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



NEW! Featured Game Mode: Hybrid




Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.

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

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

NEW! Legion: Shrine




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

v3.14 Patch Notes

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

NEW! Tier 1




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

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



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

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



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

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

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

NEW! Commands


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



Game Fixes & Improvements


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

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

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

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

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

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

Game Balance


King

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

King Upgrades

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

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

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

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

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

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

Bounty

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

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

Legion Spells


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

Lizard Army
- Mythium: 10 -> 15

Dark Ritual
- Gold: 140 -> 135

Loan
- Income: -30 -> -32

Fighters


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

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

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

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

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

Looter
- Health: 120 -> 110

Zeus
- Attack speed: 2.2 -> 2.22

Pyro
- Attack speed: 1.65 -> 1.63

Tempest
- Attack speed: 1.087 -> 1.064

Lioness
- Health: 2410 -> 2360

Alpha Male
- Damage: 104 -> 101

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

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

Butcher
- Health: 1320 -> 1350

Head Chef
- Health: 3250 -> 3300

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

Nightmare
- Attack speed: 1.667 -> 1.724

Berserker
- Attack speed: 1.563 -> 1.49

Antler
- Attack speed: 0.8 -> 0.78

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

Fenix
- Attack speed: 1.02 -> 1.04

Banana Bunk
- Health: 2900 -> 2950

Banana Haven
- Health: 6500 -> 6550

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

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

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

Mercenaries


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

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

Hermit
- Damage: 34 -> 35


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

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

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

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

Waves


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

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

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

(8) Kobras
- Health: 580 -> 600

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

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

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

Masters Cup III Begins Saturday. Tune in on Twitch!



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

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

v3.13: Cannoneer, Custom Games 2.0



Masters Cup III




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

See the tournament thread for details.

Localization Update




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

If you’re interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base (larger player base = better matchmaking, more featured game modes, etc.). Thank you to everyone who has contributed.

v3.13c


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

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


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


Peewee
- Attack speed: 0.97 -> 0.99


Veteran
- Health: 1410 -> 1430


Butcher
- Health: 1300 -> 1320


Head Chef
- Health: 3200 -> 3250


Tempest
- Attack speed: 1.11 -> 1.09


Zeus
- Attack speed: 2.17 -> 2.2


Pyro
- Attack speed: 1.67 -> 1.65


Doppelganger
- Health: 3700 -> 3800


Fire Lord
- Attack speed: 1 -> 1.02


Fenix
- Attack speed: 1 -> 1.02


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


Waves


(12) Mantises
- Health: 1170 -> 1190


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


(20) Maccabeus
- Damage: 160 -> 155

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


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

v3.13b


- Fixed a pathing bug

v3.13a


Reconnecting
- Fixed a bug where you couldn't reconnect

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

v3.13 Patch Notes

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

NEW! Custom Games 2.0


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





NEW! Mercenary




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

Game Fixes & Improvements


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

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

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



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

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

Game Balance


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

Making these abilities feel better against Froggos and Lizards

Fighters



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


Whitemane
- Health: 4450 -> 4400


Fatalizer
- Attack speed: 1.47 -> 1.43


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

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

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

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


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

Mercenaries



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

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


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

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

Waves



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

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

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

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



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

(16) Cardinals
- Health: 1880 -> 1900


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

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

Projectile Speeds


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

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

v3.12: Great Boar, Red Eyes, King Spells



Masters Cup III


  • Sign-ups: End March 25
  • Tournament: March 30-31
  • $500 prize pool
Sign-up instructions
  • You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
  • Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  • Have one player type /signup while in the private lobby
Signing up early is advantageous for seed rating

See the tournament thread for details.

v3.12 Patch Notes

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

NEW! King Spells


The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.

Judgment
- Mana cost: 5 -> 4
- Damage: Reduced by 23%
- Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)

Immolation
- Deals damage every second to all nearby enemies

Chain Frost
- Mana cost: 4
- Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce
- Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell

Lightning Hammer
- Mana cost: 3
- Drains mana over his next 3 attacks, unleashing bouncing lightning bolts

NEW! Tier 6 & Nomad Release


Great Boar
- Cost: 270 gold + 1 supply
- Upgrades to: Red Eye
- Movement type: Ground
- Health: 3200 (Fortified)
- Damage: 55 (Pierce)
- Attack speed: 1.0
- Range: Melee


Stampede
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


Red Eyes
- Upgrade Cost: 420 gold + 1 supply
- Movement type: Ground
- Health: 8200 (Fortified)
- Damage: 141 (Pierce)
- Attack speed: 1.0
- Range: Melee

Thunderous Charge
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.

Game Fixes & Improvements


Loading Screen
- Now also displays your current rank



Sounds
- Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out

Stability
- Fixed a few cases where some things wouldn't load properly on the client (RendererDispatcher concurrency fixes)

Gameplay Fixes
- Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away
- Fixed a few misc interface bugs
- Fixed a minor abuse case where your lane's enemies would warp back to the cave after pulling enemies from another player's lane

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

Game Balance



Mastermind
- Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)


Leak Bounty
- Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves

Legion Spells


Villain
- Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)

Fighters



Pollywog
- Attack speed: 1.22 -> 1.176


Peewee
- Health: 310 -> 320


Green Devil
- Health: 760 -> 780


Kingpin
- Health: 4000 -> 4250
- Big Game Hunter: Heal: 12% -> 10%

Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game


Pyro
- Upgrade cost: 180 -> 175
- Damage: 33 -> 32
- Range: 200 -> 250

If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2


Sky Queen
- Damage: 84 -> 83

The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs


Violet
- Lightning Strike: Mana cost: 10 -> 9


King Claw
- Damage: 145 -> 140


Golem
- Health: 4900 -> 4830
- Damage: 151 -> 148


Butcher
- Health: 1070 -> 1300
- Damage: 67 -> 45
- Range: 200 -> 100 (Melee)


Head Chef
- Health: 2300 -> 3200
- DPS: 117 -> 84
-- Damage: 130 -> 97
-- Attack Speed: 0.9 -> 0.87
- Range: 200 -> 100 (Melee)
- Skull Stew: Mana cost: 10 -> 15

We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.


Azeria
- Damage: 67 -> 66

Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.


Doppelganger
- Health: 3600 -> 3700

After the range nerf a few patches ago, Doppelganger still dies too easily


Whitemane
- Health 4200 -> 4450
- Damage: 175 -> 180
- Council: Damage reduction: 5 + 20% -> 5 + 15%

Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)



Fatalizer
- Attack speed: 1.52 -> 1.47

Sand Badger
- Attack speed: 0.833 -> 0.806

Iron Scales
- Attack speed: 0.833 -> 0.806


Eggsack
- Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks


Lord of Death
- Undead Dragon: Devour: Health restore: 15% -> 25%


Hades
- Imp: Devour: Health restore: 15% -> 25%

Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.

Banana Bunk
- Health: 2890 -> 2900
- Barbs: Damage: 25 + 10% -> 20 + 10%


Banana Haven
- Health: 6250 -> 6500
- Damage: 51x3 -> 57x3
- Thorns: Damage: 40 + 15% -> 30 + 15%

These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.


Warg
- Health: 970 -> 990


Alpha Male
- Health: 3300 -> 3350

Waves


Wave balance is in a good spot. Just doing some slight adjustments.


(15) Quadrapuses
- Attack speed: 0.84 -> 0.86


(16) Cardinals
- Health: 1850 -> 1880

(20) Maccabeus
- Damage: 165 -> 160

2x Chaos Mode Begins Now!



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

Let the chaos begin!