Expected patch release: Monday-Tuesday, March 4-5 (Pacific Time)[h3]News[/h3]
Major Updates
[h3]Coming Soon: Limited Edition Yozora Plushie[/h3]

- The LIMITED EDITION YOZORA PLUSHIE will go on sale on
Monday, March 11 for
only 21 days!
- After April 1st, it will be
gone forever.- Includes bonus
5000 Premium Essence (worth $35)
- It will cost $29.99 USD and ships globally
Sign up to receive an alert when the sale goes live!
https://www.makeship.com/products/yozora-plushAn additional Steam announcement as well as in-game announcement will be posted when the sale goes live.[h3]New Legion Spell: Robo Squad[/h3]

Summons Robos to attack your lane opponent: 1x on Wave 11, 2x on Wave 12, and 3x on Wave 13. (No income). Also +50 Mythium.
[h3]New Secret Card: Teehee Sakura[/h3]
Photorealistic capture of Sakura when she clears ally leaks with 1 hp[h3]Mini & Wumbo (Classic Mode) Reworked![/h3]

New rules:
- Your starting roll is 6x random Tier 6 fighters
- You start with 300 gold, but 0 income
- You start with Champion
- You play Chaos rolls after the first wave
The goal of this rework is to keep the theme of a big Wumbo with his mini friends, but still enable access to all the synergies that make Legion TD fun. [h3]Coming Soon[/h3]
New units next month!
Game Balance
[h3]General[/h3]
Pathing & TargetingImproved some aggro cases where melee fighters behind other fighters would unexpectedly get targeted first. Minor improvements to reliability/smoothness otherwise.
There are still some cases of mercenary aggro consistency that we want to address, but didn't make it in for this patch.[h3]Classic[/h3]
- All sources of true AOE on fighters decreased by 10% damage. This affects Pyro and Boar, among other units
- Eggsack can no longer be built on wave 21+
- Sakura no longer gains stacks on wave 21+
- Dwarf Banker and Big Wig no longer gain gold on wave 21+
- Reverted maximum mana nerf to Dwarf Banker and Big Wig
- Giga Mercs-only: Giga Mimic Plunder gold scaling decreased from 1x to 8x --> 1x to 2x
Nerfs to balance outliers in classic: AOE and value-generating units. These changes only apply to classic.One of our goals this patch is to reduce the average game end wave in Ranked from 15.5 → 15

King 
- 5% weaker on wave 1 scaling to 6% stronger on wave 21
- Upgrade Attack: 14% → 12.5%
- Upgrade Spell: 5% → 5.5%
One great thing about Legion is gameplay variety, so we want to bring back more satisfying early game victories.[h3]Masterminds[/h3]
Champion 
- Damage and damage reduction: 8.5% → 8.75%
Low win rate and pick rate.
Kingsguard 
- King attack speed: +16% → +18%
Low win rate and very low pick rate.
Lock In 
- Roll auto-drafter has been redesigned and is now smarter
The roll auto-drafter doesn't take into account synergies and combos, but it tries to give you a balanced roll with a mix of attack/defense typing, fighter costs, tanks, and DPS.
Redraw 
- Gold cost of Redrawing: 1-50 → 1-45
- New: When you redraw, you are now guaranteed to get 6 new rolls (no repeats from your existing roll)
Low win rate and very low pick rate. Redraw was picked in the recent Nova Cup, but had minimal success, and players were hesitant to reroll later in the game.[h3]Legion Spells[/h3]
All Out Assault 
- Income penalty: -20 → -18
Low win rate and pick rate.
Battle Scars 
- Health gain per stack: 350 → 330
Very high pick rate.
Counterattack 
- Mythium gained when leaking: 55 → 60
Low win rate and pick rate.
Hero 
- Damage and damage reduction: 4.5% → 4.25%
Very high pick rate.
Investment 
- Income: 32 → 31
Very high pick rate.
Lizard Army 
- Mythium: 55 → 60
Low win rate and pick rate.
Loan 
- Income penalty: -32 → -31
Very low pick rate.
Press the Attack 
- Mythium: 75 → 80
Low win rate and pick rate.
Pulverizer 
- No longer increases attack speed
High win rate and very high pick rate.
Sorcerer 
- Bonus ability damage: 57.5% → 55%
High win rate and pick rate.
Vampire 
- Lifesteal and ability vamp: 24% → 23%
Slightly high win rate and pick rate.
Villain 
- Damage amplification: 26% (13% for ranged) → 24% (12% for ranged)
High win rate and pick rate.[h3]Fighters[/h3]
Angler 

- Range: 100 → 125 (Angler finally makes use of its big hook)
- Mana on Angler now increases power score slightly to reflect its value potential
We’re generally opposed to giving melee units extra range to keep them from being focused first, since that creates an arms race / power creep among melee units. However, Angler is an exception in that it’s a very cheap unit that’s heavily punishing if targeted first.
Bounty Hunter 
- Mana on Bounty Hunter now increases power score slightly to reflect its value potential
When a player had Angler/Bounty Hunter, it sometimes caused the opposing team to go on fire early game, due to lower workers and income. Then the tables would drastically turn when they upgraded to Kingpin. This change smooths out the power score curve.
Kingpin 
- Mana on Kingpin now increases fighter value by slightly less to better reflect true combat value
Howler 
- Damage: 17 → 16
Sunfang 
- Health: 1980 → 1990
- Damage: 84 → 86
Shifting power from Howler to Sunfang.
Harpy 

- Damage: 15 → 12
- New ability: Crimson Claws: Gains 0.25 mana with each attack
This change makes Harpy behave more like Sky Queen, giving her higher DPS upside. She also no longer gets stuck between mana breakpoints.
Pirate Skeleton 
- Health: 800 --> 780
- Damage: 32 --> 31
Bringing Pirate Skeleton's stat efficiency in line with Grarl's. It should feel rewarding to rush Spectral Scallywag using Pirate Skeleton's Secret Stash, but it's now harder and riskier to do so. High win rate.
Violet 
- Lightning Strike: Mana cost: 8 → 7
Slightly low win rate and pick rate.
Tempest 
- Machine Gunner: Damage: 15 → 16
Compensation buff for Leviathan change.
Leviathan 

- Bombardier: Damage: 90 → 110
- Aerial Command: Damage aura: 16% → 14%
Leviathan had too much power budget in its aura, which made it oppressive with certain combos.
APS 

- Attack speed: 1.22 → 1.35
- Energize: Attack speed aura: 12% → 10%
MPS 

- Health: 2320 --> 2370
- Damage: 101 --> 103
- Attack speed: 1.22 → 1.35
- Mythium Core: Attack speed aura: 18% → 15%
APS and MPS had too much power budget in their auras, which made them oppressive with certain combos.
Desert Pilgrim 
- Chain Heal: Healing: 130 --> 125
High win rate and pick rate.
Arctaire 
- Health: 4320 → 4330
- Damage: 134 → 135
- Frozen Veil: Damage: 8 → 9
- Frozen Veil: Attack speed debuff: -2% → -2.1%
Low win rate.
Gatling Gun / Vulcan Cannon 
- Attack speed: 2.35 → 2.38
Partially reverting the nerf in the last hotfix, which went too far. Slightly low win rate and pick rate.
Priestess of the Abyss 
- Burst Attack: Percent max health damage: 0.035% → 0.03%
Azeria 
- Echostrike: Percent max health damage: 0.1% → 0.085%
Right now, Priestess and Azeria can do everything, so we’re shaving off their late game power. Slightly high win rate and pick rate.
Starcaller 
- Increased mana synergy by 10%
Machine gun Starcaller was a fun combo that was overnerfed a while back.[h3]Mercenaries[/h3]
These changes encourage early game aggression.
Brute 
- Damage: 53 → 54
Mimic 
- Damage: 113 → 115
Imp 
- Damage: 41 → 42
Ogre 
- Attack speed: 1.16 → 1.11
- Knock Out: Damage: 125 → 150
More power budget in its ability to make it stronger, particularly in the early game.
Shaman 

- Health: 3000 → 3300
- Damage: 110 → 120
- Blood Rush: 40 damage → 10% attack speed + 25 damage
By popular demand, bringing back Shaman’s attack speed buff. This makes Shaman strong on boss and elite waves and with other powerful mercenaries.
Kraken 

- Health: 6230 → 7450
- Damage: 251 → 291
- Removed Ancient Power
- Now considered a boss, giving it reduction against most debuffs and benefiting from Hermit and Pack Leader’s bonuses to bosses
Ancient Power made Kraken less viable in the early and mid game, and a must-send in the late game. This change increases its versatility and makes it our first-ever boss mercenary![h3]Waves[/h3]
Waves 11-19 buffed by 2% to help games close out faster.
[h3]Balance Watchlist[/h3]
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
- Game pacing
- Spectral Scallywag
- Berserker / Fatalizer
[h3]Campaign[/h3]
- Buffed Brock, Shadowynn, and Rex Ribbitor on Hard difficulty
- Nerfed Victra on normal difficulty and Bonny Flay, Sven, Crashton, and Victra on Hard difficulty
Thank you to Schakara, DarkQuacker, SetoKaiba, and Recklezz for testing and feedback.Improvements & Fixes
[h3]Performance Optimization[/h3]
The game should run a bit smoother, particularly in late-game spamfests.
[h3]New Feature: Mastermind Roll Selection 2.0[/h3]

Improved hint system and now displays a Wave Strength Bar to communicate how strong your roll is rated per wave.
Note the scoring system mainly looks at damage and defense types, and is not intended to be perfectly accurate. It’s just a starting point/sanity check, especially for newer players.[h3]New Feature: Classic Modes Auto-Voting[/h3]

In Options → Interface, you can configure auto-voting for Classic modes so you don’t have to worry about voting every time.
[h3]New Feature: Classic Mode Voter Essence Bonus[/h3]

If you vote Yes for a Classic Mode, you now gain a small +10 Essence boost for each vote. #IVotedToday
Both of these changes aim to further encourage voter participation to make sure everyone’s preferences are expressed.[h3]Minor Improvements[/h3]
- Recommended Value: Offensive Legion Spells from the player attacking you (i.e. Giant Snail, Lizard Army, Robo Squad) are now better taken into account
- MVP: Added “Most shutdowns farmed” and “Fewest shutdowns given up” to MVP formula & tooltips
- Spectate: Win probabilities now take game rating into account
- Bots: Improved some fighter placement in some situations. Also now smarter about sending with teammates when queueing sends or sending at the very last second. Also fixed some cases where they wouldn’t build if you disconnected with only a few seconds until the next wave.
[h3]Fixes[/h3]
- Classic: Giga Mercs: Fixed a bug where Lizard Army + sending 8 Lizards wasn’t stacking properly
- Classic: Income Bonus: Fixed some rare cases where the income bonus wasn't given appropriately (if your Classic elo was exactly 0)
- Classic: Superhero: Fixed a bug where you couldn’t control which Hero-style ability was used if you saved up multiple unused abilities, then tried to use them later. Also fixed Superhero in-game message.
- Classic: Superhero: Fixed a bug where bots didn’t use Superhero abilities
- Classic: Superhero: Fixed a bug where if you sold a unit with multiple Hero-style abilities, it wouldn’t properly recover all of them (now it does)
- Classic: Tower Defense: Adjusted all ability ranges to match increased attack ranges (This should fix cases where Elite Archer, Masked Spirit, etc. were unexpectedly not using their abilities while attacking)
- Classic: Tower Defense: Fixed some pathing/targeting issues at the bottom of the lane
- Classic: Tower Defense: Fixed some units unintentionally being able to cast their abilities on fighters in other players’ lanes
- Custom Games: Fixed Custom Game room settings not being synced properly when a new player joins
- Graphics: Fixed a lighting glitch in the forest to the left of Player 1’s lane
- HUD: Fixed a bug where pinging an enemy player’s value during the build phase would mistakenly display misleading recommended value
- Singleplayer/Co-op: Fixed a rare case where a bot wouldn't build properly for Wave 1 after a Restart
- Spectate: Fixed some cases of having invisible towers during build phase
- Stats: Fixed some rare cases of player stats not being updated after a game finished
Community Updates
[h3]Community Emotes[/h3]
Added eggwon, 2kxaocSTONKS, skovSmug, and tohoStarve

[h3]Game Translations[/h3]

Legion TD 2's translations continue to be greatly improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:
Help Translate Legion TD 2HUGE thank you to everyone who has helped up to this point!

Closing Remarks
This patch aspires to smoothen out some of the bumps that came with the major updates from v11.00 and v11.01 in January/February. Thanks to tens of thousands of games of data and player feedback through Discord, Reddit, and Steam, we are able to have confidence to improve the game every day.
We hope you enjoy the QoL improvements and fixes, too. Teehee.
As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.
Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive

) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players =
more freelo better matchmaking!
If you enjoy these updates, please give it a Thumbs Up, too!
And as always, if you have constructive criticism, let's chat about it.
Discord and
/r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.
Sincerely,
The Legion TD 2 Team