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Masters Cup 7



The Masters Cup is our semi-annual official Legion TD 2 tournament. Compete against the world's best players!
  • Free sign-up
  • $500 prize pool + in-game badges for top 3 teams
  • Select games are streamed and casted

Sign up as a team or individually. The first 60 players to sign up will be guaranteed a spot; the rest will be waitlisted. See the official tournament thread for details and sign-up instructions.

To watch, tune in to twitch.tv/ltd2 on December 12 and 13 at 6pm CET / 9am PST.

6.04: Maintenance & Balance



Hotfixes

[h3]6.04.5[/h3]
- Fixed a bug where Proton and Atom were gaining mana 20% faster than intended. This fix nerfs them back to 6.03 power level on their own and keeps the synergy nerf with Sacred Steed

[h3]6.04.1-6.04.4[/h3]
- Various bug fixes

Announcements
LIHL
  • The second season of the Legion TD 2 In-House League (LIHL) is underway!
  • Featuring 24 of the highest-ranked players in the game.
  • Follow along here.
Steeni Halloween Cup
  • Sign-up for the Steeni Halloween Cup is now open!
  • Prize pool: $300 + physical real silver trophy
  • To sign up, type /signup in Global Chat. The first 50 players will be guaranteed a spot; the rest will be waitlisted.
  • For details, see the tournament thread.


6.04 Patch Notes


Small maintenance patch with bug fixes and balance changes

Game Improvements


Mac Users
- Fixed a critical bug where the game would crash or have game-breaking graphical glitches in menu screens. If this fix doesn't work for you, delete your Config/Options.ini file - ask in Discord if you need help.

FairPlay
- Fixed a display-only bug where players would get an AFK warning popup after a game finished if they AFK'ed at the victory/defeat screen

Audio Updates
- Various new UI sounds
- Various new ping sounds for leaking enemy lane as well as reaching enemy king (the goal is to have unique identities for each of these pings)

Game Balance


[h3]Legion Spells[/h3]

All Out Assault
- Income: -15 >> -20

All Out Assault was intended to be a way to end the game when ahead or a way to surprise your opponents when behind. We're increasing the income penalty to emphasize that identity.

Giant Snail
- Health: 510 >> 490
- Damage: 22 >> 21

Guardian Angel
- Maximum revive health: 2300 >> 2100

Press the Attack
- Mythium: 75 >> 70

Protector
- Bonus health: 600 >> 650

Pulverizer
- Percent chance to stun: 27% (15% for ranged) >> 32% (16% for ranged)

Sacrifice
- The +90 gold is now gained immediately, rather than after Sacrificing a unit

This makes Sacrifice viable to use on later waves

Sorcerer
- Ability damage: 20% >> 19%

Vampire
- Life steal and ability vamp: 22% >> 21%

Villain
- Damage amplification: 27% (15% for ranged) >> 30% (15% for ranged)

[h3]Fighters[/h3]

Peewee / Veteran
- Now considered ranged when boosted

This is technically a bug fix but also a situational nerf with Villain and Pulverizer and against wave 9 and Siege Ram

Proton / Atom
- Synergy with Sacred Steed/Pegasus nerfed by 17%

Win rate: 52.6%
Pick rate: Average


Nekomata
- Attack speed: 0.91 >> 0.88

Win rate: 52.4%
Pick rate: High


Grarl
- Damage: 74 >> 72

Grarl remains the highest pick rate unit in the game with a solid win rate. Delicacy (90% sell) is what makes the unit fun/versatile/unique, so we’re intentionally nerfing base stats instead of Delicacy

Win rate: 50.4%
Pick rate: Very high


Sacred Steed / Pegasus
- Attack speed: 0.88 >> 0.86
- Mana Blessing / Mana Miracle self-buff: Attack speed: 30% >> 40%

Buffed when paired with no mana units; otherwise, slightly nerfed
Win rate: 50%
Pick rate: Very high


Zeus
- Health: 900 >> 930
- Damage: 19 >> 20

Win rate: 48.5%
Pick rate: Average


Ranger
- Attack speed: 1.09 > 1.12

Win rate: 48.6%
Pick rate: Low


Desert Pilgrim
- Chain Heal: 120 >> 115

Lost Chieftain
- Gaia Shield: Health: 1300 >> 1350

Win rate: 49.7%
Pick rate: High


Fatalizer
- Health: 6000 >> 6100
- Damage: 92 >> 94

Win rate: 48.9%
Pick rate: Low


Great Boar
- Health: 3230 >> 3250
- Damage: 62 >> 63

Red Eyes
- Health: 8130 >> 8200
- Damage: 156 >> 159

Win rate: 49%
Pick rate: Very low


Soul Gate
- Hellion: Health: 1000 >> 1060
- Nightcrawler: Health: 500 >> 530

Hell Gate
- Elite Hellion: Health: 2500 >> 2700
- Elite Hellion: Attack speed: 1.79 >> 1.82
- Elite Nightcrawler: Health: 1250 >> 1350
- Elite Nightcrawler: Attack speed: 1.47 >> 1.49

Win rate: 47%
Pick rate: Very low


Millennium
- Damage: 344 >> 350

Doomsday Machine
- Health: 5450 >> 5550
- Damage: 825 >> 850
- Detonation: Damage: 100 >> 120

Win rate: 48.5%
Pick rate: Very low


[h3]Waves[/h3]

(11) Quill Shooters
- Attack speed: 0.79 >> 0.81

(14) Killer Slugs
- Health: 2020 >> 1980

6.03: Balance Changes



LIHL
Season 2 of the Legion TD 2 In-House League (LIHL) is starting October 5th. The top 12 highest-rated teams will qualify. See thread for details and sign-up instructions.

Steeni Halloween Cup
The second Steeni Cup will be on October 31st. ~$300 prize pool. Details and sign-up instructions coming soon.

6.03 Patch Notes


We're hard at work on the shop, so this is primarily a balance, bug, and quality-of-life patch

Game Improvements


Leak Percent Rework
- Leak percent is now relative to a wave's bounty. This is a visual change that doesn't affect gameplay
-- Old leak percent = Bounty Leaked / Total Bounty of Wave and Mercenaries
-- New leak percent = Bounty Leaked / Total Bounty of Wave
- This means you can leak more than 100%
- This means leak percent now reflects how much gold you leaked and gives a good idea of how much damage your king will take
- Adjusted big leak and color thresholds to account for the above changes
- Leak message now shows mercenaries received & shows a “x” icon on the mercenaries the player killed:



Play vs. AI
- New Difficulty: Beginner
- Play vs. AI Easy is now more difficult

Chat
- Now automatically attempts to reconnect if it fails to connect after 7 seconds
- New party chat hotkey: hold CTRL + Enter to type to party (adds a "/p" similar to SHIFT + Enter for "/all" chat)

4v4 Surrender
- Players can now surrender with a majority 3/4 vote starting on wave 11. Wave 10 and prior still requires a unanimous 4/4 vote

Trophies
- New trophy: Ultimate Terminator - Defeat Insane bots in Play vs. AI mode as a duo party
- The original Terminator trophy is now only awarded for solo parties

Fighter Value
- If you Treasure Hunt a Pack Rat, it now decreases your displayed fighter value by 75
- Hydra’s value changed to more accurately reflect its power
-- Full power: 470 >> 420
-- 1-stack debuff: 400 >> 360
-- 2-stack debuff: 340 >> 300
- If you boost a Peewee, Veteran, Infiltrator, or Orchid, the boost gold is added to your displayed fighter value

Weekly Challenge
- Added a button "View my best build" to view your best build for the current week
- Fixed some bugs relating to score calculation and saved builds
- Fixed a bug where it didn't display any message if you tied the challenge score
- Fixed a bug where you could use Treasure Hunt (it is now disabled)
- Mudman and Golem no longer become un-Hardened after resetting the wave

FairPlay
- Chat bans are now more aggressive
- Added extra protection against false positive bans
- Fixed a rare bug where players could be wrongly punished for being AFK

Avatars
- Fixed a bug where some badges were unselectable as avatars

Tooltips & Clarity
- Added “Flying” to the descriptions of all flying units
- If upgrading a unit causes it to lose the ability to fly, it is now clarified in the description
- Every ability that deals ability damage now specifically mentions it
- Auras now explicitly state they do not stack with themselves
- Improved tooltip clarity for all aura units and auras
- Improved tooltip clarity of value bar recommendations
- Improved tooltip clarity for Embargo, Haste, Mind Warp, Gateguard, Maccabeus, and Legion King
- Increased aggressiveness of eco strat warnings
- Spawn Bias renamed to Spawn Position
- Changed references of “deploy” to “build”
- Changed references of “undeploy” to “sell”
- Changed references of “creatures” to “waves”
- Changed remaining references of “spell damage” to “ability damage”
- Changed references of “day” to “battle phase”
- Changed references of “night” to “build phase”

Game Interface
- Tooltips: Fixed a bug where sometimes the wrong armor type tooltip was displayed when mousing over a unit's armor icon
- Gameplay: Fixed a bug where ready button wouldn't show "Waiting on" message below the button
- Gameplay: Selling a fighter with a Hero-style legion spell will now prompt a "Confirm Sell" popup to prevent accidental sells
- Game Camera: Camera bookmarks (most commonly: 1, 3, and spacebar hotkeys) now jump to the "action" (fighters) during the battle phase
- Game Camera: Fixed a bug in 2v2 map where F3/F4 keys didn't properly jump to the opposing players' lanes

Client Interface
- Invites: New Invite UI (now shows confirmation window with that player's name/avatar)
- Players: Fixed a bug where Send Message was grayed out unless you were friends (despite being able to whisper non-friends)
- Chat: Fixed a bug where Global Chat messages from Discord were displaying even if you had Global Chat disabled
- Chat: You can now click most links in chat messages
- Codex: Fixed a bug where animations would be frozen after quitting a game
- Inbox: Message now expire (auto-delete) after 30 days
- Inbox: Bottom-bar icon gold number now represents # unread messages rather than # total messages
- News: Added new maintenance messages that can display up-to-date information when servers are down
- Matchmaking: More accurate estimated wait time
- Tutorial: Now auto-selects first incomplete mission by default

Game Coach
- Less likely to wrongly say you’re overvalued on wave 1
- Less likely to wrongly say you’re overvalued with Sky Queen

Profile
- Fixed a bug where pick rates were not properly updating when playing non-Mastermind Legions. This will fix data moving forward, but unfortunately can't fix data before this patch

Stability
- Fixed a rare bug where an error would cause a hidden crash popup that would prevent connecting to a new match
- Fixed a rare loading screen bug where the game wouldn't load properly under certain conditions
- Fixed a rare bug where keyboard controls would become unresponsive after partially typing an emoji
- Fixed some cases of the client freezing on exit (other cases still remain)
- Potentially fixed a crash issue when changing options in-game (Disabled VFX plugin while adjusting options)

Gameplay Improvements


Pathing & Targeting
- Reverted a change from patch 6.02 where units wouldn't aggro targets that were far away outside their range (this was causing some units to not aggro properly)
- Units should switch targets less often (no longer attempt to retaliate if they already have a target, even if that target is outside range). This should improve Wave 10 to be less dizzy when targeting your ranged fighters.
- Units are now a bit more conservative about "looping" around when they reach a blockage (May have side effects - please share videos on Discord if you can!)
- Fixed some cases where units would waste time moving to the position of an already-dead unit

Hydra & Alpha Male
- Hydra no longer debuffs Alpha Male

Sacred Steed & Pegasus
- Fixed a bug where they wouldn't self-cast if a full-mana Angler or Bounty Hunter was nearby. They will now self-cast in those situations

Bots
- Fixed a bug where bots would sometimes not full-send when they should have
- Now smarter about using Guardian Angel
- Now smarter about using Pyro, Honeyflower, and Hydra
- Now smarter about valuing properly on wave 9 with ranged units

Giant Snails
- Fixed a bug where you could only train 7 or fewer Giant Snails when you should have been able to train 8

Legion Spells
- Fixed a bug where Hero-style legion spells became unusable on new fighters built after you used Harden on Mudman or Golem

Game Balance


Primary goals:
- Improve mercenary balance. Nerfs to Brute early game and Four Eyes + Shaman late game
- Shift power from base fighters to upgrades
- Shift power from tier 1 to higher tier fighters
- Nerf abusive combos (Leviathan + Lord of Death, APS + multi-attackers)
4v4 Dual Building
- Value, recommended value, and workers now properly display a shared number on scoreboards. Workers display an average, and value and recommended value display a sum. This is a significant quality-of-life buff
- Haste: Enemy units no longer have bonus movement speed
- Banana Bunk and Banana Haven no longer count as area-of-effect units
- Soul Gate and Hell Gate now behave normally in the dual-build area, rather than spawning units too soon

Mastermind
- Aqua Spirit and Violet no longer satisfy the magic requirement
- Smarter auto-picker (default roll selection)

King
- Now smarter about not wasting autoattacks when the king has Immolation (depriotizes targets that are close to dying from Immolation)
- Now smarter about target prioritization on wave 15
- Now smarter about target prioritization against Four Eyes (the king will now switch targets to Four Eyes if its damage has ramped up enough)
- Health increased by 25% in 1v1 and single-player games

Legion Spells


Pulverizer
- Stun duration: 1.5 seconds (0.3 for bosses) >> 2 seconds (0.5 for bosses)

We’ve missed the mark on Pulverizer balance, so here’s a big boy buff

Vampire
- Life steal and ability vamp: 23% >> 22%
- Ability vamp is no longer reduced for area-of-effect abilities

Bringing back a long lost synergy

Fighters


Mana Adjustment
- In patch 4.05, we added 1 mana to some fighters to help prevent them from sitting at max mana. More recently, we implemented behavior for most mana users to autocast at max mana. This removes the need for the extra mana, so we're removing it from the following units and compensating some of them with slight buffs: Gateguard, Harbinger, Desert Pilgrim, Lord of Death, Hades, Disciple, Starcaller, Witch, Shaman

Tier 1
Tier 1 fighters are some of the most-picked and highest win rate units in the game. In high-rated games, it's not uncommon to pick 2, sometimes 3, tier 1 fighters to optimize and snowball early game with workers. This patch nerfs tier 1 and shifts power from base fighters to upgrades.

The goal is to make it feel better to pick higher tier units and strong late game combos (e.g. Starcaller + Soul Gate). There will always be a tradeoff between early game snowball and late game synergies, but right now, early game comps are too strong.

Looter
- Damage: 8 >> 7

Pack Rat
- Damage: 55 >> 57

Win rate: 49.1%
Pick rate: Average


Pollywog
- Health: 110 >> 80

Seraphin
- DPS: 52 >> 54
-- Damage: 51 >> 50
-- Attack speed: 1.03 >> 1.08

Win rate: 50.1%
Pick rate: Average


Bone Warrior
- Health: 130 >> 110

Dark Mage
- Fixed a bug where Mind Warp was used on the wrong target

Win rate: 50.3%
Pick rate: Very high


Proton
- Health: 180 >> 160

Atom
- Health: 810 >> 830
- Damage: 36 >> 38

Win rate: 48.5%
Pick rate: Very low


Buzz
- Health: 170 >> 150
- Attack speed: 1.11 >> 1.05

Win rate: 52.4%
Pick rate: Average


Chained Fist
- Health: 230 >> 200
- Damage: 7 >> 8

Win rate: 50.9%
Pick rate: Average


Peewee
- Health: 290 >> 260

Win rate: 52.3%
Pick rate: High


False Maiden
- Damage: 24 >> 25

Hell Raiser
- Health: 1510 >> 1590
- Damage: 48 >> 50

Compensation buffs for APS changes

Win rate: 49.9%
Pick rate: Average


Fire Elemental
- Attack speed: 0.73 >> 0.77

Win rate: 48.4%
Pick rate: Average


Sea Serpent
- Attack speed: 0.93 >> 0.91
- Fixed a bug where Sea Serpents would sometimes never burrow if targets were far away
- Now burrows immediately when the lane is aggroed. This primarily affects backline Sea Serpents, which previously burrowed later.

Deepcoiler
- Health: 1700 >> 1760
- Attack speed: 0.8 >> 0.81
- Fixed a bug where Deepcoilers would sometimes never burrow
- Now burrows immediately when the lane is aggroed. This primarily affects backline Deepcoilers, which previously burrowed later.

Shifting some power from Sea Serpent to Deepcoiler

Win rate: 50.8%
Pick rate: Average


Gateguard
- Health: 700 >> 620
- DPS: 24 >> 28
-- Damage: 35 >> 27
-- Attack speed: 0.7 >> 1.05
- Chaos Hound: Damage 25 >> 27

Harbinger
- Health: 1970 >> 1770
- DPS: 66 >> 81
-- Damage: 117 >> 77
-- Attack speed: 0.56 >> 1.05
- Cerberus: Health: 900 >> 860
- Cerberus: Damage: 75 >> 77

Shifting power from tankiness to DPS to solidify Gateguard’s role as a DPS summoner and giving them better damage thresholds to reduce overkill

Win rate: 50%
Pick rate: Average
Windhawk
- Attack speed: 1 >> 0.97

Win rate: 52.3%
Pick rate: Very high


Lost Chieftain
- Health: 2450 >> 2500
- Damage: 170 >> 172

Win rate: 48.8%
Pick rate: Average


Butcher
- Health: 1250 >> 1230
- Leech: Ability vamp is no longer reduced for area-of-effect abilities

Head Chef
- Damage: 110 >> 112
- Cannibalism: Ability vamp is no longer reduced for area-of-effect abilities
- Necromancy removed
- Mana regeneration increased by 100%

Necromancy as a mechanic on Head Chef was mostly unknown and ignored

Win rate: 48.6%
Pick rate: Very high


APS
- Health: 830 >> 900
- DPS: 44 >> 57
-- Damage: 35 >> 38
-- Attack speed: 1.27 >> 1.49
- Energize: 3 damage + 12% attack speed >> 12% attack speed

MPS
- Health: 2020 >> 2180
- DPS: 106 >> 137
-- Damage: 84 >> 92
-- Attack speed: 1.27 >> 1.49
- Mythium Core: 6 damage + 18% attack speed >> 18% attack speed

Multi-attackers (Masked Spirit, Trinity Archer, etc.) were heavily balanced around APS and MPS. Without the attack damage buff, those units can be more viable on their own and less oppressive with APS and MPS.

Win rate: 51.5%
Pick rate: Average


Elite Archer
- Attack speed: 0.94 >> 0.97

Trinity Archer
- Attack speed: 0.94 >> 0.97

Win rate: 48.9%
Pick rate: Average


Priestess of the Abyss
- Attack speed: 0.91 >> 0.94

Azeria
- Attack speed: 0.91 >> 0.94

Win rate: 47%
Pick rate: Average


Nightmare
- Attack: 1.85 >> 1.79

Win rate: 53%
Pick rate: Average


Antler
- Health: 2180 >> 2350
- DPS: Unchanged
-- Damage: 93 >> 72
-- Attack speed: 0.74 >> 0.95
- Thick Hide no longer gives 2 flat damage reduction. Now clarifies that Antler receives 10% bonus damage reduction when built next to a Whitemane.

Thick Hide was originally meant to make Antler a viable opening, back when there were far fewer viable openings, but it’s no longer serving its purpose.

This change allows Antler to continue to be a safe 4-worker opening, but to be stronger at most stages of the game. Tuned damage thresholds to be stronger on waves 3-4 and to clear waves 1-2 faster.

Win rate: 50.3%
Pick rate: Average


Disciple
- Mana Burst: Mana cost: 9 >> 8

Starcaller
- Asteroid: Mana cost: 9 >> 8

Win rate: 47.2%
Pick rate: Average
Soul Gate
- Hellion: Damage: 62 >> 65
- Nightcrawler: Damage: 62 >> 65

Hell Gate
- Elite Hellion: Damage: 124 >> 130
- Elite Nightcrawler: Damage: 124 >> 130

Win rate: 47%
Pick rate: Very low


Lord of Death
- Can no longer be buffed by Leviathan’s Aerial Command

In the future, we plan to make Aerial Command work with Undead Dragon, but it’s not possible right now due to a technical limitation

Hades
- Raise Imp: Mana cost 33 >> 25
- Necromancy: Now only applies to dying enemy units (wave and mercenaries)
- Necromancy: Mana gain: 1 >> 3
- Imp: Health: 1700 >> 1600

More generally viable, and no longer reliant on spamming tier 1 fighters

Win rate: 51.9%
Pick rate: High
Red Eyes
- Thunderous Charge: Damage increased by 3%
- Thunderous Charge: Attack speed slow: 15% >> 25%

Win rate: 48.4%
Pick rate: Very low
Mercenaries


Dragon Turtle
- Health: 610 >> 600

Brute
- Maul: Attack speed slow per stack: 5% >> 4%

Mimic
- Bounty: 48 >> 45

Bounty now matches its income

Witch
- DPS: 122 >> 123
-- Damage: 100 >> 80
-- Attack speed: 1.22 >> 1.54
- Defense type: Swift >> Arcane
- Necromancy renamed to Witchcraft
- Summon Froggo: Mana cost: 62 >> 60
- Froggo: DPS: Unchanged
-- Damage: 40 >> 34
-- Attack speed: 1 >> 1.18
- Froggo: Defense type: Swift >> Arcane
- Froggo: Bounty: 4 >> 3

Buffs, better thresholds against base tier 1 units, and adding in non-swift defense types for ranged mercenaries

Ogre
- Health: 2700 >> 2750
- Defense type: Natural >> Fortified

Differentiating Brute from Ogre and adding another fortified option between Dino and Siege Ram

Ghost Knight
- Health: 3200 >> 3250

Four Eyes
- Attack speed: 2.38 >> 2.27
- Defense type: Swift >> Natural

Differentiating Drake from Four Eyes and adding non-swift defense types for ranged mercenaries

Centaur
- DPS: Unchanged
-- Damage: 110 >> 92
-- Attack speed: 1.52 >> 1.82

Better thresholds against base tier 1 fighters

Shaman
- Health: 2900 >> 3000
- Attack speed: 1.15 >> 1.25
- Mana: 10 >> 3

No longer casts 4 times at the start of the battle, which nerfs Shaman as an omnipresent late game option, with multiple Four Eyes, and against the king.

Waves


Boss Partial Bounty
- Minibosses on waves 5, 15, and 21 now give partial bounty based on their missing health. 25% of the bounty is in the kill, so it’s still better to get the kill than to leave them at 1 health.
- As a reminder, bosses on waves 10 and 20 also give partial bounty with 13% of the bounty in the kill. This is unchanged.

(7) Sludges
- Attack speed: 0.715 >> 0.7
- Blob: Attack speed: 0.715 >> 0.7

(8) Kobras
- Attack speed: 1.09 >> 1.11

(14) Killer Slugs
- Health: 2050 >> 2020

(19) Dire Toads
- Attack speed: 2.63 >> 2.7

6.02: Weekly Challenges



50% Off Sale
Legion TD 2 is on sale starting Tuesday, August 11. A great time to introduce the game to a friend!

Hotfixes
6.02.1
- Fixed a bug with Weekly Challenge not loading menu

6.02.2
- Fixed a bug with reconnecting not working
- Fixed a bug with Challenger trophy not being awarded
- Fixed a bug where Zeus had 950 hp, but should have had 900 hp. (Now correctly has 900 hp)
- Fixed a bug with Weekly Challenge where waves stopped spawning after you sold a unit with a Hero-style legion spell

6.02.3
- Fixed a bug where ranged creatures/mercenaries would run forward to "snipe" backline summoned units (such as Undead Dragon) instead of locking onto closer targets
- Fixed a bug where ranged summoners (Lord of Death, Hades, Witch) would switch targets after summoning their pets
- Aggro when splitting should be slightly more consistent
- Protected mercenaries (Brute, Mimic, Safety Mole, Pack Leader, Ogre) are more likely to be targeted if partially injured on earlier waves (this brings it closer to pre-v6.02 for earlier waves)
- Fixed a bug where Chat sometimes wouldn't connect

6.02.6
- Weekly challenge improvements (added Build tracking so you'll be able to see the winning build vs. your best build after the week finishes)
- Added Weekly Challenge leaderboards for 1st Place Finishes and Top 20 Finishes (view them in the main Leaderboards menu)
- Sacred Steed & Pegasus no longer cast their ability when out of combat (Specifically, they won't cast in the Catch Area unless the gate is open and there are enemies remaining)
- Other small fixes

v6.02.7
- Fixed a bug where ranged units, especially ones with long cooldowns, would run too far forward when aggroing
- Fixed a matchmaking bug with party rating adjustment
- Disabled Adapt ability (Devilfish/Seraphin) in Weekly Challenge, since it is buggy

LTDDB: Discover Top Builds


ltddb.com is an analytical tool for discovering new and optimal builds. You can search for builds with the lowest fighter value on any wave with any fighters against any mercenaries. For example, can Nightmare clear a Brute on wave 3 with 5 workers? LTDDB says yes!



LTDDB was built by a member of our community, paintsniffer, using the Legion TD 2 API. If you're interested in learning more or requesting an API key, visit our API thread.

Weekly Challenges


- Every week, a new build and wave from a high Elo game is selected
- Your goal is to use the same fighters, but position them better to clear the highest % of the wave
- Beating the challenge reveals the build of the player and their name
- A Challenger trophy is awarded if you beat the challenge
- A Challenger Elite trophy is awarded to the top scorer each week. Ties are broken by whoever was first.



Weekly Challenges are found in the Training menu



Merged Global Chat


- In-game Global Chat has been merged with our Discord's General Chat. The goal is improve community cohesiveness and encourage more discussion about the game.
- Improved moderation tools for Global Chat
- Global Chat will now be more heavily moderated. Discriminatory speech, flaming, and venting will result in a chat ban.
- If you haven't already, consider joining our community Discord: discord.gg/LegionTD2

Game Improvements


Pathing & Targeting
- Units now run forward instantly after a target is dead, rather than waiting for their attack cooldown
--- This makes all units, especially slow-attacking ones, more responsive and behave more consistently
--- Tank mercenaries are now less likely to cause fast-attacking or mid-line fighters (e.g. Nightmare) to run ahead of slow-attacking or front-line fighters (e.g. Mudman)
- Non-tank melee mercenaries (Brute, Safety Mole, Pack Leader, Mimic, Ogre) are now less likely to be targeted
--- This improves consistency, especially when a powerful mercenary is sent on an early wave (Brute on 3, Mimic on 7, Ogre on 9, etc.)

Bots
- Now smarter about using Titan and Pulverizer legion spells

Lioness and Alpha Male
- Lioness' Entourage and Alpha Male's Dominion now properly work with Sea Serpent and Deepcoiler

UI Improvements
In preparation for the upcoming Shop, a variety of changes have been made:
- New, cleaner main menu. Some buttons have been moved to the bottom bar.
- Profile: Fighter Stats & Wave Stats are now combined into a single Game Stats tab
- Collection: Now uses colored gemstones instead of glowing borders to indicate rarity
- Each card's rarity has been changed to match how rare they actually are, rather than being based on the tier of the unit. This may affect your collection value stat.

FairPlay
- Increased punishment for intentional losers

Bug Fixes & Stability
- Fixed a rare bug causing various game instability (Race conditions with game data loading) (this bug has been around for years!)
- Fixed a rare bug that prevented upgrading the King, telling you to "pick your rolls first" (there were other symptoms, but that is the most noticeable one). Thanks MarekParek for logs.
- Fixed a rare bug that locked up portions of the HUD and prevented chatting, after typing in an emoji in chat under certain conditions. Thanks BerntDasBROT for logs.
- Fixed a couple of instability bugs caused when spectating under certain conditions
- Fixed a rare bug where fighters would spawn twice (root bug is still not fixed yet, but added a failsafe to prevent it from affecting in-game)
- Fixed a bug where a "player found card" message would appear in chat in custom games, where cards can't actually be earned
- Fixed a bug where Wave 21 recommended value was incorrectly updated
- Fixed a tab scoreboard bug where you could see enemy Hero-style legion spells on wave 11 during build phase, when you shouldn't have been able to see them until after wave 11 started
- Added monitoring for a rare bug when game statistics don't save for one or more players under certain laggy conditions (will be able to fix it in a future patch)

Catch Area
- Eggsack now warps to the back to prevent it from getting sniped without drawing aggro
- Fixed a rare case where leaked creeps would sometimes "sneak by" to the King while fighters were still alive (Melee leaked creep acquisition range is restored to max after the gate opens)

Chat
- Fixed a bug where chat wouldn't wrap long words (it would show a glitchy horizontal scrollbar that was unintended)

Profile
- Added "Opening Performance" column
- Performance colors tweaked (now more should show up as green)
- Tweaked favorite rolls & favorite openings to not show decimals

Tab Scoreboard
- Disabled mousing over enemy units that already died (it is bugged; may re-implement in the future)

HUD
- Fixed a bug where some Power Score tooltips didn't work when using the Wave Info/Attack Types windows

Game Coach
- Various improvements

Game Balance


[h3]4v4 & Custom Games[/h3]

Dual Building
- Haste: Damage reduction from area-of-effect abilities: 25% -> 33%

Hybrid Builder
- Tier 1 cost: 17 -> 18
- Tier 2 cost: 43 -> 44
- Tier 3 cost: 82 -> 81
- Tier 6 cost: 257 -> 255

[h3]Legion Spells[/h3]

Lizard Army
- Mythium: 30 -> 35

Pulverizer
- Stun duration: 1.2 -> 1.5
- Dark Mage is now smarter about Mind Warping units with Pulverize

Sorcerer
- Bonus ability damage: 21% -> 20%

[h3]Fighters[/h3]

Peewee
- Health: 310 -> 290
- DPS: 8.6 -> 8.2
-- Damage: 9 -> 8
-- Attack speed: 0.95 -> 1.03

Veteran
- Health: 1450 -> 1420

Win rate: 53%
Pick rate: High


Angler
- Health: 440 -> 450
- Attack speed: 0.86 -> 0.88

Win rate: 49%
Pick rate: Low


Sky Queen
- Damage: 90 -> 92

Win rate: 48%
Pick rate: Low


Zeus
- Health: 950 -> 900
- Attack speed: 2.38 -> 2.33

Win rate: 53%
Pick rate: High


Leviathan
- Health: 2000 -> 1900

Win rate: 53%
Pick rate: Average
Sacred Steed
- Mana Blessing self-buff: Attack speed: 20% -> 30%
- Angler and Bounty Hunter can now have their mana increased by Mana Blessing

Pegasus
- Mana Miracle self-buff: Attack speed: 20% -> 30%
- Angler and Bounty Hunter can now have their mana increased by Mana Miracle

Win rate: 47%
Pick rate: High


Grarl
- Damage: 76 -> 74

Win rate: 51%
Pick rate: High


Mudman
- Health: 1700 -> 1680
- Harden: Damage reduction: 2 + 15% -> 3 + 15%

Golem
- Damage: 148 -> 150
- Harden: Damage reduction: 2 + 15% -> 3 + 15%

Win rate: 49%
Pick rate: Average


Great Boar
- Health: 3200 -> 3230
- Damage: 60 -> 62

Red Eyes
- Health: 8100 -> 8130
- Damage: 151 -> 156

Win rate: 48%
Pick rate: Low


Fenix
- Health: 4150 -> 4250
- Damage: 285 -> 290

Win rate: 48%
Pick rate: Average


Hydra
- Health: 2730 -> 2670
- Hydraling: Health: 910 -> 890

Win rate: 54%
Pick rate: Average
Soul Gate
- Hellion: Damage: 60 -> 62
- Nightcrawler: Damage: 60 -> 62

Hell Gate
- Elite Hellion: Damage: 120 -> 124
- Elite Nightcrawler: Damage: 120 -> 124

Win rate: 47%
Pick rate: Low

6.01: Game Balance & Improvements



Small maintenance patch with balance changes and other improvements

Matchmaking
- 4-person parties in Classic Queue are now only split up if their average rating is 1800+. We consider both ranked rating and hidden classic rating when calculating a team's average rating.
- Improved average match quality for players rank 1-40
- Improved average match quality for all players during off-hours

Game Coach
- No longer wrongly says you're overvalued with Eggsack
- Less likely to warn you about missing certain attack/defense types
- No longer warns you about missing certain attack/defense types when playing Chaos

Improvements
- Mastermind rolls can no longer have more than three tier 1s (occurred 0.5% of the time)
- "Suspended until" message now shows how long you are suspended (in addition to the date)
- Added sound effect for rank-up celebration
- Added small persistent VFX for Chained Fist & Oathbreaker, Golden Buckler & Royal Guard
- Improved VFX for Elite Archer & Trinity Archer
- Tweaked Scoreboard tooltip width
- Mastermind roll selection warnings are now smarter for arcane units

Fixes
- Fixed a bug where King Upgrades sometimes became unusable
- Fixed a rare bug where matchmade games would sometimes crash when playing with a player who had an "=" sign in their names
- Fixed a rare bug where a player wasn't marked as AFK when they should have been, when their client is unresponsive but still connected
- Fixed a bug where the Health Bar Visibility option wasn't saving between sessions
- Fixed a bug where viewing a player's profile via match history while in-game would send you to the main menu instead of back to game when you pressed back
- Fixed a bug where rank-up celebration popup would show during your first 10 ranked games of the season (it should only show after you have played at least 10 ranked games this season)
- Fixed a bug where Unranked tier accidentally had numeral divisions
- Fixed some rounding bugs with HP displays
- Fixed some minor bugs with Profile stats (Rounding digits, sorting 100%)
- Fixed some minor display bugs with Leaderboard
- Fixed a bug where reporting a player sometimes didn’t display a “Success” message, even though the report succeeded
- Fixed a bug where you would be auto-requeued for a Ranked game if someone failed a ready check in a Custom game (Thanks FlightTV for logs)
- Fixed a layout bug with Postgame Builds
- Fixed some display bugs in Profile

Stability
- Experimental Game Server stability (modified some thread locking code exit conditions & thresholds)
- Improved Login Server stability
- Fixed a rare bug where a wave would spawn twice, resulting in a lot of other server instability
- Disabled "Display Mode" (Windowed/Fullscreen) option setting while in-game, since it sometimes causes the game to crash. This setting is meant to be modified only while in the Lobby.

Game Balance


[h3]Legion Spells[/h3]

There's been legion spell power creep over the years, so we're dishing out small nerfs. Nerfs often don't feel good, but they are important for game balance.

Giant Snail
- Health: 530 -> 510
- Damage: 23 -> 22

Guardian Angel
- Maximum health: 2400 -> 2300

Hero
- Damage and damage reduction: 7% -> 6.5%

Magician
- Mana regeneration and gain: 24% -> 22%

Protector
- Health: 650 -> 600

Pulverizer
- Stun duration: 1 second -> 1.2 seconds
- Percent chance: 28% (16% for ranged) -> 27% (15% for ranged)
- Fixed a bug where Pulverizer didn't work with Masked Spirit & upgrades (it now has a chance to stun a single random target)

Sorcerer
- Ability damage: 24% -> 21%

Titan
- Health: 1400 -> 1350

Vampire
- Lifesteal and spell vamp: 24% -> 23%

Villain
- Damage amplification: 28% (16% for ranged) -> 27% (15% for ranged)

[h3]Fighters[/h3]

More time is needed to assess fighter balance after the season 6 patch, so we're going light with the changes

Zeus
- Attack speed: 2.5 -> 2.38

Lost Chieftain
- Gaia Shield: Health: 1250 -> 1300

[h3]Waves[/h3]

Recommended Value
- No longer inflated late game
- Now generally more accurate
- Now ramps up with each subsequent wave of wave 21

(9) Carapaces
- Health: 750 -> 740
- Deflection: 15% damage reduction from ranged autoattacks -> 15% damage reduction from ranged units

Deflection is now more understandable and also allows it to counter ranged ability damage dealers

[h3]Mercenaries[/h3]

Ghost Knight
- Health: 3150 -> 3200
- Damage: 185 -> 190

Siege Ram
- Health: 5400 -> 5350 green_arrow.png red_arrow.png
- Deflection: 15% damage reduction from ranged autoattacks -> 15% damage reduction from ranged units

Deflection is now more understandable and also allows it to counter ranged ability damage dealers