
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
MultishotFires 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
HypershotFires 4 additional arrows, dealing ability damage, at enemies near its attack target. Multiple arrows can hit the same target.
New Legion Spells
TitanIncreases a target fighter's health by 1400
PulverizerGives 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/translateAPI 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