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Legion TD 2 News

v5.03: Divine Insignia & Game Balance



v5.03c Hotfix
Chat Improvements
- Fixed a bug that caused whispers to appear in the game chat when someone typed in global chat
- Limited "x is offline" message when whispering Steam friends to only show once per friend
- Fixed a bug that caused global chat messages to be rendered in post game chat
- Reduced time to hide whispers in post-game or custom game chat rooms from 30 to 15 minutes
- Made global chat subscriber lists more scalable for future lobby updates

Game Balance
- Addressing three points of frustration: Brutes, Starcaller combo, and battle variance

Brute
- Range: 100 -> 150
- Maul: Attack speed slow per stack: 8% (2% against king) -> 5% (1% against king)

In v4.00, we nerfed Maul, but it was accidentally reverted a few patches ago due to a version control bug. This explains why Brute became too strong. We're un-reverting that change now.

Mimic
- Range: 100 -> 150

Most non-tank melee mercenaries (Safety Mole, Pack Leader, and Ogre) have 150 range to make them less likely to be focused. We’re applying that to Brute and Mimic, which allows them to shine as DPS units and also reduces battle variance, primarily on waves 3-7 (“unlucky” timing when you focus a Brute or Mimic halfway through the battle and leak it with 5% life)

Disciple
- Mana Burst: Damage: 300 -> 310

Starcaller
- Amplify Magic: Mana regen and mana gain bonus: 40% -> 35%

Nerfing Starcaller’s insane synergy with certain units (primarily Gates, Boars, and Harpies), with some minor compensation buffs to Disciple.

v5.03 Patch Notes
AutoAttack Games

- Team size: 4 -> 5

We'd like to introduce Frederik "Rave" Wandtke as an Engineering Intern and the newest member of AutoAttack Games.

Rave discovered his love for programming while creating Warcraft III mods and made a tower defense called Pyro TD. He also worked on the semi-humanoid robot Pepper during a previous internship and has experience as a C# .NET programmer and software architect. Rave has been an active contributor and respected member of the Legion TD 2 community since 2015 when the game was in early development. He won the first-ever tournament, finished top 10 in the alpha, and has a peak rating close to 2400.

We're excited to work with Rave to tackle various technical challenges, develop new features, and leverage his game knowledge to help with balance and testing. Please join us in welcoming him!

New Legion: Divine


The Divine have descended onto the grounds of Nova, casting a blinding golden light. Do not mistake their holiness and beauty for graciousness. They bring justice through conviction and eradication, and without mercy. These ethereal beings believe only servants of the Divine deserve ascension, and they seek to cleanse the world of the unworthy. Are you worthy?

The release of the first Divine unit is planned for next patch v5.04

v5.03 Patch Notes
Game Improvements
Major Fixes
- Fixed Mac compatibility for some users

Gameplay Improvements
- On the 4v4 map, mid/dual building is now enabled with any combination of Mastermind, Hybrid, or Chaos
- Fixed a bug where similar legion spells (e.g. Press the Attack and All Out Assault) were showing up at the same time
- Improved legion spell selection logic. Dark Ritual and Loan can no longer show up alongside each other or Allowance and Sacrifice.
- Fixed a rare bug where some units (especially Soul Gate & Hell Gate) wouldn't cast their abilities if they tried to cast them as soon as they warped
- Fixed a bug where takeover bots weren't working on wave 1 for Classic games

Quality of Life
- Holding down CTRL when viewing a unit tooltip now shows unit upgrade costs
- AFK detection now activates sooner before wave 6 (80 seconds before wave 6, 120 seconds after wave 6. Previously it was 120 seconds for all waves).
- Estimated queue time is now more accurate
- When playing Hybrid, the confirm sell threshold is now less conservative (since you are more likely to sell units with Hybrid)
- Discord integration: now shows rating badge when you click someone's name who is playing the game
- Fixed some cases of stuck units

Other Fixes
- Fixed a bug where AFK warnings weren't showing up in Classic games
- Fixed a bug in profile graphs where percentages weren't labeled properly (needed to be multiplied by 100)
- Fixed a bug with post-game stats where Net Worth Per Wave (graph) wasn't up to date
- Fixed a bug with post-game stats where the average Power Score was incorrect
- Fixed a bug where match history would show Classic queue matches as +0 rating change
- Fixed a bug where names with <> characters didn't display properly in some parts of the UI
- Fixed a bug where using Steam's Invite to Game feature would cause the recipient to receive too many party invites (they are only supposed to receive one, when they start the game up)
- Fixed some rounding inconsistencies with rating changes

Game Balance

[h3]Legion Spells[/h3]
- Guardian Angel, Hero, Magician, Protector, Sorcerer, Vampire, and Villain can now be cast at any time, even after wave 11

Protector
- Protection Aura: 7 health regen + 2 flat damage reduction -> 0.5% missing health regeneration

Protector nullified offensive plays on wave 11, so we're smoothing out the power curve.

Sorcerer
- Bonus spell damage: 27% -> 25%
- Fixed a bug where Sorcerer didn’t work with the following area-of-effect spells:
  • Banana Bunk’s Barbs
  • Banana Haven’s Thorns
  • Honeyflower’s Fragrance
  • Deathcap’s Noxious Scent
  • Pyro’s Pyromancy
  • Millennium’s Explosive Shells
  • Doomsday Machine’s Detonation
  • King Claw’s Shell Shock
  • Great Boar’s Stampede
  • Red Eyes’ Thunderous Charge
  • Yozora’s Wintry Touch
  • Arctaire’s Frozen Veil

[h3]Fighters[/h3]
Harpy
- Attack speed: 0.81 -> 0.83

Sky Queen
- Damage: 89 -> 90

Infiltrator
- Health: 780 -> 760
- Damage: 40 -> 39

Violet
- Attack speed: 0.97 -> 0.95

Lost Chieftain
- Improved Gaia Shield casting logic
-- Fixed some cases where it was over-prioritizing Wileshroom and Canopie
-- Now slightly prefers units closer to the middle of your lane, in addition to preferring units placed further up, since they are more likely to tank

Nightmare
- Health: 1400 -> 1100
- Attack speed: 1.49 -> 1.89

Doppelganger
- Health: 3800 -> 3400
- Attack speed: 1.82 -> 1.96

Returning Nightmare and Doppelganger to their former glory as the premier melee DPS

Yozora
- Health: 1170 -> 1150
- Damage: 47 -> 46

Berserker
- Health: 2050 -> 2080

Fatalizer
- Health: 5650 -> 5740

Starcaller
- Damage: 190 -> 185
- Health: 3000 -> 2960

Azeria
- Invigorate: Mana cost: 12 -> 11

Lord of Death
- Undead Dragon: Damage: 95 -> 100

Hades
- Imp: Health: 1400 -> 1500

Soul Gate
- Blood Price: No longer gains mana regeneration based on missing life
- Blood Price: Self-damage: 15% of max health -> 17%
- Hellion: Health: 1280 -> 1320
- Hellion: Damage: 47 -> 49
- Nightcrawler: Health: 640 -> 660
- Nightcrawler: Damage: 47 -> 49

Hell Gate
- Blood Price: No longer gains mana regeneration based on missing life
- Blood Price: Self-damage: 15% of max health -> 17%
- Elite Hellion: Health: 3200 -> 3300
- Elite Hellion: Damage: 94 -> 98
- Elite Nightcrawler: Health: 1600 -> 1650
- Elite Nightcrawler: Damage: 94 -> 98

Blood Price was scaling multiplicatively with Magician and Starcaller, which made the combo overpowered and snowbally. Gates now naturally summon 6 times instead of 7, but that number can be increased with Ocean Templar, Desert Pilgrim, Protector, and other heals.

Hydra
- Value now scales with the number of Premature stacks (0 stacks: 470, 1 stack: 400, 2 stacks: 340). This is to more accurately reflect Hydra's power and nerf Pawn Shop + Hydra abuse.

[h3]Mercenaries[/h3]
Ogre
- Attack speed: 0.61 -> 0.63

Server 2.0



We just released our Server 2.0 update, which is a major refactor to our lobby server, game server, and matchmaking code. This has been our development focus for the past 6 months. The goal of this update is to improve long-run scalability and stability.
  • Scalability means the ability to support tens of thousands of concurrent players
  • Stability means higher uptime and fewer bugs

Technical improvements:
  • Matchmaking across different lobbies instead of only within a single lobby. Multiple lobbies are needed to support a larger player base.
  • Monitoring servers in real-time, which improves our ability to debug issues.
  • Servers run off of a completely new Microsoft Azure-based framework instead of AWS.
  • Complete refactor to the way servers spin up and down.
  • New logic for how players connect and reconnect to servers.
  • New matchmaking algorithm, which leverages Microsoft’s Azure PlayFab matchmaking system.

What you'll notice:
  • A "Waiting for players..." message when a match is found. If a player fails to connect, the matchmaker will re-queue everyone instead of starting the game with a missing player.
  • No more "Find me any game as soon as possible" button for players rated 1500+. Our new matchmaker is smarter about accelerating and adjusting for the number of players online.
  • Some differences in matchmaking logic. We'll be monitoring and doing adjustments as needed.
  • Improved Classic queue positioning. The matchmaker now prioritizes pairing similarly skilled players in lane match-ups.

Other than that, if we did things correctly, you shouldn't notice too many changes. If you encounter any bugs, please report them on the forums or Discord.

Server 2.0 is a big milestone for the development of Legion TD 2 and the foundation for a better game. Our plan is to market the game and do a free-to-play weekend this year to grow the player base and really take off. Thank you for your support.

v5.02: Chaos & Hybrid Builders



NEW! Chaos & Hybrid Builders

- Chaos and Hybrid are now permanently selectable in all non-ranked games for players level 5+
- When playing Hybrid, towers now sell back for 80%, instead of 60%. Eggsack sells back for 95%. Also, Hybrid T3-T6 now cost less gold.
- You can dual build with any combination of Mastermind, Chaos, and Hybrid builders

NEW! Legion Spell Pool

Legion spells are now divided into classes, then randomized, to ensure more interesting choices. Each of the following combinations occurs with 20% probability:
  • 1 defensive, 2 offensive
  • 1 defensive, 1 offensive, 1 scaling
  • 1 defensive, 2 scaling
  • 2 defensive, 1 offensive
  • 2 defensive, 1 scaling

In addition, spells very similar to each other like All Out Assault and Press The Attack, or Savior, Allowance, and Sacrifice, are now mutually exclusive. For example, if Press The Attack is rolled, All Out Assault cannot be rolled.

Classes:
  • Defensive: Allowance, Dark Ritual, Guardian Angel, Loan, Pawn Shop, Protector, Sacrifice, Savior, Vampire, Villain
  • Offensive: All Out Assault, Giant Snail, Lizard Army, Overwork, Press the Attack
  • Scaling: Creditor, Embargo, Investment, Hero, Magician, Sorcerer, Venture
Game Fixes & Improvements
Game Balance
- Soul Gate & Hell Gate no longer immediately pull lane aggro (they now behave like most fighters)
- Soul Gate & Hell Gate changed from Pure/Immaterial to Magic/Natural. This is to communicate what waves they are strong/weak against, but it shouldn't affect their balance much. The attack/defense types of the spawns (Hellion and Nightcrawler) are unchanged.
- Lost Chieftain is now slightly more likely to buff Wileshroom, Canopie, Fire Lord, Fenix, and units with Protector

Quality of Life
- Added a search bar for looking up other players' profiles
- No more worker queue limit. Also, queued worker timers are now more accurate.
- Profile fighter stats for upgraded fighters now displays the pick rate of the base fighter (instead of 0%)
- Tutorial mission complete/incomplete popups now use new Victory/Defeat popups & music
- Post-game builds tab now shows leak percents instead of leak values
- Fixed sound when party member initiates matchmaking
- Fixed a bug where hotkeys would be still active when typing an in-game player report
- Fixed a visual bug when dual building where players would individually leak, when they should instead leak/clear together
- Fixed a bug where match history match countries were shown incorrectly
- Fixed a bug where match history did not show rating changes due to losses
- Fixed a cosmetic bug with Mark Target

AI
- Bots are less likely to over-push workers on waves 16+

v5.01: Legion Spell Update, Balance Changes



Happy new year, everyone! Since we just got back from holiday break, we're doing a small balance patch to improve legion spells and address some of the more glaring balance concerns.

Legion Spells
A lot of the power budget of these spells was unintentionally in the +500 health. Now they can be more specialized.

Hero
- Health gain: 500 -> 0
- Damage and damage reduction aura: 5% -> 7%

Magician
- Health gain: 500 -> 0
- Mana regen aura: 22% -> 27%

Sorcerer
- Health gain: 500 -> 0
- Spell damage aura: 20% -> 27%

Vampire
- Health gain: 500 -> 0
- Lifesteal and spell vamp aura: 18% -> 24%

Villain
- Health gain: 500 -> 0
- Damage amplification: 18% (13% for ranged) -> 25% (15% for ranged)
- Buff duration: 3 -> 1.5 seconds

Fighters
Proton
- Attack speed: 1.02 -> 1
- Ionic Force: Attack speed per stack: 25% -> 30%

Atom
- Attack speed: 1.02 -> 1
- Ionic Force: Attack speed per stack: 25% -> 30%

Proton and Atom were statistically very weak.

Honeyflower
- Health: 1220 -> 1250
- Fragrance: Damage: 11 + 0.15% -> 10 + 0.15%

Honeyflower was the strongest opening in the game. The nerf makes it significantly more vulnerable to Dragon Turtle on wave 2.

Soul Gate
- Hellion: Damage: 45 -> 47
- Nightcrawler: Damage: 45 -> 47

Hell Gate
- Elite Hellion: Damage: 90 -> 94
- Elite Nightcrawler: Damage: 90 -> 94

The legion spell changes are also indirect buffs to Soul Gate and Hell Gate.

Other
Dragon Turtle
- Fixed a bug where it was spawning behind other tank mercenaries

Mastermind Rolls
- Priestess of the Abyss, Lord of Death, and Millennium no longer satisfy the arcane requirement because they are ranged DPS (if you get one of these, you're guaranteed to get another arcane unit)

"Unbreakable" Trophy
- Collection value: 15 -> 3

When we first designed this trophy, hitting 10,000 fighter value was very rare. It's now more common, especially in Classic games.

v5.00: Season 5



Season 5 Begins

Season 4 has officially ended. Rewards will be distributed in the coming days, and ratings will be soft-reset. Ranked will be disabled on Friday, December 13 at 6pm PST and re-enabled on Monday, December 16 at 9am PST. During this time, we will have a Classic 4v4-only weekend. Season 5 begins as soon as patch v5.00 goes live.



v5.00 Patch Notes

- Released to live servers!

NEW! Shrine Tier 6


Soul Gate
- Cost: 260 gold
- Health: 2000 (Immaterial)
- Damage: n/a

Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 15% max hp (can kill itself).


Dimensional Rift
Summons a Hellion and Nightcrawler

Hellion
- Health: 750 (Natural)
- Damage: 30 (Impact)
- Attack speed: 1.67
- Range: Melee


Nightcrawler
- Health: 360 (Natural)
- Damage: 30 (Magic)
- Attack speed: 1.18
- Range: 400

Hell Gate
- Upgrade cost: 420 gold
- Health: 5000 (Immaterial)
- Damage: n/a

Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 15% max hp (can kill itself).

Dimensional Chasm
Summons an Elite Hellion and Elite Nightcrawler

Elite Hellion
- Health: 1860 (Natural)
- Damage: 60 (Impact)
- Attack speed: 1.79
- Range: Melee

Elite Nightcrawler
- Health: 900 (Natural)
- Damage: 60 (Magic)
- Attack speed: 1.47
- Range: 400

NEW! Shrine Legion Release

With the release of Soul Gate and Hell Gate, Shrine is now a fully playable legion. Progress on legion 8 has already begun.



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

NEW! Profile 2.0


[h3]Playstyle Radar Chart[/h3]
- Every player is assigned points in 6 classes based on their playstyle and performance (extra weight given to recent games)

Economist
- Most gold from income. It's all about that late-game scaling.

Kingsguard
- Most king upgrades. All hail the king.

Architect
- Fewest waves leaked. Give no quarter.

Guardian
- Most leaks caught. Teamwork is OP.

Breaker
- Caused the most opponent leaks. The best defense is a good offense.

Tactician
- Most waves with no mythium sent. Keep them guessing.

[h3]Favorite Rolls & Openings[/h3]
Favorite Rolls
- The 6 rolls (base fighter only) you picked most often this season

Favorite Openings
- The 6 fighters (base and upgrades) you started with most often this season

[h3]Past Season Statistics[/h3]
- You can now view high-level statistics (rating, ranked win rate, etc.) from previous seasons, assuming the data was tracked then

NEW! Fighter Stats


NEW! Wave Stats


NEW! Match History


NEW! Wins Leaderboards
Ranked Wins This Season



Classic Wins This Season



Look & Feel
Play Menu







Legion Select



Victory & Defeat Banners



Audio
- New victory & defeat music
- New waiting for players & loading screen music
- New “King In Danger” theme when the whole team leaks a lot
- All Legion Spells now have unique sounds
- A variety of sound fixes and tweaks; overall the client should sound smoother now

New icons
- Booster, Stimpack, Leech, Cannibalism



2v2 Map
- Improved gate graphics

4v4 Map
- Texture update to make the map less bright/oversaturated

Legion Spells
- Improved graphics for Magician, Sorcerer, Protector, Guardian Angel

Floating Texts
- Red bonus damage text is now a bit more subdued (affects things like Berserker, Wave 18, etc.)

Matchmaking & Ratings
Placement matches
- Your first 10 ranked games in the season are now considered "placement" matches which will have 2x rating changes

Display fixes
- Fixed some cases where rating stakes were rounded incorrectly (at most resulted in 1 rating point difference)
- Fixed a case where +30/-2 matches were mistakenly being displayed as +31/-1

Quality of Life
Ready Button
- You can now click "ready" via a button instead of having to type the -ready command. You can also click the button again to toggle on/off whether you are ready or not.
- Wave 1 preparation time: 80 -> 90 seconds

Match Ties
- Tied matched (where a player failed to connect on wave 1) will cancel the match after 5 seconds instead of 15 seconds

"Abandoned Match" Fix
- Fixed some cases where the "abandoned match" message would show when requeueing after you already finished the game

In-game HUD
- Added text that shows a unit's grid position when deploying fighters or selecting an existing fighter (in build phase only). This option can be toggled on in settings (default off).
- Added a loading spinner in the middle of the screen if you are lagging badly (out of sync with server)
- Lifebar styles are now unified (yours=green, enemy creatures=red, everything else=player colored)
- Mercenaries now show base unit tooltip (so players can understand, for example, that Dragon Turtle is more about its arcane tankiness than its magic dps)
- Fixed a case where the HUD would ping things instead of clicking them (AltHeld is now reset every couple seconds)
- A variety of other fixes and tweaks

Stability
- Fixed a case where a client would be continually lagging, but never catch up with the server (disabled full sync throttle)
- Fixed a case where initialization would be bugged under certain latency conditions (ForceSyncAllTime was called before game started)

Custom Games
- Added a new custom game mode: "Mastermind" which just forces everyone to play Mastermind. Useful for tournament games!

Tournaments
- /signup command now supports signing up as a solo player

Official Game Guide
- You can now access the official game guide from a link in the client

Build Testing
- All -save/-load builds are now contained in player logs (previously was only the final wave's builds). This means after any game, you can reload any player's build from any wave for testing things like: would that build have leaked to brutes instead of fiends? would I have held if I put the bunk further forward? etc.

Tutorial
- Fixed a bug where gray borders/graphical artifacts would appear on the arrow graphic

Translations

- Updated! Visit LegionTD2.com/translate if you'd like to help with translations. Any fixes or additions you make will show up in-game the following patch.

Gameplay Fixes
Pathing
- Fixed a rare case where units from one lane would wander into another lane

Angler, Bounty Hunter, Kingpin
- Fixed a rare bug where Angler, Bounty Hunter, or Kingpin would jump to full mana (added a failsafe check after upgrading them)

Gaia Shield
- Lost Chieftain now smarter about buffing Azeria (whose ability heals it based on max hp) with Gaia Shield

Reviving units
- Units that revive (Guardian Angel, Eternal Wanderer, Samurai Soul) are now aggroed later when breaking ties

Attack speed fix
- Fixed a long-standing bug with units attacking faster or slower than their attack speed indicated. As a result, a lot of units have had their attack speeds tweaked so that their power remains the same.

Takeover bots
- Fixed a bug where bots that take over for a disconnected player that was dual-building wouldn't train workers or send mercenaries when dual building. They still won't build (this is hard to implement), but at least they aren't useless now.

Game Balance

[h3]No-build Strategy[/h3]
(also known as "cross" or "suicide")

This strategy involves one player only training workers, while the other player(s) build to cover. While it's an interesting strategy, it's too strong for how frustrating and chaotic it is. Our goal with this nerf is not to destroy the strategy, but rather to build a lever to nerf or buff it as needed.

Leaking 100% now grants additional gold to the opposing team. This amount is equal to 0.25 x BountyLeaked x WaveFactor, where WaveFactor scales from 0.35 on wave 1 to 1.5 on wave 20. For example, leaking 100% of wave 4 grants 12 bonus gold to the opposing team.
[h3]Legion Spells[/h3]
There’s been a power creep for legion spells over the past year, so we’re nerfing the strongest ones:


Giant Snail
- Health: 560 -> 540
- Damage: 24 -> 23


Guardian Angel
- Maximum health: 2500 -> 2400
- Now revives after 2 seconds instead of immediately

Protector
- Protection Aura: 2 damage reduction + 8 regeneration -> 2 damage reduction + 7 regeneration

Vampire
- Vampirism Aura: Spell Vamp: Now 80% as effective with area of effect spells

Area of effect, in this context, is defined as any spell that hits an uncapped number of units
  • Banana Bunk’s Barbs
  • Banana Haven’s Barbs
  • Honeyflower’s Fragrance
  • Deathcap’s Noxious Scent
  • Pyro’s Pyromancy
  • Millennium’s Explosive Shells
  • Doomsday Machine’s Detonation
  • King Claw’s Shell Shock
  • Great Boar’s Stampede
  • Red Eyes’ Thunderous Charge
  • Yozora’s Wintry Touch
  • Arctaire’s Frozen Veil


Market
- Removed from the game

With the introduction of so many more interesting spells, Market feels lackluster. Expect some new legion spells in early season 5.

[h3]King[/h3]
Immolation
- Buffed slightly on early-mid game waves

[h3]Fighters[/h3]

Looter
- Health: 90 -> 80

Ranger
- Damage: 38 -> 25
- Attack speed: 0.71 -> 1.1
- Accuracy: 20% bonus damage to bosses -> 5 bonus pure damage to bosses

Daphne
- Health: 1130 -> 1050
- Precision: 30% bonus damage to bosses -> 15 bonus damage to bosses
- New ability: Mark Target: Amplifies all damage dealt by 1 (0.25 to bosses), stacking up to 10 times

Another season, another Ranger and Daphne rework. Stronger against waves 5, 15, and 20. Daphne now synergizes with many units and fast attackers.


Zeus
- Attack speed: 2.56 -> 2.5


Infiltrator
- Shuriken: Bonus damage: 35 -> 33

Orchid
- Shuriken Cyclone: Bonus damage: 35 -> 33


Gateguard
- Chaos Hound: Attack type: Pierce -> Impact
- Chaos Hound: Defense type: Natural -> Fortified

Harbinger
- Cerberus: Attack type: Pierce -> Impact
- Cerberus: Defense type: Natural -> Fortified

Simplifying typing, filling a shortage of impact units, and decreasing the overabundance of pierce units

Eternal Wanderer
- Damage: 36 -> 38
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time

Samurai Soul
- Damage: 112 -> 118
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time

Leviathan
- Aerial Command: Does not stack -> Now stacks up to 2 times

Butcher
- Health: 1350 -> 1400
- Attack speed: 0.87 -> 0.95
- Leech: 5 life on-hit + 16% life steal and spell-vamp -> 20% life steal and spell-vamp
- Leech: Spell vamp: Now 80% as effective with area of effect spells

Head Chef
- Damage: 97 -> 105
- Attack speed: 0.87 -> 0.95
- Cannibalism: 10 life on-hit + 24% life steal and spell-vamp -> 30% life steal and spell-vamp
- Cannibalism: Spell vamp: Now 80% as effective with area of effect spells

Butcher and Head Chef are too strong early game and too strong with area of effect units like Banana Haven. We’re shifting power to synergy with single-target DPS units like Doppelganger, Kingpin, and Fenix, which is what Butcher was intended to be strong with.

APS
- Attack speed: 0.95 -> 0.91

MPS
- Attack speed: 0.95 -> 0.91

Grarl
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Increasing the flexibility of an interesting ability and potentially opening up Grarl into Banana Bunk, Millennium, Lord of Death, Eggsack, Fire Lord, Orchid, or Alpha Male on wave 3

Ocean Templar
- Health: 1700 -> 1900
- Damage: 155 -> 160
- Resonance: 25 + 4% missing health -> 4% missing health
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Kingclaw
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Priestess of the Abyss
- Attack speed: 0.94 -> 0.96

Azeria
- Invigorate: Mana cost: 13 -> 12

Berserker
- Damage: 29 -> 33
- Attack speed: 1.33 -> 1.27

Now 3-shots wave 3 which makes Berserker a more viable opening

Disciple
-- Mana Burst: Mana Cost: 9 -> 7
-- Now starts with 0 mana

Starcaller
-- Asteroid: Mana Cost: 9 -> 7
-- Now starts with 0 mana

Reducing frustration around multiple Disciples/Starcallers overkilling a unit at the start of the fight

Lord of Death
- Defense type: Swift -> Arcane
- Conjure Dragon: Mana cost: 30 -> 29
- Undead Dragon: Health: 700 -> 800

Hades
- Defense type: Swift -> Arcane
- Imp: Health: 1300 -> 1400
- Imp: Attack type: Pierce -> Magic

Simplifying typing, filling a shortage of arcane units, and decreasing the overabundance of pierce units

Fire Lord
- Health: 1650 -> 1800
- Attack range: 400 -> 200

Fenix
- Health: 3800 -> 4000
- Attack range: 400 -> 200

Making these units easier to split tank with

Great Boar
- Stampede: Damage increased by 8%

Red Eyes
- Stampede: Damage increased by 6%

Millennium
- Explosive Shells: Damage no longer reduced against flying units
- Fixed a bug where Explosive Shells could not hit more than 20 units at once (no longer has a maximum)

Doomsday Machine
- Detonation: Damage no longer reduced against flying units
- Fixed a bug where Detonation could not hit more than 20 units at once (no longer has a maximum)

This makes Millennium to a more viable opening and solidifies Doomsday Machine as a powerhouse on wave 17

[h3]Mercenaries[/h3]
Mimic
- Health: 2250 -> 2200

Centaur
- Mythium cost: 320 -> 280
- Health: 4500 -> 5000
- Damage: 210 -> 220
- Cleave: Removed
- Spawn position: Middle -> Front

Centaur’s identity as the anti-spam mercenary was overshadowed by the introduction of Witch. We’re shifting it to become a natural tank, which is currently lacking.

[h3]Waves[/h3]
(2) Wales
- Attack speed: 0.87 -> 0.89

(11) Quill Shooters
- Attack speed: 0.76 -> 0.78