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Legion TD 2 News

6.00: Season 6



Season 5 End
  • June 21: Season 5 ends at 9pm PST. Ranked disabled
  • June 22 - June 23: 2x Chaos 2v2 featured game mode. Ratings soft-reset. Ranked rewards distributed
  • June 24: Season 6 begins


Community Broadcasters


We are looking for players who are interested in becoming official Community Broadcasters. A broadcaster is an ambassador for the game. Their Legion TD 2 games show up on the Legion TD 2 Steam page.

Requirements:
- Highly active (10+ games/week)
- Consistent positive behavior (Behavior Score > 90)
- Use high+ graphics settings

If you're interested in becoming a Community Broadcaster, reach out to Jules in the Legion TD 2 Discord



New Units: Divine Tier 4




Elite Archer
- Cost: 145 gold
- Health: 900 (Arcane)
- Damage: 25 (Pierce)
- Attack speed: 0.83
- Range: 450

Multishot
Fires 3 additional arrows, dealing ability damage, at enemies near its attack target. Multiple arrows can hit the same target.



Trinity Archer
- Upgrade Cost: 265 gold
- Health: 2530 (Arcane)
- Damage: 57 (Pierce)
- Attack speed: 0.83
- Range: 450

Hypershot
Fires 4 additional arrows, dealing ability damage, at enemies near its attack target. Multiple arrows can hit the same target.

New Legion Spells


Titan
Increases a target fighter's health by 1400

Pulverizer
Gives a target fighter Pulverize: Each attack has a 28% (16% for ranged) chance to stun its target for 1 second (0.33 for bosses)

Applies once for all units (does not work on bounced and split attacks)

Game Coach

- After each game, Game Coach analyzes your performance and occasionally makes recommendations
- This feature is primarily for new and lower-rated players and may be inaccurate for higher-rated players
- As a beta feature, please give us feedback to help us improve it
- You can disable Game Coach in Options > Interface



Value Bar 2.0

- Value (gold spent on fighters) is now displayed near your gold, mythium, income, and workers
- The amount you are over or under recommended value is now also displayed
- The middle green gem glows when you are near recommended value (+/-10%)
- Each highlighted bar to the left means you are an additional 10% under recommended value
- Each highlighted bar to the right means you are an additional 10% over recommended value
- The bar is yellow when you are within 20% of recommended value, but not within 10%
- The bar is red when you are greater than 20% from recommended value
- Wave 1 has slightly different thresholds



Recommended value is not perfect. It is a heuristic that assumes you have an average build with average typing against the wave. You should aim to be under value if you have a strong build or good typing against the wave. You should aim to be over value if you have poor typing against the wave.

Enemy Tab Scoreboard

- Hold TAB and click "Enemy Team" (or Space) to view enemy fighters
- Only fighters from the previous wave are displayed (what you were already able to see normally)



This makes it easier to keep track of which lane you are sending to, without having to move the camera and memorize/ping enemy fighters before they die. Additionally, this makes it quicker to scout your opponent. This leaves you more time to focus on other aspects of the game.

Lifebars 2.0

- Now shows chunks of 1k hp to distinguish tanks from squishy units
- Now shows orange burn graphics when taking damage
- Now hidden for full life units that do not use mana during the battle phase
- You can hold CTRL to toggle all lifebars on
- You can press HOME (POS1) to toggle between lifebar modes if you want it to always show all lifebars
- You can toggle on/off health bar segments in Options > Interface
- Removed red/yellow lifebar option
- King, Granddaddy (Wave 10), and Maccabeus (Wave 20) lifebars have extra-wide lifebars



Party Chat 2.0

- Added Party Chat. Type "/p hello" to say "hello" to your party



Opening Win Rate

- Your opening win rate for each fighter is now tracked and displayed in Fighter Stats



New Language: Korean


Translations
- Enabled Korean language
- Updated translations for Turkish, Russian, and other languages

Thank you to Curing, Tonezin-Levent, Onur, Ladiance, foliesseer, Flavah, Robert Mends, and everyone who contributed. Legion TD 2 has an international community, so translations go a long way in growing the game. If you’d like to contribute, please go to LegionTD2.com/translate

API 2.0

- The API has been rewritten with a new design for the developer portal and bug fixes

If you're interested in learning more or requesting an API key, visit our API thread. An example of what's possible with the API is LTDStats.com, made by GvR Mr Mister.

Gameplay Improvements


Pathing & Targeting
- Fixed a bug where Sea Serpent would sometimes not aggro onto the closest target
- Fixed a bug where units would change attack targets after casting an ability (most commonly with Starcaller)
- Fixed a relatively rare bug where leaked creatures/mercenaries would wander through the gate (their target acquisition range is now lowered after they are leaked)
- Added some extra failsafes to unstuck units quicker

Mastermind
- Now guaranteed at least one T2 or T3 in your roll

Worker Queue
- Selling or downgrading a tower now clears your worker queue first to prevent accidentally over-workering (especially when repositioning a tower on wave 1)

King Upgrades
- You can now queue king upgrades by shift-clicking them



Catch Area
- (2v2 map only) Catch fighters are positioned a little less randomly: tanks are now positioned towards the center (horizontally) of the lane to make them more reliably tank.
- Fixed some cases where catch area fighters would wander from the catch area (should be a lot less teleporting now).

Eternal Wanderer, Samurai Soul, Hydralings, and Guardian Angel
- Fixed a bug where sometimes units wouldn't revive with the correct buffs, especially when being attacked by Brutes

Disciple, Starcaller, King (Chain Frost, Lightning Hammer)
- Autocast behavior is smarter when attacking low-life targets (if the target is about to die to an autoattack, it will immediately cast its ability on another unit)

Lost Chieftain
- Fixed an autocast bug where it would cast on the wrong unit when building at the top of the lane
- Fixed an autocast bug where it would sometimes consider a target slightly out of range
- Fixed a bug where Gaia Shield couldn't target Sea Serpent & Deepcoiler

Sacred Steed & Pegasus
- Fixed a bug where they wouldn't cast on themselves if you had Great Boar/Red Eyes nearby as the only mana-users
- Fixed a bug where they could accidentally target mercenaries
- Fixed a bug where they wouldn't autocast their abilities in the catch area while the gate was still closed

Head Chef, Azeria, Desert Pilgrim
- Fixed a bug where they wouldn't autocast their abilities in the catch area while the gate was still closed

Sea Serpent & Deepcoiler
- No longer use Ambush after reviving from Guardian Angel

Priestess of the Abyss, Azeria, Banana Haven
- Burst Attack, Echostrike, and Tribal Warfarenow properly deal ability damage, instead of autoattack game

Takeover Bots (for Disconnected Players)
- Now always save mythium if you save mythium. They used to consider solo-sending before wave 10
- Now no longer upgrade the king if you did not upgrade the king first. They used to consider solo upgrading king based on various factors
- Now always aggressively send late-game (after wave 13 in 2v2, after wave 17 in 4v4), instead of occasionally income-sending or partial-sending
- Now always aggressively send if saving for 2+ waves, instead of occasionally income-sending or partial-sending
- Now no longer consider upgrading the king on wave 21+

Sell (Undeploy, Delicacy, Pawn Shop, etc.)
- Now rounds gold consistently (rounds up to nearest number). For example, Pawn Shop with Looter should now sell for 9g instead of 8g.

Matchmaking & Queue Improvements


Matchmaking
- The matchmaker now speeds us less during off-hours. This means fairer matches for everyone
- The rating ceiling now expands dynamically. This means fairer matches for very high-rated players, especially towards the end of the season
- More matchmaking parameters can now be adjusted without having to patch the game, allowing for more matchmaking adjustments and hotfixes
- The anti-smurf boost threshold now automatically adjusts based on the leaderboard, rather than always being set to 2200

Play vs. AI
- Nerfed Hard Bots. They now start with +35 income instead of +65 income
- Nerfed Easy Bots
- Added Insane Bots. They now start with +65 income and play smarter than Hard Bots. You get a "Terminator" trophy every time you beat Insane bots.

Classic Queue
- Parties of 4 may be put on separate teams to keep matches fair, without increasing queue time. It prevents 4-stacks of veteran players dominating weaker players and 4-stacks of new players getting dominated.

Custom Games
- You can now adjust bot difficulty: Beginner, Easy, Medium, and Hard
- Added a "Set for all players" button to copy the selected player's gold/mythium to all players. Thanks for the suggestion, Flight_Tv!

Ranked Rewards
- Now shows a popup when you reach a new peak rank this season

Ratings
- Tweaked rating loss formula to reduce rating inflation, especially for at the top end
- Disabled -ratings and removed the "Show All Rating Changes" option

Seeing the exact ratings of players in your game causes unnecessary anxiety, toxicity, and fixation on rating changes. It's healthier for the game in the long run to remove this. For players who used -ratings, this will be an uncomfortable change, so we'll keep an eye on how things feel after everyone has time to adjust.

Queue Cancelations
- Fixed a queue bug where the "Canceled the search" notification appeared before your cancellation was fully completed
- Improved cancel queue notification by adding a warning that it may take up to 7 seconds

Game Improvements


FairPlay
- Fixed a bug with the Behavior Score formula that caused everyone to have 99-100 Behavior Score. Now, players will be between 0-100.
- Removed Behavior Score leaderboard (may re-add it in the future with some tweaks, but for now it wasn't very accurate due to some limitations)
- You can now report for Offensive Tagline

Players with low behavior score will have reduced essence gain when the shop comes out, will be ineligible for ranked rewards, will be unable to participate in official tournaments/leagues, and risk having their account suspended during ban sweeps. This is part of our effort to maintain a healthy and fun community.

Profiles
- Changed formula for Pick Rate. It is now the % that you pick a fighter, given that it showed up in your roll. So if you pick a Windhawk 100% of the time it is in your roll, Windhawk will have a pickrate of 100%.
- Fighter Stats: Added mouseover tooltips for Performance and Pick Rate
- Playstyle Chart: Now considers your most recent ~50 games
- Match History: Now no longer includes ties (they were taking up unnecessary space)

Emojis
- When selecting an emoji from the autocomplete list, you can now press ESC to cancel
- Fixed a bug where wide emojis were squished in lobby chat
- Added fiesta emoji



Post-game
- Builds tab: Now shows specific King Upgrades received, rather than just the total value of King Upgrades.
- Builds tab: Fixed a bug where leaked percent was inaccurate on boss waves.
- Fixed a bug where canceling a Play Again queue wouldn't cancel if you did it too quickly after queueing (Specifically, added "Entering queue..." and "Canceling queue..." button states for Play Again button to prevent you from canceling/requeueing before your previous request finished).
- Improved MVP score formula. It now rewards causing the opponent to leak more and punishes feeding the opponent more
- Fixed a bug where Power Score bar would be missing if everyone on the team had negative MVP scores

HUD
- New text/vfx that displays "+ income" when you hire a mercenary. This adds visual clarity and feedback for income
- New text/vfx that displays "+1 mythium rate" or "+2 mythium rate" when you train a worker. This adds visual clarity and feedback for training workers
- King Upgrades on the wave timer bar now show in different colors
- New icons for income and fighter value
- Fixed a bug where a seemingly random tower would sometimes be selected when entering night phase.
- Fixed a bug where the attack/defense mouseover tooltips didn't update when your attack speed/mana regen/etc. changed

General Interface
- Fixed some inconsistencies with Legion Spell window graphics
- Flat damage reduction is now shown in target frame tooltip
- Mouse: Fixed a bug where the mouse cursor would be stuck on the 'drag' graphic after a game ended if you were in the middle of dragging the camera.
- Tab Scoreboard: Now has a light background to distinguish your lane.
- Tab Scoreboard: Mousing over a unit tooltip now shows its current mana.
- Tooltips: Mana Regen now displays as the actual mana regen number, instead of percent.
- Pings: Fixed a case where pings would sometimes not disappear/get stuck on a unit or the ground.

Friends List
- Fixed some cases where friends list wouldn't be up-to-date after returning from a game.

Hybrid & Chaos
- Now show up properly in post-game, tab scoreboard, and friends list. Previously it showed them as Mastermind

Dual Building
- Added additional mouse hover messages to help players understand dual building requirements
- Fixed a bug where the dual build requirement hover message would show after the first tower was already placed.

Graphics
- Improved graphics when deploying a fighter. It should feel more responsive now.
- Improved graphics for Magician, Sorcery, Vampirism, Protector, Leadership (Pack Leader Aura),
- Fixed a bug where some ability vfx would appear to be launched from the wrong point under certain lag conditions (most notable with Tempest/Leviathan passives & some others)
- Removed aura range circles. they weren't useful and just took attention away from the yellow squares, which are more accurate).
- Texture update for Golden Buckler & Royal Guard.
- Removed team-color textures for units that had them (they looked out of place, and lifebars serve the same role).
- Fixed Harpy missile vfx
- Mesh projectiles now disappear faster (Lizard, Cannoneer, Quill Shooter, Ranger, Tempest Machine Gunner, Leviathan Bombardier)
- Fixed arrow graphics for Hero-style legion spells (they weren't showing up properly)

Avatars, Badges, and Icons
- New unranked icon
- New badge for LIHL first place winners
- Improved icons for Safety Aura, Leadership Aura, Deflection, Giant Slayer, Death Stare, and Cleave

Options
- Graphics: Added an option for "Confine cursor to screen" - "Confine in-game only." Thank you to SivHD for the suggestion
- Graphics: Removed "Background FPS" option. It was causing more trouble than it is worth.
- Audio: "Mute sound on minimize" is now default off, rather than on. This won't affect any current players.
- Interface: Removed "Lock Camera" hotkey. It was causing more trouble than it is worth.
- Interface: Added an option for "Window Focus Grabbing" to toggle on/off window focus grabbing, or have it for Match Found only.

Window Focus Grabbing
- Disabled focus grab for entering loading screen (it seemed redundant to grab focus when it already grabbed focus for Match Found and once you entered in-game)
- Disabled focus grab when a non-friend invites you to party (now only grabs it if the inviter was a friend)

Player Mutes
- Removed "Allow pings from muted players" option - pings from muted players are now always allowed
- In the tab scoreboard, you can now mute or unmute pings from individual players

Match Ties
- Fixed a bug where match ties would wrongly trigger if you had workers in the queue (but none trained yet)

Performance
- Optimized Mercenary Window by disabling countdown timer logic (since we no longer have stock timers). This should significantly improve performance for certain systems as well as potentially fix some crashes

Game Balance


[h3]Legion Spells[/h3]

Villain
- Damage amplification 27% (15% for ranged) -> 28% (16% for ranged)
- Damage amplification duration: 1.5 seconds -> 3 seconds
- Now only applies once for all units (no longer works on bounced and split attacks)

While Villain was fun on units like Masked Spirit, it was overpowered and prevented it from being viable on most other ranged units

Magician
- Bonus mana regeneration and mana gain: 25% -> 24%

Sorcerer
- Bonus ability damage: 25% -> 24%

Fighters

Dark Mage
- Mind Warp
-- Attack speed: 40% -> 30%
-- Mana cost: 11 -> 8
-- Now much smarter about not double-buffing the same target

Proton
- Health: 200 -> 180
- Damage: 7 -> 8
- Range: 250 -> 300

Atom
- Health: 920 -> 810
- Damage: 31 -> 36
- Range: 250 -> 300

Chained Fist
- Attack speed: 0.81 -> 0.74
- Unchained Rage: Attack speed bonus: 150% -> 250%

Oathbreaker
- Attack speed: 0.81 -> 0.74
- Unchained Rage: Attack speed bonus: 150% -> 250%

Stronger on early waves when taking partial aggro. Oathbreaker is now a viable opening.

Pyro
- Attack speed: 1.235 -> 1.22
- Range: 250 -> 300

A number of ranged units this patch are getting small range increases. The game has too many short-ranged units, which causes battles to look like a mosh pit.

Gargoyle
- Health: 230 -> 290
- Stone Skin: Damage reduction: 50% -> 1 + 30%

Green Devil
- Health: 690 -> 900
- Attack speed: 1.3 -> 1.37
- Granite Skin: Damage reduction: 60% -> 2 + 40%

- Stronger early game, where a low-cost arcane should shine. Green Devil was previously hard to use early game because its magic damage made it weak against wave 7, and it was only okay on wave 8, given its weakness on waves 9-12.
- Increased viability of Green Devil opening
- Less broken with Lost Chieftain spam

Aqua Spirit / Rogue Wave / Fire Elemental
- Attack speed: 0.74 -> 0.73
- Bounce range: 400 -> 550

Now more consistently hit backline mercenaries, as intended

Angler
- Health: 430 -> 440

Bounty Hunter
- Attack speed: 0.91 -> 0.89

Shifting a small amount of power from Bounty Hunter to Angler

Harpy/Sky Queen
- Range: 400 -> 450

This is not a strict buff because the higher range results in slightly less mana from Acrobatics

Sacred Steed / Pegasus
- Mana Blessing: Maximum mana gained per target: 1.5 -> 1
- Mana Miracle: Maximum mana gained per target: 4.5 -> 3
- Adjusted mana cost and regen values of various units to buff the following synergies: +200% Proton, +150% Zeus, +100% Atom and Head Chef, +33% Great Boar and Red Eyes

This makes buffing multiple units more viable, rather than only buffing one unit

Tempest
- Range: 250 -> 300

Leviathan
- Health: 2150 -> 2000
- Range: 250 -> 300
- Bombardier: Damage: 100 -> 80
- Aerial Command: The 18% bonus damage now also affects ability damage (including Bombardier)

Stronger with Tempests, Violets, and 2x Leviathan

Violet
- Attack speed: 0.925 -> 0.9

Despite previous nerfs, Violet remains statistically one the strongest units in the game, particularly in high-rated games. It has the 3rd highest win rate and 6th highest pick rate. The Leviathan change is also an indirect buff

Eternal Wanderer
- Health: 800 -> 790
- Attack speed: 0.833 -> 0.82

Eternal Wanderer has a high win rate and pick rate and is out-performing Mudman

Mudman/Golem
- Harden: 15% damage reduction -> 2 + 15% damage reduction

APS
- Health: 1000 -> 830
- Attack speed: 1.12 -> 1.27
- Range: 200 -> 400

MPS
- Health: 2400 -> 2020
- Attack speed: 1.12 -> 1.25
- Range: 200 -> 400

Yozora
- Health: 1150 -> 1470
- Nimble Feet: Dodge percent: 40% -> 25%

Arctaire
- Health: 3270 -> 4180
- Nimble Feet: Dodge percent: 40% -> 25%

Slightly stronger on its own; less broken with Lost Chieftain spam

Lost Chieftain
- Gaia Shield: Health gain: 1100 -> 1250

Stronger with every unit except Gargoyle, Green Devil, Yozora, and Arctaire

Grarl
- Damage: 78 -> 76

Grarl is arguably the strongest roll in the game, due to its versatility. Delicacy (90% sell) is fun and allows for interesting strategies, so we're nerfing Grarl's stats instead Delicacy.

King Claw
- Damage: 140 -> 125
- Shell Shock: Mana cost: 11 -> 8

Priestess of the Abyss
- Health: 1410 -> 970
- Damage: 38 -> 24
- Attack speed: 0.94 -> 0.92
- New ability: Invigorate: Increases attack speed by 100% and heals for 15% missing health/sec for 5 seconds
- Burst Attack: The 2 extra attacks now properly count as ability damage

Berserker
- Health: 2120 -> 2150

Fatalizer
- Health: 5910 -> 6000

Fire Lord
- Health: 1800 -> 1820

Fenix
- Health: 4100 -> 4150

Millennium / Doomsday Machine
- Range: 400 -> 550
- Explosive Shells / Detonation: Now deals splash damage if Millennium / Doomsday Machine attacked a target that died during travel time

Lord of Death
- Range: 400 -> 500
- Undead Dragon: Range: 250 -> 350

Hades
- Range: 400 -> 500

Soul Gate
- Healing from Ocean Templar’s Resonance: 1% max health -> 0.5% max health
- Hellion: Health: 1320 -> 1000
- Hellion: Damage: 53 -> 60
- Nightcrawler: Health: 660 -> 500
- Nightcrawler: Damage: 53 -> 60

Hell Gate
- Healing from Ocean Templar’s Resonance: 1% max health -> 0.5% max health
- Elite Hellion: Health: 3300 -> 2500
- Elite Hellion: Damage: 106 -> 120
- Elite Nightcrawler: Health: 1650 -> 1250
- Elite Nightcrawler: Damage: 106 -> 120

Less abusive with Ocean Templar, weaker in base races, and more reliant on having tanks

Hydra
- Health: 2790 -> 2730
- Hydraling: Health: 930 -> 910

Mercenaries

Cannoneer
- Range: 500 -> 550

The range of ranged mercenaries is being standardized to 550 to create more consistent targeting and to increase viability on wave 11

Safety Mole
- Health: 1260 -> 1460
- Damage: 61 -> 71
- Safety Aura: Damage reduction: 5 -> 4
- Safety Aura: No longer affects the king, which disproportionately reduced the damage of Immolation on early game waves

Still strong against low-damage units, but no longer completely cripples them. Also, now a more versatile option early game.

Drake
- Range: 400 -> 550

Mimic
- Health: 2200 -> 2150
- Attack speed: 1.05 -> 1.02
- New ability: Plunder: +3 gold each time it kills a unit
- Income: 48 -> 45

Mimic is now stronger against lots of units, rather than just being an over-statted pierce damage dealer

Pack Leader
- Health: 1800 -> 2000
- Damage: 92 -> 102
- Leadership Aura: Damage bonus: 8 (16 to bosses) -> 7 (14 to bosses)

A bit stronger early game and weaker late game. Pack Leader is currently overshadowed by Mimic or Brutes on most early game waves, then becomes a must-send late game

Witch
- Range: 400 -> 550
- Froggo: Range: 250 -> 400

Ghost Knight
- Health: 2400 -> 3150
- Damage: 165 -> 185
- Ghostwalker: Reduction from autoattack damage: 50% -> 30%

Ghost Knight was previously balanced around its optimal use case, which made it a trap most of the time. It’s now stronger against small amounts of ability damage or when kited.

Four Eyes
- Range: 400 -> 550

Centaur
- Damage: 220 -> 110
- Attack speed: 0.93 -> 1.52
- New ability: Cleave: Each attack deals 20% damage to up to 5 enemies

Make Centaur cleave again

- DPS (single target): 204 -> 167
- DPS (total): 204 -> 333


Siege Ram
- Health: 5650 -> 5400
- New ability: Deflection: Takes 15% reduced damage from ranged autoattacks

Now fills a more interesting niche, rather than being a glorified Dino

Shaman
- Health: 2700 -> 2900
- DPS: 114 -> 126
-- Damage: 105 -> 110
-- Attack speed: 1.09 -> 1.15
- Range: 450 -> 550
- Blood Rush: 10% attack speed + 50 damage -> 10% attack speed + 40 damage

Shaman was often the optimal mercenary late game, regardless of the opponent’s build

[h3]Waves[/h3]

(19) Dire Toads
- Attack speed: 2.56 -> 2.63

(20) Maccabeus
- Damage: 155 -> 160

Buffing to compensate for Shaman nerf

(21) Legion Lords
- Legion Lord
-- Damage: 100 -> 110
-- Attack speed: 2.38 -> 2.5
-- Bounty: 0 -> 24
- Legion King
-- Damage: 500 -> 550
-- Attack speed: 2.38 -> 2.5
-- Bounty: 0 -> 120
- Bounty from mercenaries enabled
- Pillage (gold from damaging king) enabled
- Preparation time between waves: 10 seconds -> 25 seconds

It’s now viable to send on the first wave of 21 in most games. This discourages “suicide pushing” (where one player only gets workers) by reducing the amount of time those workers generate mythium and punishing non-lethal leaks on 21

Türk Telekom Login Fixes



We're proud to welcome 2000 new players from Turkey in the last month. Thank you!

There is a known issue preventing some Türk Telekom users from logging in. Potential solutions include:
  • Disable your internet safety service (Güvenli İnternet Hizmeti), which blocks some sites and games. One Turkish member of our community recommends: Eğer internet sağlayıcınız Türk Telekom ise Güvenli İnternet Hizmeti'ni iptal ettirmelisiniz, bunu online işlemlerden veya Türk Telekom'un telefon hattını arayıp yapabilirsiniz, eğer bu yollar olmazsa gidip şubeden iptal ettirmeyi deneyin. Türk Telekom dışında iseniz kendi internet sağlayıcınızın güvenli internet tarzı bir hizmeti varsa kapattırın.
  • Alternatively, you can use a VPN. NordVPN and ExpressVPN are two options, but most are fine.


We also have improved Turkish translations for the game coming next patch. If you're like to contribute, visit LegionTD2.com/translate

5.07: Balance Changes & Season 5 End



50% Off Sale
Legion TD 2 is 50% off! A great opportunity to introduce the game to a friend. We've had over 5000 new players this month. Welcome, everyone!

Translations
- Updated translations for Russian, French, and Swedish
- Korean will go live next patch

Thank you to Robert Mends, Ktulu, Myu, Curing, and everyone who has contributed.

Legion TD 2 has an international community, so translations go a long way in growing the game. If you’d like to contribute, please go to LegionTD2.com/translate

We've seen a big influx of players from Turkey, so if you speak Turkish and English, we could definitely use your help!


LIHL Playoffs
The playoffs for the Legion TD 2 In-House League will be streamed and casted this weekend. Tune in at twitch.tv/LTD2
- Saturday, May 23 at 9am PST / 6pm CEST
- Sunday, May 24 at 10am PST / 7pm CEST

Season 5 End
  • June 21: Season 5 ends at 9pm PST. Ranked disabled
  • June 22 - June 23: 2x Chaos 2v2 featured game mode. Ratings soft-reset
  • June 24: Season 6 begins. Patch 6.00. Ranked games re-enabled
Season 5 Rewards

Ranked badges and loading screen borders are based on your peak rating in season 5. You are not penalized for dropping below a tier you already achieved. Eligibility for each tier requires 10 ranked games and a peak rating in season 5 of:
  • Bronze: 1000
  • Silver: 1200
  • Gold: 1400
  • Platinum: 1600
  • Diamond: 1800
  • Expert: 2000
  • Master: 2200
  • Senior Master: 2400
  • Grandmaster: 2600
  • Legend: 2800




5.07a Balance Hotfix
Dark Mage
- Mind Warp
-- Mana cost: 15 -> 11
-- Attack speed: 50% -> 40%

Sacred Steed/Pegasus
- Mana regeneration nerfed by 15%
- Nerfed synergy with Soul Gate and Hell Gate by 17%

Disciple
- Mana Burst: Damage: 310 -> 320

Compensation buff for Starcaller's nerf

Starcaller
- Amplify Magic: Mana regeneration: 33% -> 30%

We'll likely be revisiting some of these high synergy/scaling potential units in patch 6.00, but for now, doing some nerfs

5.07 Patch Notes
This is a balance-only patch and the final patch of season 5

[h3]Legion Spells[/h3]
Creditor
- Maximum gold gained per wave: 100 -> 90
- Clarified tooltip to say “up to 180 gold saved”

Embargo
- Gold and mythium gained: 90 -> 85

Lizard Army
- Mythium gained: 25 -> 30

[h3]Fighters[/h3]
Dark Mage
- Now starts the battle with zero mana
- Mind Warp
-- Mana cost: 20 -> 15
-- Duration: 7 seconds -> 5
-- Attack speed bonus: 40% -> 50%
-- Cast range: 600 -> 1000

Dark Mage was previously casting too early, which caused wasted buff time, especially for melee units

Chained Fist
- Attack speed: 0.83 -> 0.81
- Unchained Rage: Attack speed bonus: 130% -> 150%

Oathbreaker
- Attack speed: 0.83 -> 0.81
- Unchained Rage: Attack speed bonus: 130% -> 150%

Stronger on early waves when taking partial aggro

Proton
- Ionic Force: Attack speed bonus per stack: 30% -> 25%
- Ionic Force: Stacking type: Additive -> Multiplicative

Atom
- Ionic Force: Attack speed bonus per stack: 30% -> 25%
- Ionic Force: Stacking type: Additive -> Multiplicative

Stronger ramping and synergy with Sacred Steed, Pegasus, Starcaller, and Magician

DPS:
- 10 mana: 27 -> 26
- 30 mana: 40 -> 41
- 50 mana: 78 -> 95
- 100 mana: 84 -> 196


Rogue Wave
- Delusion: Spell damage amplification: 20% (10% to bosses) -> 16% (8% to bosses)

Pyro
- Damage: 31 -> 38
- Attack speed: 1.54 -> 1.23

DPS: 48 -> 47
DPS with APS: 59 -> 57
DPS with MPS: 67 -> 64
DPS with APS and MPS: 81 -> 77
Sacred Steed / Pegasus
- Buffed weak synergies and nerfed overpowered synergies by adjusting the mana cost and regen of some abilities and units

For example, the maximum mana/mana regeneration of Fire Archer and mana cost of Flaming Arrows were halved, which doubles the effectiveness of Sacred Steed's mana buff.

Here is how units are affected:

Buffs
  • Fire Archer +100%
  • Harpy +100%
  • Fire Lord +100%
  • Fenix +100%
  • Red Eyes +100%
  • Great Boar +100%
  • Head Chef +67%
  • Dark Mage +33%
  • Proton: Better ramping
  • Atom: Better ramping
Nerfs
  • Hell Gate -20%
  • Soul Gate -20%
  • Disciple -20%
  • Starcaller -20%
  • Azeria -17%
Desert Pilgrim
- Chain Heal: Cast range: 500 -> 1000

Lost Chieftain
- Gaia Shield: Cast range: 500 -> 700

APS
- Health: 1080 -> 1000
- No longer satisfies the pierce guarantee for mastermind

MPS
- Health: 2550 -> 2400

Berserker
- Health: 2100 -> 2120

Fatalizer
- Health: 5790 -> 5910
- Damage: 91 -> 92

Doomsday Machine
- Health: 5350 -> 5450
- Damage: 810 -> 825

[h3]Mercenaries[/h3]
Witch
- Summon Froggo: Mana cost: 65 -> 61
- Froggo: Defense type: Arcane -> Swift

Four Eyes
- Attack speed: 2.33 -> 2.38

Shaman
- Damage: 100 -> 105
- Blood Rush: Duration: 7 seconds -> 5

[h3]Waves[/h3]
(21) Legion Lords
- Attack speed: 2.22 -> 2.38

New Player Welcome Guide



Legion TD 2 is popping off right now! 1000 new players today and 2x our usual activity. Welcome to the game, everyone!

If you're new, here are some tips to get started:
  1. Read the official gameplay guide.
  2. Join the community Discord. Ask questions!
  3. Finish the in-game tutorial. It's not perfect, but it helps.
  4. Try a couple Easy Play vs. AI games. Bots are a great way to improve in a stress-free environment.
  5. Progress to Medium Play vs. AI, Classic (4v4), and Ranked (2v2) at your own pace.
Keep in mind:
  • This game is not easy, but it's worth it. Keep at it, and you'll have a strategy game you can play for 10,000+ hours.
  • The community is generally friendly, but if you encounter any unsavory players, report and mute them by hitting tab in-game.
  • The game is polished, but we are a 4-person indie team. If you encounter bugs or have suggestions, please let us know in Discord.

Good luck and have fun!
- Lisk, Jules, Curing, and Dani

5.06: Sacred Steed, Pegasus, FairPlay 2.0



Sign-up for the Steeni Cup is open! 150€ Prize pool and mystery cards for all participants. Individual sign-up only. See the tournament thread for details.

The Legion In-House League (LIHL) is also underway. See the LIHL Hub for recordings of casted matches, and stay tuned for an announcement about the upcoming playoffs.

New Units: Divine Tier 3




Sacred Steed
- Cost: 80 gold
- Health: 750 (Arcane)
- Damage: 34 (Magic)
- Attack speed: 0.87
- Range: Melee

Mana Blessing
Restore the mana of nearby allies. Each point of mana restores 0.5 mana, up to a maximum of 1.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.



Pegasus
- Upgrade Cost: 190 gold
- Health: 2470 (Arcane)
- Damage: 112 (Magic)
- Attack speed: 0.87
- Range: Melee

Mana Miracle
Restore the mana of nearby allies. Each point of mana restores 1.5 mana, up to a maximum of 4.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.

New Major Feature: FairPlay 2.0

We've rebuilt FairPlay from the ground up and significantly improved it. As with any new feature, there may be bugs or unoptimized components. Please let us know immediately if you encounter any issues, especially if you're unfairly banned.

Use in-game reporting when you believe a player's actions deserve banning or chat banning. In-game reports are more effective than forum reports and work immediately, rather than requiring review from a moderator.

FairPlay 2.0 Improvements:
  • Now scalable in anticipation of a larger player base
  • Now considers long-term behavior, instead of primarily looking at recent games
  • Less likely to unfairly punish a player who experienced a bug or had internet troubles but otherwise consistently stays in games
  • Much more likely to punish players who previously abused the system by consistently but moderately leaving games (rage quitting, disconnecting, afking, dodging)
  • All players are now evaluated based on their propensity to (1) intentionally lose games, (2) leave games, and (3) create a toxic environment
  • All players now have a Behavior Score. A high score will increase your essence gain, which can be used when the shop is released. A low score will decrease it.
  • Improved Reporting
  • Reporting is now smarter and better taken into account
  • Reports now diminish in weight for players that report recklessly
  • Cheating reports are now monitored more carefully
  • You can now report someone for an Offensive Name in-game.
  • Improved automated detection for intentional losers
  • Improved AFK detection
  • Improved warnings
  • Warnings are now given out more frequently to help players improve their behavior before being banned
  • Now shows a FairPlay client notification any time you receive an [!] at the end of the game
Fixes and Improvements
Matchmaking
- Improved ranked matchmaking quality and speed for players - Matchmaking now speeds up less during off-hours, which means slightly higher quality matches on average for all players. Depending on the results, we may be able to increase match quality further in a future patch.
- Fixed a rare case where the matchmaker would treat you as a 1200-rated player, regardless of your actual rating. This was occasionally causing very high-rated players to match with low-rated players.
- Smarter team shuffling for Classic Queue, which will help better balance the teams, especially for low-rated classic players and new players

Performance
- Improved overall graphics performance (disabled anisotropic textures & lowered shadow cascades, which should hopefully not be noticeable. Also lowered some shadow distances.)
- Improved some performance in games with many units (fixed dynamic playback speed during night time & lowered soft unit caps a bit)
- Improved graphics performance (character no longer receive shadows or use light probes)
- Improved performance of Tab Scoreboard, especially when mousing over unit icons

Stability
- Potentially fixed some crash bugs related to Vertical Sync (disabled it in graphics settings for all quality settings)
- Enforced some limits in custom games to prevent server-wide lag
-- Starting gold cap: 1000 per player
-- Starting mythium cap: 1000 per player
-- Maximum mythium: ~3000 per player (your workers stop harvesting mythium if you have over 3000)
-- Hidden supply cap: (800 / number of players) per player. For example, a 4-player custom game will allow 200 supply per player. Most units use 1 supply, summoners use 2 or 3, and workers use none.

These limits only affect custom games, not ranked or classic. We love creativity and having fun in custom games, but we have to be respectful of overloading the servers.

Visual Improvements
- Fighters are longer transparent during the night. This should allow you to see your fighters better
- Improved outline scaling when zoomed out (and hides outline entirely when zoomed far out)
- Fixed a bug where sometimes life bar positions would be offset for some units under lag conditions
- Fixed a bug where outlines weren't rescaled for secondary meshes
- Improved Fog of War graphics for Low and Medium settings, at the cost of some performance
- Made Leviathan's Aerial Command a bit smaller
- New graphics for Butcher's Leech and Head Chef's Cannibalism
- Fixed Head Chef idle animation (it would accidentally get smaller)
- Fixed Harbinger idle animation (it would accidentally get bigger)
- Fixed a rare bug where you would have an invisible builder unit in your lane

Play vs. AI
- Hard difficulty bots now start with regular (250) gold but have +65 income. This makes them consistently harder, rather than dependent on opening with a lucky tier 6 fighter

Bots
- Fixed a bug where takeover bots for disconnected players in Classic Queue wouldn't build properly if you hadn't selected a legion/builder yet
- Fixed a bug in 3v3 and 4v3 custom games where bots sometimes wouldn't send mercenaries when they should have
- Fixed a case where bots would upgrade regen with an uninjured king, when they should have upgraded spell or attack
- Fixed a bug where bots wouldn't send on Wave 21

Profile
- Fixed a bug where your latest game didn't show up in your profile
- "Loading [X]'s profile" screen should more consistently show up now
- Profiles load slightly faster

Spectator Mode (admin-only)
- Fixed a bug where Change View couldn't be clicked on the right side of the button
- Pings from players no longer play sounds
- Now shows King Upgrades as soon as they happen
- Fixed a bug where Camera Bookmarks didn't work. As a result, the following now pan the camera to the player's lane:
-- Clicking a player's name next to his power score
-- Clicking a player's towers on the tab scoreboard
-- Pressing F1 - F8 jumps between lanes
-- If on 2v2 map, F5 and F6 will jump between Kings.

Post-Game Stats
- MVP Score: Improved formula to better-reward players who cause the enemy team to leak and penalize players who send recklessly
- Builds tab: Net Worth is now updated at the end of the wave (as well as at the end of the game), to be consistent with the Graphs tab
- Added graphs for Player Mythium Sent and Player Mythium Received

New Player Experience
- Now shows a "Congratulations" popup after you beat the first two tutorials with recommendations to play the rest of the tutorials & join Discord
- Play vs. AI (Medium) now unlocks at level 3
- Play vs. AI (Hard) now unlocks at level 4

Quality of Life
- Lioness: Now grows in size for each stack of Entourage
- Alpha Male: Now decreases in size for each stack of Dominion
- “Spell damage” is now referred to as “ability damage”
- Added a red text that shows up if you don't meet the conditions to dual build (requires both players to choose Mastermind, Chaos, or Hybrid and both players to build in the middle)
- Mousing over a unit on the scoreboard now shows buff stacks and buff borders (green = positive, red = negative)
- Now shows a notification when you delete messages from the inbox

Localization
- Fixed message about picking Mastermind/Hybrid/Chaos
- Updated translations and pushed new units to the google docs

If you notice an incorrect or missing translation, please visit LegionTD2.com/translate, and it will be fixed or added next patch
Minor Fixes
- Fixed a bug where white text would briefly flash after you pressed the ready button
- Temporarily disabled Friends List > Invite to Game features since they were causing in-game bugs
- GameID now shows the correct one when viewing a game in Match History

Game Balance
This will be a nerf-heavy patch to compensate for power creep (the tendency for everything to get buffed over time)

[h3]4v4[/h3]
Hybrid Builder
- Starting income: 3 -> 0

Chaos Builder
- Starting income: 3 -> 5

We considered other buffs but decided against them for now, in favor of extra baseline power to make Chaos viable

Equalizer mechanic
- Reduced overall
- Now gives slightly less bonus gold to the player in 4th and slightly more to the players in 2nd and 3rd
- Smarter formula for determining inequity, which makes it much less likely for the 4th place player to leapfrog the 3rd


[h3]King[/h3]
Base stats
- Health increased by 14% in 1v1 games
- Health reduced by 4.7% in 4v4 games
- Health increased by 7% only on wave 6

Upgrade Attack
- Damage increase: 9% -> 8.5%

Upgrade Spell
- Damage and effect increase: 8% -> 8.5%

[h3]Legion Spells[/h3]
Magician
- Mana regeneration and mana gain: 27% -> 25%

[h3]Fighters[/h3]
Dark Mage
- Mind Warp: Autocast logic: Fixed a bug and made it smarter about not casting on low hp units

Violet
- Lightning Strike: Damage: 120 + 0.6% max health -> 120 + 0.3% max health

Despite previous nerfs, Windhawk remains one of the most consistently strong rolls in the game, rocking a 52% win rate and 80% pick rate.

APS
- Health: 1150 -> 1080
- DPS with self buff: 50.9 -> 47.8
-- Damage: 50 -> 38
-- Attack speed: 1.02 -> 1.26

MPS
- Health: 2700 -> 2550
- DPS with self buff: 127 -> 119
-- Damage: 112 -> 90
-- Attack speed: 1.07 -> 1.33

Butcher
- Health: 1320 -> 1250

Head Chef
- Health: 3100 -> 3050
- Damage: 101 -> 110
- Maximum mana: 30 -> 16 (mana cost of Skull Stew is still 15)

Lost Chieftain
- Gaia Shield reworked

Old:
- Casts at the start of battle, then every 14 seconds
- Target unit maintains current % health
- Target health increase: 700
- Target prioritization: Uses a highly complex formula to attempt to make an intelligent selection

New:
- Casts once at the start of the battle
- Target unit always gains the full amount of health (only affects and buffs the synergy with Wileshroom/Canopie and any future units that start with - Target health increase: 1100
- Simple, consistent target prioritization:
  1. Target the most vertically forward unit within range
  2. If there is a tie between two or more units, pick the one that is most centered
  3. If there is still a tie between two units, pick the one on the left
The old formula caused frustration. Sometimes it would buff a bad target, and sometimes it would buff a good target but players perceived it to be a bad choice. The new formula makes things much easier to understand and gives players more control over which unit Gaia Shield buffs. In the future, if we have time for implementation and UI support, it would be interesting to give players the choice of which unit they want to buff.

Nightmare
- Health: 1100 -> 1080
- Attack speed: 1.9 -> 1.85

Hydra
- Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%

Despite the niche usage, we just can’t ignore how high Eggsack’s win rate is (55%)

[h3]Mercenaries[/h3]
We developed a new internal metric called the Mercenary Power Index. Based on that, in addition to feedback, we’re making some adjustments to a number of mercenaries.

Drake
- Attack speed: 0.95 -> 0.97

Witch
- Froggo: Attack speed: 0.91 -> 1

Ogre
- Attack speed: 1.25 -> 1.3

Four Eyes
- Damage: 75 -> 65
- Attack speed: 2.04 -> 2.33

Better damage thresholds against tier 1 spam and stronger against big boys like Doppelganger, Arctaire, Kingpin, Fenix, and Gaia Shielded units

Interpolated DPS after
- 0 seconds: 153 -> 151
- 2 seconds: 185 -> 194
- 5 seconds: 247 -> 275
- 10 seconds: 351 -> 410


Centaur
- Attack speed: 0.89 -> 0.91

Shaman
- Damage: 105 -> 100

Kraken
- Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%