack a viable strategy mid-late game
  • Make sure it isn’t overly punishing if your Eggsack breaks on wave 3
Hades
- Raise Imp: Mana cost: 17 -> 16

Great Boar
- Stampede: Damage increased by 10%
- Stampede: Area of effect: 250 -> 400


Red Eyes
- Thunderous Charge: Damage increased by 10%
- Thunderous Charge: Area of effect: 250 -> 400

Mercenaries



Centaur
- Health: 4300 -> 4500
- Damage: 195 -> 205
- Cleave: 30% -> 20%

Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats. It will still be strong against those units, but less extreme.


Kraken
- Health: 6600 -> 6400
- Damage: 290 -> 280
- Spell Resistance: Removed
- New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed

Kraken was only used to hard counter Honeyflowers and Pyros on ranged waves. It will still be strong against those units, but Kraken deserves to be more versatile, epic, and stronger late game.

Waves



(5) Scorpions
- Fixed an unintended case where Scorpion King would avoid getting aggroed first against some builds

(6) Rockos
- Health: 800 -> 830
- Damage: 38 -> 39
- Impale: 4% stacking up to 20 times -> 3% stacks up to 9 times

Note that Impale never actually stacked 20 times, except in rare cases in 4v4 dual building or when 8+ Rockos leaked to the king

Rockos’s Impale is insanely strong when focusing the same target, which is sometimes the result of RNG. It also makes tier 1 spam and splits even stronger than they should be (they will still be strong). Also worth noting that a high % of lower-rated games end on wave 6 due to cheese strategies, undervaluing tier 1 units, and not understanding splits.



(14) Killer Slugs
- Health: 2030 -> 2000

(16) Cardinals
- Health: 1880 -> 1900


(20) Maccabeus
- Damage: 160 -> 165
- Insatiable Hunger: Removed

With the introduction of Witch and Maccabeus’ fast attack speed, summoners and tier 1 spam aren’t broken anymore - if anything, they are weak on wave 20. The goal of this change is to increase the number of viable units on wave 20, while also nerfing it. Maccabeus is really cool (he’s a fire breathing turtle), but it feels unfair to have a boss wave be so decisive. Some games will still end on 20, but now a higher percentage of games will go to 21.

Projectile Speeds


Slow projectile speeds inflate the power of tier 1 spam and splits, so we’re making them faster for mercenaries and waves. These changes should only be minor buffs against very low health units

- Lizards: 1500 -> 2500
- Hermit: 1500 -> 2500
- Drake: 1500 -> 2500
- Witch: 1500 -> 2500
- Froggo: 1500 -> 2500
- Shaman: 1500 -> 2500
- Kobras: 1500 -> 2500
- Quill Shooters: 1750 -> 2500
- Quadrapuses: 1500 -> 2500
- Dire Toads: 1500 -> 2500

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

2x Chaos Mode Begins Now!



2x Chaos Mode is up! Limited time from now to Sunday.
  • 2x the number of spawns
  • Randomized fighters every wave

Let the chaos begin!

v3.11: Sand Badger, Iron Scales, 2x Chaos Mode



50% Off Sale
Friendly reminder that Legion TD 2 is currently on sale. Great opportunity to introduce the game to a friend!

v3.11 Patch Notes

- Released on public test realm (PTR) with some known issues
- Expected release to live servers: 2/18

The main purpose of this patch is to release a new unit and game mode and fix a number of important bugs. Other gameplay changes and design improvements to king upgrades on the way in v3.12

NEW! Featured Game Mode




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 Mode 4v4, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns in a 4v4 brawl. Fair warning: depending on your specs, things can get laggy late game with all the extra units, but it's still a lot of fun.

2x Chaos Mode 4v4 will be enabled from Friday 2/22 - Sunday 2/24.

NEW! Nomad Tier 5


Sand Badger
- Cost: 195 gold + 1 supply
- Upgrades to: Iron Scales
- Movement type: Ground
- Health: 2550 (Arcane)
- Damage: 75 (Impact)
- Attack speed: 0.83
- Range: Melee

Iron Scales
- Upgrade Cost: 335 gold + 1 supply
- Movement type: Ground
- Health: 6850 (Arcane)
- Damage: 205 (Impact)
- Attack speed: 0.83
- Range: Melee

These units intentionally have no ability. Their primary purpose is to serve as a true arcane tank.

Game Fixes & Improvements


New "Pro Leak" Emoji
- Type :proleak: to use it



Leaderboards
- Added Peak Rating (All) leaderboard
- Fixed a bug with the Leaderboard showing your peak rating incorrectly (it was showing current rating instead)

Profile
- Max player level increased to 35
- Now shows ranked win rate

Gameplay Fixes
- When dual building in 4v4, fighters now warp instantly after clearing the wave
- Fixed a bug where bots would mistakenly hire cheap mercenaries after hiring a mercenary that a player pinged (after hiring the pinged mercenary, they should hire according to normal preferences now)
- Fixed an issue that sometimes caused the aura tutorial to be impossible to beat

Stability Fixes
- Fixed a rare bug where the game would become unstable if the last few enemies of a wave died at the same time

Major Fixes
- Fixed a party bug where players sometimes didn't rejoin their party (got dropped from party) after a game
- Fixed a party bug where the party order was sometimes not preserved between games
- Fixed a party bug where sometimes invites didn't work
- Fixed a party bug where you couldn't invite a friend who was Viewing Scores
- Fixed a HUD bug where your deploy cursor got canceled when your ally deployed his first fighter
- Fixed a HUD bug where the shield button would be disabled sometimes

Minor Fixes
- Fixed a cosmetic bug where some lane markers didn't display text when hovered over
- Fixed a HUD bug where the King upgrades HUD for the other team showed the value from last game at the start
- Fixed a HUD bug where the king hp bar would flash red (damaged) during the night when he wasn't actually being attacked

Quality of Life
- Sound: Added a different sound effect for warnings (leaks), so it is different than the normal ping sound
- Post-game stats: Now shows country flags next to player names

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

Game Balance


Not enough time has elapsed since v3.10c to make any major balance changes. Data suggests that all fighters are viable, and there aren't any significant outliers. You can expect more balance changes in v3.12

Dark Ritual
- Gold: +145 -> +140